Vox Populi Congress Proposal Workshop

I think the Netherlands would still be very good in MP, players simply don't work together that well to block their ability. You need everyone to turn down literally free lux.

That said I do think their ability should be changed because it is really really powerful in SP. One of the best civs.
 
I think its important to consider on a more general basis, is "how multiplayer friendly do we want all civs to be?"
Here's what I think about that question: We need to establish what civ that has the maximum tolerable exposure to other players. What single civ is very dependent on other civilizations' performance and choices, but still within tolerable limits?

I would propose the two possible candidates are Assyria and Siam.

To a certain degree, any diplomatic or military civ is pretty exposed to counterplay by another human. In multiplayer, military victories are hard, but DVs are virtually impossible, because human players can coordinate and plan votes very well. Other humans can make the threshold for unpopular proposals prohibitively high. However, Siam is the closest thing we have to a "pure" diplomatic civ, which also makes him the most predictable and easy to counter by other humans. Also, Siam has more bonuses for DV allies, but doesn't actually have any in-built tools for getting more influence with city-states (at least until the next version is released, but even that new bonus is modest). He's almost pure win-more, unlike other diplo civs like Greece, Austria, and Germany, who all have some in-built extra influence mechanic. This is a very vulnerable position to be in vs. other humans, who are cognizant of what you need to be able to play your civ.

Assyria's big UA power is a reward for city conquest. That means you have to conquer, which means you have to win wars against other humans. Conversely, all the other human players have to do is not lose cities to you, and Assyria is playing with only half his UA. Assyria is helped by large, early science bonuses, and has various tools to get an early tech and military lead, but there is still the possibility that he can be entirely shut down.

There were two old civs that were also very hard to use in multiplayer, but have since been changed, or are going to be changed soon: India and France.

India's
old bonus for passive spread made his religion incredibly brittle. If enemy human players knew what they were doing, they could coordinate missionary and Great Prophet spreads into India early, before his passive spread became insurmountable. Human players know from the game start that India is on the map because they get a global notification about a pantheon founding at turn 1, so they have lots of time to prepare and plan too. An India player has no way to defend themselves against this until they have enhanced, and even then they will spend a lot of time trying to turn their own cities back. In the meantime, India functionally doesn't have a UA. This is being changed next version so that India's Gprophets give human players more control over where and when they spread. I think that should mostly address India's lack of counterplay up to this point.

The old France was like Assyria, but on crack. He had even larger rewards for city conquest and even fewer bonuses outside of that to actually help him conquer. His other components were weaker and later than Assyria's. He has now been changed so that his bonuses are much more self-contained, and less dependent on winning wars.

In summary:
  • Assyria and Siam are tolerably exposed to sabotage by other players.
  • There used to be two other civs whose kits were even more at the mercy of other players -- France and India -- but we changed them.
  • That just leaves the Netherlands as the only civ that is more exposed than Assyria.
That's why to me its gold saving that is the primary UA, and the debt that is the possible "vestigial" ability.
[...]
And that is the strategic decision turn after turn, when do I off ramp? Do I keep saving for even more gold, do I spend it now for infrastructure that will also help me later? How much do I hoard and when I do spend, that is the strategic decision you are adding to the game.
Considering how espionage works, and how it will continue to work for the forseeable future, hoarding gold like that is simply not viable. If you try to do that, other players will treat you like a piggy bank to be smashed over and over. The ability would need to be buffered anyways so that it isn't just stale, and you don't feel punished for buying things, but I would consider it completely off the table unless the ability also had some way to prevent enemy spies from simply taking all of your gold.
I think the Netherlands would still be very good in MP, players simply don't work together that well to block their ability. You need everyone to turn down literally free lux.
Even then, your ability becomes "Pay three times as much for any trade deal". Other civs' UAs aren't at the mercy of other players to make their abilities work. They don't have to debase themselves like that just so they can use their own mechanics.
 
