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5 years ago
Sep 29, 2020, 2:11:08 PM

The company can play a major role in the industrial era like constructing infrastructure, manufacturing, military, financing, trading, electric grid, espionage and communication.

The  company is of the following types:


State-owned: These companies are owned by civ.

Private: These companies are owned by an individual.


These company roles are discussed below:


Infrastructure Construction: Instead of having builder units the civ will launch a tender or instantly award to its state-owned company or to another civ s state-owned company. Every turn civ has to give some money or can give the required money at the starting of the project. If civ unable to give money project will stop or can deal with the company to lease it for some turns. 

If the infrastructure is given for lease the civ will not get bonuses like money from it till the lease ends.


Manufacturing: For this civ will have to build an industrial park or district. The industrial park or district will have the capacity and the company will set their manufacturing plants. 

The manufacturing plants give  bonus and are of the following type:


Fertilizer plant: If this plant is established cause an increase in food production and money.

Car manufacturing plant: These plants give money and stability.

Military equipment Manufacturing: These plants increase the production of military units.

Industrial Machinery Manufacturing: These plants increase the production output of the city.


Military: These companies will have private military and civs can hire support from them in war or ensuring the safety of sea trade routes from hostile civs or pirates.


Electric Grid: These companies will make the electric grid from the power plant to the city or city to a city or city to a foreign city. The grid will only go to designated foreign civ if the treaty of power-sharing is signed. When a treaty is signed then both civ will assign company. This is beneficial for civ to trade power and get money.


Financial: These companies need a business district. These companies give high money bonuses to civ. The companies which are state-owned can grant the loan to civ with the money problem. If civ is unable to repay the loan it rating will decrease and no other company cannot give loans.


Trading: Its mechanic is very similar to endless space 2 and it will give a boost to all companies. Civs will have to build the world trade center and branch office in cities. If a civ will not show interest in it can face financial problems.


Communication: These companies will be in the modern era and play an important role in building the internet, improving, and providing it. Later on, these companies can take spaceport or launcher for lease and can launch their communication satellite.


Espionage: These companies are shell/fake companies and can harbor activities and make networks. If the main shell company is eliminated all activities and spy missions will fail.


These companies will have stocks and stocks that can buy or sell by other companies. Saving companies that originated from your civ can give the economic edge over other civs.



 








Updated 5 years ago.
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5 years ago
Sep 29, 2020, 3:36:43 PM

hmmm in my opinion, this proposal is too complicated...
I played OpenDev and I must say that many of these districts are already here..
Military- we have a defensive fort
Financial and Trading - market district
but for me it is an interesting idea of:
-Communication district (with a train and bus station) this could be linked to the railroad tracks connecting the cities. Making it possible for people to migrate for work and to spread faith more easily.
-district with a power plant (Electric Grid) but the power lines that will connect the cities, I propose as a project to be built by the player, after all not every city has its own electricity production.
maybe there should be some extra benefits to having electrified districts...
About the factory district maybe it's a good idea to allow the district to specialize it themselves, based on culture, science points, what is mined and how far it is mined from the district and number of "retail" districts.
In my opinion, signing such deep agreements with other countries is a good DLC idea.

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5 years ago
Sep 30, 2020, 11:06:40 AM
wiktator wrote:

hmmm in my opinion, this proposal is too complicated...
I played OpenDev and I must say that many of these districts are already here..
Military- we have a defensive fort
Financial and Trading - market district
but for me it is an interesting idea of:
-Communication district (with a train and bus station) this could be linked to the railroad tracks connecting the cities. Making it possible for people to migrate for work and to spread faith more easily.
-district with a power plant (Electric Grid) but the power lines that will connect the cities, I propose as a project to be built by the player, after all not every city has its own electricity production.
maybe there should be some extra benefits to having electrified districts...
About the factory district maybe it's a good idea to allow the district to specialize it themselves, based on culture, science points, what is mined and how far it is mined from the district and number of "retail" districts.
In my opinion, signing such deep agreements with other countries is a good DLC idea.

This is not that complicated because its like civ 6 district in which we add building but in this suggestion the development is done by others. 

When they will settle they are just giving us bonus.

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5 years ago
Sep 30, 2020, 3:19:27 PM

hmmm i suggest 2 things
1.the player can specialize an industrial district by building specialization-opening buildings BUT
2.If the industrial district is not specialized by the player long enough, the district specializes itself

so, the possibility to specialization of the industrial district will be in the industrial age, as we all know..
But what specializations?
here are my suggestions:
-specializing in food processing (increasing the amount of food from farming districts)
-specialization in commercial goods (increasing the amount of goods in stores which translates into higher profits from shopping districts)
-specialization in the military (shorter unit production period)
-specialization in mining and petting (increases the amount of good from the locations from which luxury resources are extracted)
-specialization in electricity production (produces electricity which is converted into additional bonuses to the districts(if the district is electrified))
-specialization in Hi-Tech (modern era) (produces more goods based on the city's science factor)
-specialization in the production of building materials (lowers the city promotion requirements and accelerates city reconstruction)


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5 years ago
Oct 8, 2020, 3:34:10 AM

There's some potential for corporations to be a huge driving force late-game, in a way that 4Xs don't usually tackle. Manufacturing a unique endgame resource, for example, in a way that forces everyone to spec into a small number and then get the rest through trade if needed. You'd get some wild endgame political scenarios like that, since a unique resource is one of the only things that will force people to pay attention to geopolitics 4 hours into a game.


As for these other ideas, there's a ton of thematic potential but I could see it turning into a mess really quickly. Dealing with nation-spanning corporations could be awesome, but I'd want to see proof of concept in a singleplayer indie game first. If anyone knows a game like that let me know, that sounds cool.

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