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    Corporation Guide by 0rion79

    Version: 1.0 | Updated: 02/20/08 | Printable Version | Search Guide | Bookmark Guide

    
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    ***     Civilization IV - beyond the sword - corporations guide & hints     ***
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    Index:
    
    1 - General description of Corporations
    2 - Use for each Corporation
    3 - Merging Corporations together
    4 - exporting corporations
    5 - Other hints
    
    
    
                         1 - General description of Corporations
    
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    Corporations are the most important news from the third expansion set for
    Sid Meyer's Civilization IV: Beyond the Sword.
    
    They work in a similar way than religions but - this is the most important
    difference - they have both pro and cons, with different effects.
    
    First of all, their use is reccomanded to peacemongers, not warmongers,
    because, if you plan to win the game by pillaging or conquering all opponent
    cities, then you will be in need of the Civic "State Property".
    It has been enhanced from the "vanilla" game (read "basic game") since, in
    addition to its basic effect of removing all costs of maintenance due to 
    distance from palace and providing a bit of extra food, now it even gives a
    +10% production in all cities but negates all coroporations effects, no
    matter if foreign or national ones.
    
    Corporations, then, may be a huge boost if competing for a cultural victory,
    domination one or the space race, since they permanently change the gold that
    the player earns into something different.
    
    Using the Civic "Free Marked" is almost a must, since it lowers by 25% their
    maintenance cost. Even building courthouses is very important and should
    always be done as soon as possible.
    
    The most exceptional thing is that it can be even food, which it was simply
    not possible to have before with "capitalization-like" effects, which convert
    a city production into gold, science or culture.
    
    But, differenently from religions, the player needs to pay a small sum of
    gold for each city where he/she wished a new corporation to spread.
    
    The problems are about the fact that corporations which use the same
    resources cannot be expanded in the same city at once and that the benefits
    from each coprorations are related to the numbers of available resources.
    
    IE, Civilized Jewelers uses gold, silver and gems.
    It gives a +1 gold and +4 culture for each resource consumed, so that, if a
    player has a total of 5 (no matter if gold, silver and/or gems), C.J. will
    grant a retroactive bonus of 1x5=5 gold and 4x5=20 culture in the city where
    it is expanded.
    
    So, even if some corporations are stronger than other ones, there is no any
    fixed rule, since the effect of each corporation will change to the number
    of resources that you have inisde your edges or that you may get by trading.
    
    You can see it by entering the corporations window, clicking on the icon
    in the top-right corner of the screen. You'll see the list of corporations
    and all effects together. It may be a bit confusing at first, but if you
    move the mouse upon a single corporation, it will show you the benefits
    that each city could have from that corporation, considering the resources
    that you have in that moment.
    So, here you can see which one is better considering the resources that
    you have.
    
    Else, the screen shows all effects of all corporations together, only
    in the cities where they have been located.
    
    You have even to know that you can build corporations only with a specific
    kind of Great Person, but the home base will allow you to earn 4 or 5 gold
    for each other city with that same kind of corporation, no matter who owns
    it.
    
    
    This is a short reference table:
    
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     G=Gold P=Production S=Science C=Culture F=Food
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     Corporation   	Required GP   Consumes  	  Effects
    
    Aluminum, Inc. 	Scientist     Coal                +3 S per resource consumed
                                                      Makes aluminum available
    
    Cereal Meals 	Merchant      Corn Rice Wheat  +0.75 F per resource consumed
    
    Civilized Jewelers Artist     Gems Gold Silver  +1 G per resource consumed
                                                      +4 C per resource consumed
    
    Creative Con.   Engineer      Aluminum Copper Iron Marble Stone
                                                     +0.50 P per resource consumed
                                                     +3 C per resource consumed
    
    Mining Inc.     Engineer      Coal Copper Iron Gold Silver 
                                                     +1 P per resource consumed
    
    Sid's Sushi Co. Merchant Crab Clam Fish Rice 	
                                                     +2 C per resource consumed
                                                     +1 F per resource consumed
    
    Standard Ethanol Co. Scientist 	Corn Rice Sugar  +2 S per resource consumed
                                                     Makes oil available
    *******************************************************************************
    
    
    
    
    
                          2 - Use for each Corporation
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    Sid Sushi is the most powerful of all of them, because it may grant you
    an outstanding growth, which may do wonders in allowing poor cities to use
    ALL squares and creating extra specialists, which are unestimable and the
    so-obtained growth will be often able to cover the economical cost of S.Sushi.
    