Workshop Idea !
Rework How :c5greatperson: Are Generated/Accumulated (comes with a Tradition and building change).

Problems :
Specialists in key cities awards :c5greatperson:s. In tradition games, this is mostly the Capital. Satellite cities never really contribute to :c5greatperson: since they never produce enough to spawn a GP on their own.
Adding a global pool would partially solve this issue, however it will favor wide play a lot more than tall play, where tall play is meant to be the GP strategy. Plus wide can already afford to buy more GPs with faith anyway.

Proposal (numbers subject to change) :
  • Base :c5greatperson:generation rework :
    • :c5greatperson: are now produced on a common pool instead of individual pools
    • Specialists only produce 1:c5greatperson: as a baseline (but things can increase that)
    • Each city founded increase required :c5greatperson: (except Prophets - for now) by 10%
  • Tradition rework :
    • Scaler changed from "3%:c5food: per policy" to "1 more city does not count toward expansion penalty, per 2 policies (including opener)".
    • All buildings providing specialists to the capital also add +2:c5greatperson: to relevant specialist.
    • Civil servants gain +2:c5greatperson: with the state treasury.
    • The Throne Room (finisher) adds an additional +1:c5greatperson: to all specialists.
    • Those bonuses, of course, only applies to the capital.
  • Summary of Tradition rework :
    • You produce :c5greatperson: as fast as before in the capital until finisher (3:c5greatperson: per specialists).
    • Your first 3 cities (excluding capital) no longer contribute :c5science:/:c5culture:/:c5greatperson:/:c5unhappy:/:c5goldenage: maluses from number of cities. No maluses if you stay on 4 cities.
    • Finisher boosts your :c5greatperson: production to 4 per specialists.
    • Satellites cities fully contribute to :c5greatperson: (at a slower rate).
  • National Wonders changes :
    • Some National Wonders now boosts relevant :c5greatperson:generation in their city :
      • Oxford University : add +2 :c5greatperson: to scientists in the city, add one scientist slot.
      • Printing Press : add 2:c5greatperson: to Civil servants in the city, add one civil servant slot (total 2).
      • Ironwork : add 2:c5greatperson: to engineers in the city, add one engineer slot.
      • East India Company : add 2:c5greatperson: to merchants in the city, add one merchant slot.
      • Writer/Artist/Musician guild : add 1:c5greatperson: to relevant writers/artists/musicians in the city (since you can get a total of 3 in the empire).
Note : this also warrant rework for :c5greatperson:% increase, especially the one from Austria's UA.

That's it, first draft. Thoughts ?
 
Considering how espionage works, and how it will continue to work for the forseeable future, hoarding gold like that is simply not viable. If you try to do that, other players will treat you like a piggy bank to be smashed over and over.
Since you can only steal gold from the capital and there will almost certainly be a counterspy there who can kill you with 100% certainly, I don't think gold stealing will be as viable in the new system.
 
Assyria is also really powerful btw. Their UB is so strong it makes up for a not very exciting UA.

I think trying to balance for MP is a bit futile everything is so vastly different. Like are we changing scouts for MP? Because I think they were the biggest issue we had in the one MP game I played.
 
Rework How GPP Are Generated/Accumulated (comes with a Tradition and building change).
I think the 3% :c5food: is important because, like the border growth scale reducer, it lets you counteract the exponential scaling inherent in the system. Is 3% :c5food: the right bonus to counteract that? Maybe not, but it has to be something related to food I think or your cities will end up only a few population "taller" than progress/authority cities, but with fewer total cities.

I think your carve out for GWAM specialists will result in wide empires having a hefty nerf to producing these GPs, with the 10% scaling hitting, but not giving them a boost in production rate due to building limits. Maybe you can fix that by giving Opera House and similar buildings +1:c5greatperson: to the Guild, but then you're fixing a self-inflicted problem.

