I'd like to see the next update focus on RoMulating the corporations along the following lines: 5 medieval/renaissance guilds 10 industrial/modern/future corporations Each guild would: Require two resources (ex: glassblowers, requiring salt and stone) Produce an optional manufactured good resource (such as glass) Not require an HQ, but rather franchises would require a (substantial) lump sum payment and yearly maintenance for licensing, which would also open up an additional building (such as a glassblower). Provide benefits to cities where the guild is located for each raw material available, like corporations, to facilitate trade Suggested guilds: Glassblowers Masons (no manufactured good, but enhanced production/culture/wonder bonus - requiring stone/marble and iron/copper) Clothiers (requiring sheep/cotton and dye, producing textiles) Blacksmiths (requiring iron/copper, a tannery resource, and a tannery - no resource produced but offering unique unit promotions and production bonuses, replacing armorer) If one were ambitious one could implement levels of guilds, such as one that produces paper, and another that uses paper to produce books, for large research gains, but that would place a strain on the number of resources available in the game. Some of this could be alleviated by cutting marginal resources such as tobacco, coffee, gems, olives, and obsidian. Corporations would: Require three resources present, although some an either/or Require a GP to found an HQ Each compete with one, and only one other corporation Span all eras from Industrial on (i.e. future corporations) The three "Hit" wonders should no longer produce free resources to free up new ones for these corporations to produce. Suggested corporations: Lots of open design space here.