    Cereal Meals is the second alternative to Sid Sushi. It is cheaper and with 
    a better cost/benefits ratio but does NOT increase a city culture and simply
    provides less food. Even more, fishes are available almost in every map and
    in a greater quantity than the resources used by C.M. so use CM only if 
    another player or tribe got Sid Sushi before or if you are playing into a 
    map where there are not fishes.
    
    Mining Inc. gives a huge production bonus to cities, depending from the
    available resources. It is less expensive than Creative Constructions, but
    it does not produce any culture. Still, it can do wonders in speeding up your
    wonders-dedicated cities or the youngest ones that are still building
    (or rebuilding, if just conquered) their most important improvements.
    Sadly, it enters in competition with Creative Jewelers.
    
    Creative Constructions is more expensive than Mining inc but less effective,
    but it does provide culture too and may be uset together with Creative
    Jewelers.
    You may want this one instead than Mining inc. if you plan to win by a cultural
    victory, or if you need to boost few, specific cities cultural range.
    it may be even a good second choice if another player or tribe already got
    Mining Inc.
    
    Standard Ethanol has a very good ratio between its cost and the science that
    it produces. Still, it has a terrible disadvantage: it enters in competition
    both with Sid Sushi and Cereal Meals, and can't be used together. You may
    want this only if you really need oil but you have noone and don't want/can't
    declare war to the other tribes. Its science bonus does stack with Aluminum
    Inc.
    You may even want to create both of them in your science-dedicated city, to
    have a great science output and, maybe spread S.E. to foreign countries (see
    below), but be careful because, if you are already using Representation
    (+3 Science from every specialist in all cities), most likely having a food-
    producing corporation will bring more specialists and so greater advantages.
    
    Aluminum, Inc. is not so bad: it gives a nice science output, cheaper than
    S.E and provides alluminium. Sadly, it uses coal like Mining Inc and they
    can't be used together, but it can be used with Civilized Jewelers and
    the aluminium produced by Aluminium, inc. may be used yo boost the 
    Creative Construction bonus.
    But you must have an even number of resources, because the games rounds them
    down and not up.
    Being quite cheap, if you have enough coal, you may want to use this one too,
    to have a nice science output.
    
    Civilized Jewelers is the only one corporation that may give the player more
    gold than the one used for its upkeep and may be used to simply reduce the
    costs of the other corporations.
    
    
    
    
                          3 - merging corporatons together
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    First of all, you have two choices about where locating them: build them in
    your economy-based city, with Wall Street to maximize their economical benefits
    or build them accordingly to the kind of great persons that they may generate.
    Or a mix of those two strategies.
    
    Assuming of having +2 of each resource, these are the benefits from multiple
    corporations WITHOUT considering the +5 gold from the Home base, as told above.
    
    
    -------------------------------------------------------------------------------
    Sid Sushi + Mining Inc.:
    +8 Food, +32 Culture, + 20 production, -20 Gold.
    
    Sid Sushi + Aluminum, Inc. + Civilized Jewelers + Creative Constructions:
    +8 Food, +140 clulture, + 10 Production, -32 gold, +12 science, alluminium.
    
    Cereal Meals + Aluminum, Inc. + Civilized Jewelers + Creative Constructions:
    +6 Food, +108 clulture, + 10 Production, -25 gold, +12 science, alluminium.
    
    Aluminum, Inc. + Standard Ethanol + Creative Constrctions + Civilized Jewelers:
    +0 Food + 108 Culture, + 10 production, -28 gold, +32 science.
    -------------------------------------------------------------------------------
    
    
    So, as you can see, if resources are even, cereal Meals is cheaper than S.S
    and gives a very similar result: -2 food is not much (just 1 less citizen) but
    has a much lesser cost.
    
    Sid Sushi + Mining Inc. looks like the most powerful combo for a score vicotry
    or a space-race victory, while Sid Sushi + Aluminum, Inc. + Civilized Jewelers
    + Creative Constructions is the second alternative. Maybe even without
    Aluminium, inc.
    