Finally, I don't see how you're spawning the great person with a totally-global pool, are they always out of the capital? One reason I liked the partial-global approach was that it let non-"core" cities contribute GPs, but you still get the generated GP bouncing around your empire, rather than just from 1-3 cities. It's a nice flavor win for me.

The general direction is interesting, basically you're relying on specific Wonders to charge up a city's specialist production.
 
I think trying to balance for MP is a bit futile everything is so vastly different. Like are we changing scouts for MP? Because I think they were the biggest issue we had in the one MP game I played.
This isn't about balancing multiplayer, this is about making it so that players can't deactivate a civ by playing differently.

Assyria gets bonuses for conquering someone. Both humans and AI will resist that, they will try to counteract it to the best of their ability. That is expected behaviour. With the Dutch trade mechanic, other civs have the power to deny you access to your own UA, because the Netherlands needs other players' Consent in order for their UA to work. Assyria doesn't need your consent to take your cities.

In order to block an Assyrian player from getting to use their UA, you have to outplay them. In order to block a Netherlands player from getting to use their UA, you just have to say no.
 
@pineappledan I think your proposing a solution that's looking for a problem. Sure, you can rationalize changes designed to make MP better by saying that really they're changes targeted at this more fundamental problem that isn't unique to MP, but then the question has to be asked: is that "more fundamental problem" actually a problem? For me, it simply is not. Every civ is different, some playstyles are better for some than for others, and there is almost always something I as an opponent can do to specifically target another player's strongest playstyles. But regardless, I think the Dutch UA is one of the most interesting ones in the game, and the new one you proposed sounds both hard to use/understand but also just not as interesting or satisfying. I personally think there are a lot of civs that would benefit from a UA change before the Netherlands.

@FinMc I appreciate the agreement, I think this somehow ended up in the wrong thread though! lol
 
If the community doesn’t think we should be concerned about multiplayer at all, or if they think it’s okay that 1 civ is a little abusable for MP then I guess no change is necessary. I think Legen’s or Anarcormu’s ideas address the MP issue cleanly without throwing the whole ability out.

What I was proposing was that the ability could be re-homed onto a custom civ. I don’t hate the current UA, I just don’t think the way it depends on other civs to allow you to use it feels polished enough for the main mod.
 
Regarding the removal of the monopoly part, I'd like to know the experience of other players. I have personally never been able, nor willing to try to actually get a monopoly through UA. Have someone been able to do so, and have it been a game changer when doing so ? Like securing a specific corporation or something.
You can't get a monopoly through trade with one civ alone, since they always have more than or equal copies. You'll need to acquire a copy elsewhere.
 
I don't know if it's worth the extra text and coding, but you could have each monopoly increase the :c5influence: influence by +1 (so after your first monopoly it's +2, etc.), if there was a desire to keep around some flavor of monopolies.

Also, it's a little weird that the UA requires you to specifically trade the luxuries, rather than just owning copies like God of Festivals. That seems like it would also be a low-effort way to give the UA some personal agency.
Importing and exporting the same resource counts double for the UA. If you include own, you can technically get 3x the yields with just one resource.
 
Since you can only steal gold from the capital and there will almost certainly be a counterspy there who can kill you with 100% certainly, I don't think gold stealing will be as viable in the new system.
It's a 20% kill chance only.
 
I would be a huge fan of removing the work boat and making sea improvements built by normal workers. With workers being able to build Indonesia's UI and the Netherlands' UI on water, I assume this is technically possible.

Sure, this would probably require some rebalancing of water luxuries, but they are already in need of a change anyway. The work boat is just such a clunky design element and adds a bunch of unnecessary problems to developing coastal cities.

I'm sure this has been discussed in the past but I can't seem to find anything on it, so I thought I would bring it up.
 
Could you elaborate on that?
Mostly that work boats are a different means to accomplish the same ends, i.e. increase the yields of tiles through investment of gold or production, but for some reason work boats are single use only, even though sea resources are generally fairly comparable in strength to land resources. Additionally, it is generally quite efficient when you have sea luxes to rush work boats once you research Fishing. While they do have a fairly high cost, they are cheaper than workers, construct improvements instantly and thus the tempo advantage you get from them can often make up for the increased cost. This makes sea luxes harder to balance as generally speaking you can get monopolies in them faster than land resources. But then on the other end of it, sea resources become such a pain to work and maintain in the late game because of how easy they are to pillage, the annoying cooldown period on workboat purchases, and all of the production you waste on workboats if you choose to build them, all the while you might have many workers on land sitting idle. I just don't see any reason from a design, balance, or player experience point of view why any of these things would be desirable.

Sure, there is an argument to be made that this different mechanic offers some strategically interesting decisions, but 1) you are almost never deciding between securing a sea monopoly or a land monopoly for your first one, your starting group of luxes will either be land or sea, and 2) I don't even think its that strategically interesting anyway, it's just annoying.
 
Mostly that work boats are a different means to accomplish the same ends, i.e. increase the yields of tiles through investment of gold or production, but for some reason work boats are single use only, even though sea resources are generally fairly comparable in strength to land resources. Additionally, it is generally quite efficient when you have sea luxes to rush work boats once you research Fishing. While they do have a fairly high cost, they are cheaper than workers, construct improvements instantly and thus the tempo advantage you get from them can often make up for the increased cost. This makes sea luxes harder to balance as generally speaking you can get monopolies in them faster than land resources. But then on the other end of it, sea resources become such a pain to work and maintain in the late game because of how easy they are to pillage, the annoying cooldown period on workboat purchases, and all of the production you waste on workboats if you choose to build them, all the while you might have many workers on land sitting idle. I just don't see any reason from a design, balance, or player experience point of view why any of these things would be desirable.

Sure, there is an argument to be made that this different mechanic offers some strategically interesting decisions, but 1) you are almost never deciding between securing a sea monopoly or a land monopoly for your first one, your starting group of luxes will either be land or sea, and 2) I don't even think its that strategically interesting anyway, it's just annoying.
Fixing sea tiles when they get pillaged is a monumental pain in the ass with the cooldown, if I am not desperate for yields late-game I sometimes don't even bother to fix them in cities near the front line of wars.
 
We can change the cooldown of work boats to 1 turn, if needed. I seem to remember it working that way...
 
I have 2 things in mind to develop for the next Congress:

The Reworked (or Addition) Advisor Counsel
Science Advisor is hard to think about but I like to think of him as the Espionage and Science AI. If the rework goes through, he will suggest important cities for you to spy on or what technology you should research (if your civ was an AI civilization).
Foreign Advisor will keep track of your city-state alliances and any 2nd contender that is about to overtake you (if they need 10% more, your advisor will warn you), she will also notify you of any Diplomats stationed in your Capital. When the World Congress is established, she will remark
Domestic Advisor will keep track of any unimproved resource within your cities (including antiquity sites if you simply forgot where it is). If it's unimproved, she'll say this City is missing it! This is important when later resources reveal technologies that might not tell you where everything is immediately! She will also remark on unused trade routes.
Military Advisor is probably your most important advisor to look to as he will tell you the amount of war weariness you are accumulating.

The War on Corporations
Corporation presents itself as a late-game religion that feels very situational. I aim to widen the options for Corporations and give more agenda to franchisees! Even if some of these proposals don't pass, I will work on some UI to make the mechanic more visual to imagine and see!
Core Corporation Gameplay
CurrentProposedRationale
Corporation HQ Accessibility + Production CostOnly a civilization with 50%+ ownership of a particular resource + 1300 :c5production: Production Cost.Any Civilization can build a Corporation as long as they have the technology. However, an HQ will cost 3000 :c5production: Cost (very expensive for a modern era wonder). This cost can decrease if you have resource ownership of that corporation's prerequisite resource (down to 2000/1500 at 50%/100% monopoly control [capped to 100%]). It will only consider the strongest prerequisite resource ownership.By the time you unlock Corporations, you're fairly limited to 1-2 choices just because of the map. Instead, this proposal will let you brute-force your way into a Corporation that you have less monopolies over.