    Just remember that the combo Sid Sushi + Aluminum, Inc. + Civilized Jewelers
    + Creative Constructions (or Cereal meals) may lead you to a unexpected
    cultural victory, so don't use it if you don't want to win in that way.
    
    
                          4 - Exporting corporations
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    Exporting corporations may be a winning strategy that may lead more harm to
    foes than benefits to the players.
    As told before, Each Corporation homebase is Wonder that grants gold for each
    other city where the same corporation is located. This mean that if you spread
    them into your foes' territory, they'll get the expenses and you the moneys.
    
    Of course, this will bring even some benefits to them but, if they have very
    few resources, expenses will be much greater than benefits and this will soon
    destroy their economy, slowing down their scientific development, while you
    earn gold.
    This will even prevent the enemy from using his own corporations, if they
    are in competition with the ones that you have already located in foreign
    cities! In fact, deleting a previous corporation will make greater the
    economical cost of placing a new one.
    
    
    
                          5 - Other hints
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    National Park  	 	Cost: 300
    Culture: +3
    GPP's: +1
    Requires: Biology
    Expires: never
    
    Removes City's access to Coal
    No unhealthiness from population
    +1 specialist for every forest preserve
    City more likely to generate Great Scientist
    
    This is a new minor wonder from BTS. This one may give OUTSTANDING bonuses if
    you place a new city just in the middle of a very deep forest and then cover
    all of it with forest preserves. Of course, bonuses will be even greater with
    environmentalism but just with Representation, the bonuses will be HUGE.
    The matter is finding a good location.
    
    If you really have no place where to build it, you can do it in your science
    oriented city, but you have to do it AFTER building all corporations that you
    want. In fact, it removes ALL COAL from that city, so it means that it will 
    be impossible to build Aluminium, inc. and Mining Inc.
    Instead, if you build the National Park AFTER spreading those corporations,
    you will keep all bonuses without any penalty.
    
    --------------------------------------------------------------------------------
    
    A quite confuse unit promotion in Civilization IV is the "first strike" concept.
    The Drill promotions will basically allow that unit to deal damage before
    really entering combat, so saving energies for the next battle.
    
    Without it, even very strong units may be damaged by weaker ones, so it is
    a good idea to give it to units that are already strong and that you want to
    be sure of not to loose due to casualities in battle.
    A good idea is to give it to your units promoted with a Great General, after
    obtaining Combat VI.
    
    Another purpose to use the Drill promotion is to create kamikaze units, since
    with first strike there are better chances to damage a stronger unit and to
    make things easier for the uits that you own and that you want to survive.
    
    Last but not least, focus on Drill promotions for your second defensive
    unit inside city edges or for armies, because first strike allows to kill
    quickly and safely hordes of weaker units, so this is the best way to take
    advantage from a greater technological level and preventing the AI or other
    players from taking your cities using hordes or weaker units.
    
    ----------------------------------------------------------------------------
    
    The "March" promotion does not stack with Medic I: only the units with March
    will be healed when moving but a "combat medic" unit, promoted with Medic I,
    II and March will not be able to heal other units without March when moving.
    
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    If you want super-strong units, try playing with Cyrus from Perisia.
    He is both Charismatic and Imperialistic:
    
    Charismatic  	+1 happiness per city
    -25% XP needed for unit promotions
    +1 happiness from Monument, Broadcast Tower
    Imperialistic 	+100% Great General emergence
    50% faster production of settlers
    
    So, he has some abilities that are useful during peace time and you may
    train very strong tanks, copters, artillery and all units that are not
    affected by the "aggressive" and "protective" traits.
    
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    Get stressed by the AI that is going too fast?
    Done some mistake, that you want to revert?
    You have to Know that the "noble" level, which is the most fair, still gives
    some minor advantages to AI, so just press ESC on your keyboard and enter
    the editor, to give some advantage to yourself, as much as wished to have
    a better start.
    Usually, a worker, another settler and a scout are more than enough for
    having a challengening game and not driving mad if the AI is too strong.
    There will be no record of those changes in the hall of fame.
    
    Civilization is a PC game, not a good reason for getting stressed!
    
    Even more, some leader traits are more or less useful at different difficulty
    levels or in longer games: plan carefully your choices!
    
    
    
    Mattia "Orion79" Loy - orpheananger@hotmail.com