If you have just barely 50% Monopoly Ownership, this will be a nerf with 3000 -> 2000 Production Cost. They will still cost more.
Franchise should Benefit!They only have +1 Yield from their Corporate Resources...Franchise will adopt one bonus from its Office!Right now there's no choice around franchising, just choose the best trade routes to end fast and keep trading. If one wants to avoid buffing up their strongest neighbors, they should trade with weaker neighbors.

On another note if you wanted to mooch off a Corporate HQ's benefits, you can consider yourself to sending trade routes toward their offices and get a franchise setup in your city!
Franchise Cap + TR3 + 1 Trade Route4 + 0 Trade RouteBecause of removed Trade Routes from the rest of the Corporation.
Office Production Cost900 :c5production: Production Cost400 + 25% per City :c5production: Production Cost (buff if you have less than 5 cities, nerf if you have more)Offices should act like Courthouses, harder to establish more as your empire grows. Taller empires will enjoy this change than wide empires.
Nationalization (Order)Each Corporate Office counts as a Franchise. Foreign Franchises no longer benefit your Corporation, you can no longer construct Franchises in foreign Cities (except Vassals), and foreign Corporations can no longer set up Franchises in your Cities (except Masters). +2 :c5science: Science from all Corporation Offices.Each Corporate Office counts as a Franchise. Foreign Franchises no longer benefit your Corporation, you can no longer construct Franchises in foreign Cities (except Vassals), and foreign Corporations can no longer set up Franchises in your Cities (except Masters). +2 :c5science: Science from all Corporation Offices. Build Corporate Offices 25% faster.As with Office Production Cost, this is a buff to make Office establishing easier (effectively a -20% Production Cost on Offices).
Transnationalism (Freedom)Each turn, increases the chance that a Corporate Franchise will appear in a foreign City to 15% (normally 5%). Global Franchise maximum increased by 25%, and every Town counts as a Franchise. +2 :c5culture: Culture from all Corporation Offices.Each turn, increases the chance that a Corporate Franchise will appear in a foreign City to 15% (normally 5%). Global Franchise maximum increased by 25%, and every Town counts as a Franchise. +2 :c5culture: Culture from all Corporation Offices and Franchises.Be welcoming and welcome franchises. Freedom Civs should look to trade with other corporate empires to welcome their franchises.
Syndicalism (Autocracy)Corporate Franchises count double in the Cities of Civilizations you are at least Popular with, and this extra Franchise does not count against your Global Franchise maximum. Can establish 5 additional Franchises in foreign Cities. +2 :c5production: Production from all Corporation Offices.Corporate Franchises count double in the Cities of Civilizations you are at least Popular with, and this extra Franchise does not count against your Global Franchise maximum. Can establish 5 additional Franchises in foreign Cities. +2 :c5production: Production and :tourism: Tourism from all Corporation Offices.The extra Tourism will give some bonuses that will make neighboring civilizations feel popular...


CorporationsHQ BenefitsOffice BenefitsFranchise Benefits
Trader Sid's
  • +1 Trade Route.
  • +100% Land Trade Route Distance
  • +3 :c5gold: Gold to Caravansaries and Markets.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +2 :c5gold: Gold from Trade Routes entering this City for both TR owner and city owner.
  • +4 :c5gold: Gold for every Trader Sid's Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Trader Sid's franchised City produces 25% more :c5gold: Gold.
  • +4 :c5gold: Gold in this City.
  • +2 :c5gold: Gold on all Trader Sid's Monopoly Resources near this City.
Centaurus Extractors
  • +1 Trade Route.
  • +100% Sea Trade Route Distance
  • +2 :c5production: Production to Harbors and Seaports.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +1 :c5production: Production on all Sea Tiles near this City.
  • +3 :c5production: Production for every Centaurus Extractor Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Centaurus Extractor franchised City increases this City's :c5science: Science by +10%.
  • +3 :c5production: Production in this City.
  • +2 :c5production: Production on all Centaurus Extractor Monopoly Resources near this City.
Hexxon Refinery
  • +1 Trade Route.
  • +15% :c5production: Production for Units requiring Oil, Uranium, or Aluminum to build.
  • +3 :c5production: Production to all Refineries; Hydro, Wind, Nuclear, and Solar Plants.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +15% :c5production: Production when training Military Units in this City.
  • +1 Oil and +1 Coal for every three Hexxon Refineries Franchises (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Hexxon Refinery franchised City increases this City's :c5production: Production by +10%.
  • +10% :c5production: Production when training Military Units in this City.
  • +2 :c5production: Production on all Hexxon Refinery Monopoly Resources near this City.
Giorgio Armeier
  • +1 Trade Route.
  • +2 :c5culture: Culture to Writers, Artists, and Musicians.
  • +2 :c5culture: Culture to Museums and Opera Houses.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • -2 :c5unhappy: Unhappiness from Illiteracy and Boredom (they would add up to a total of 2) Urbanization.
  • +2 :c5culture: Culture for every Giorgio Armeier Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Giorgio Armeier franchised City increases this City's :c5culture: Culture by +10%.
  • +2 :c5culture: Culture in this City.
  • +2 :c5culture: Culture on all Giorgio Armeier Monopoly Resources near this City.
Firaxite Materials
  • +1 Trade Route.
  • Trade Units cannot be pillaged.
  • +3 :c5science: Science to Factories and Universities.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +20% :c5production: Production when constructing Buildings in this City.
  • +2 :c5science: Science for every Firaxite Materials Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Firaxite Materials franchised City produces 50% more :c5science: Science.
  • +2 :c5science: Science in this City.
  • +2 :c5science: Science on all Firaxite Materials Monopoly Resources near this City.
TwoKay Foods
  • +1 Trade Route.
  • Trade Units reveal Fog of War.
  • +2 :c5food: Food to Grocers, Hospitals, and Agribusinesses.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • -1 :c5unhappy: Unhappiness from all Needs in all Cities.
  • Reduce :c5citystate: Empire Size Modifier by 5% in all Cities.
  • +10% :c5food: Food and +3 :c5food: Food for every Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a TwoKay Foods franchised City increase this City's :c5food: Food by +10%.
  • +3 :c5food: Food in this City.
  • +2 :c5food: Food on all TwoKay Foods Monopoly Resources near this City.
Civilized Jewelers
  • +1 Trade Route.
  • +200% TR movement (only helps with recalling them and ending a tad bit faster).
  • +4 :c5goldenage: Golden Age Points to Banks and Custom Houses.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +3% :c5goldenage: Golden Age Length Modifier.
  • +10% (from +15%) :c5greatperson: Great People Generation and +10% for every Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Civilized Jeweler franchised City increases this City's :c5gold: Gold by +10%
  • +10% :c5greatperson: Great People Generation.
  • +2 :c5goldenage: Golden Age Points on all Civilized Jewelers Monopoly Resources near this City.

1st Draft
Spoiler :

Core Corporation Gameplay
CurrentProposedRationale
Corporation HQ Accessibility + Production CostOnly a civilization with 50%+ ownership of a particular resource + 1300 :c5production: Production Cost.Any Civilization can build a Corporation as long as they have the technology. However, an HQ will cost 2500 :c5production: Cost (very expensive for a modern era wonder). This cost can decrease if you have resource ownership of that corporation's prerequisite resource (down to 1666/1250 at 50%/100% monopoly control [capped to 100%]). It will only consider the strongest prerequisite resource ownership.By the time you unlock Corporations, you're fairly limited to 1-2 choices just because of the map. Instead, this proposal will let you brute-force your way into a Corporation that you have less monopolies over.

If you have just barely 50% Monopoly Ownership, this will be a nerf with 1300 -> 1666 Production Cost, but if you have around 90% Monopoly Ownership, you'll be fine!
Franchise should Benefit!They only have +1 Yield from their Corporate Resources...Franchise will adopt one bonus from its HQ and one bonus from its Office!Right now there's no choice around franchising, just choose the best trade routes to end fast and keep trading. If one wants to avoid buffing up their strongest neighbors, they should trade with weaker neighbors.

On another note if you wanted to mooch off a Corporate HQ's benefits, you can consider yourself to sending trade routes toward their offices and get a franchise setup in your city!
Franchise Cap + TR3 + 1 Trade Route4 + 0 Trade RouteBecause of removed Trade Routes from the rest of the Corporation.
Office Production Cost900 :c5production: Production Cost500 + 20% per City :c5production: Production Cost (buff if you have less than 4 cities, nerf if you have more)Offices should act like Courthouses, harder to establish more as your empire grows. Taller empires will enjoy this change than wide empires.
Nationalization (Order)Each Corporate Office counts as a Franchise. Foreign Franchises no longer benefit your Corporation, you can no longer construct Franchises in foreign Cities (except Vassals), and foreign Corporations can no longer set up Franchises in your Cities (except Masters). +2 :c5science: Science from all Corporation Offices.Each Corporate Office counts as a Franchise. Foreign Franchises no longer benefit your Corporation, you can no longer construct Franchises in foreign Cities (except Vassals), and foreign Corporations can no longer set up Franchises in your Cities (except Masters). +2 :c5science: Science from all Corporation Offices. Build Corporate Offices 50% faster.As with Office Production Cost, this is a buff to make Office establishing easier (effectively a -33% Production Cost on Offices).
Transnationalism (Freedom)Each turn, increases the chance that a Corporate Franchise will appear in a foreign City to 15% (normally 5%). Global Franchise maximum increased by 25%, and every Town counts as a Franchise. +2 :c5culture: Culture from all Corporation Offices.Each turn, increases the chance that a Corporate Franchise will appear in a foreign City to 15% (normally 5%). Global Franchise maximum increased by 25%, and every Town counts as a Franchise. +2 :c5culture: Culture from all Corporation Offices and Franchises.Be welcoming and welcome franchises. Freedom Civs should look to trade with other corporate empires to welcome their franchises.
Syndicalism (Autocracy)Corporate Franchises count double in the Cities of Civilizations you are at least Popular with, and this extra Franchise does not count against your Global Franchise maximum. Can establish 5 additional Franchises in foreign Cities. +2 :c5production: Production from all Corporation Offices.Corporate Franchises count double in the Cities of Civilizations you are at least Popular with, and this extra Franchise does not count against your Global Franchise maximum. Can establish 5 additional Franchises in foreign Cities. +2 :c5production: Production and :tourism: Tourism from all Corporation Offices.The extra Tourism will give some bonuses that will make neighboring civilizations feel popular...


CorporationsHQ BenefitsOffice BenefitsFranchise Benefits
Trader Sid's
  • +1 Trade Route.
  • +100% Land Trade Route Distance
  • +3 :c5gold: Gold to Caravansaries and Markets.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +2 :c5gold: Gold from Trade Routes entering this City for both TR owner and city owner.
  • +4 :c5gold: Gold for every Trader Sid's Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Trader Sid's franchised City produces 25% more :c5gold: Gold.
  • +4 :c5gold: Gold in this City.
  • +3 :c5gold: Gold to Caravansary and Market in this City.
  • +1 :c5gold: Gold on all Trader Sid's Monopoly Resources near this City.
Centaurus Extractors
  • +1 Trade Route.
  • +100% Sea Trade Route Distance
  • +2 :c5production: Production to Harbors and Seaports.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +1 :c5production: Production on all Sea Tiles near this City.
  • +3 :c5production: Production for every Centaurus Extractor Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Centaurus Extractor franchised City increases this City's :c5science: Science by +10%.
  • +3 :c5production: Production in this City.
  • +2 :c5production: Production to Harbor and Seaport in this City.
  • +1 :c5production: Production on all Centaurus Extractor Monopoly Resources near this City.
Hexxon Refinery
  • +1 Trade Route.
  • +15% :c5production: Production for Units requiring Oil, Uranium, or Aluminum to build.
  • +3 :c5production: Production to all Refineries; Hydro, Wind, Nuclear, and Solar Plants.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +15% :c5production: Production when training Military Units in this City.
  • +1 Oil and +1 Coal for every three Hexxon Refineries Franchises (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Hexxon Refinery franchised City increases this City's :c5production: Production by +10%.
  • +10% :c5production: Production when training Military Units in this City.
  • +3 :c5production: Production to a Refinery; Hydro, Wind, Nuclear, and Solar Plants in this City.
  • +1 :c5production: Production on all Hexxon Refinery Monopoly Resources near this City.
Giorgio Armeier
  • +1 Trade Route.
  • +2 :c5culture: Culture to Writers, Artists, and Musicians.
  • +2 :c5culture: Culture to Museums and Opera Houses.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • -1 :c5unhappy: Unhappiness from Illiteracy and Boredom.
  • +2 :c5culture: Culture for every Giorgio Armeier Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Giorgio Armeier franchised City increases this City's :c5culture: Culture by +10%.
  • +2 :c5culture: Culture in this City.
  • +2 :c5culture: Culture to Museum and Opera House in this City.
  • +1 :c5culture: Culture on all Giorgio Armeier Monopoly Resources near this City.
Firaxite Materials
  • +1 Trade Route.
  • Trade Units cannot be pillaged.
  • +3 :c5science: Science to Factories and Universities.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +20% :c5production: Production when constructing Buildings in this City.
  • +2 :c5science: Science for every Firaxite Materials Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Firaxite Materials franchised City produces 50% more :c5science: Science.
  • +2 :c5science: Science in this City.
  • +3 :c5science: Science to Factory and University in this City.
  • +1 :c5science: Science on all Firaxite Materials Monopoly Resources near this City.
TwoKay Foods
  • +1 Trade Route.
  • Trade Units reveal Fog of War.
  • +2 :c5food: Food to Grocers, Hospitals, and Agribusinesses.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • -1 :c5unhappy: Unhappiness from all Needs Distress and Poverty.
  • Reduce :c5citystate: Empire Size Modifier by 5% in all Cities.
  • +10% :c5food: Food and +3 :c5food: Food for every Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a TwoKay Foods franchised City increase this City's :c5food: Food by +10%.
  • +3 :c5food: Food in this City.
  • +2 :c5food: Food to Grocers, Hospitals, and Agribusinesses in this City.
  • +1 :c5food: Food on all TwoKay Foods Monopoly Resources near this City.
Civilized Jewelers
  • +1 Trade Route.
  • +200% TR movement (only helps with recalling them and ending a tad bit faster).
  • +4 :c5goldenage: Golden Age Points to Banks and Custom Houses.
  • Every Franchise in a foreign Civ's city increases your :tourism: Tourism with them by +2%.
  • +3% :c5goldenage: Golden Age Length Modifier.
  • +10% (from +15%) :c5greatperson: Great People Generation and +10% for every Franchise (up to Franchise Limit).
  • Every Trade Route from this City traveling to a Civilized Jeweler franchised City increases this City's :c5gold: Gold by +10%
  • +10% :c5greatperson: Great People Generation.
  • +4 :c5goldenage: Golden Age Points to Bank and Custom House in this City.
  • +1 :c5goldenage: Golden Age Points on all Civilized Jewelers Monopoly Resources near this City.


Just a rough draft, nothing solid on the Corporation changes.
 
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