· 7 years ago · Sep 18, 2018, 05:00 AM
1Completing Stage 1 of the Economic Victory Requirement
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3 First you will need a corporation, which become available to all civs as the game enters the Renaissance Era. To explain how corporations are initiated, we must first discuss the changes to how resources are handled.
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5*****Resources
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7 First and foremost, resources are now finite and have a quality grade. When you first improve a resource, a “Remaining Use†counter appears above the improvement along with a ‘quality grade’ indicator of P, N, or G (Poor, Normal, or Great), which will affect the efficacy of whatever is using it. These factors are largely determined by the resource’s rarity on the map, the base terrain tile it sits on, and random probability.
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9 Now that we have determined how large the stockpile is and the quality of the stockpile, what can affect those? First, the quality grade can be improved only by technology research, and even then, only certain resources’ quality can be improved with techs; others cannot be improved. Second, the remaining use indicator is only reduced as it is used up. Bonus and Luxury Resources are only used up through Trade or Corporations. Strategic Resources are used up by units and/or buildings as well. The Resource screen will keep track of how many uses you have left for each resource you control, as well as what is contributing to its use.
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11 -Resources Example-
12 If you improve a source of iron, it may say 100 (N), which means 100 uses, Normal quality. For every swordsman you create, the stockpile is reduced by 1 use. This iron could also be traded away or used by your corporation, which create “per turn usageâ€. So, you may end up with say 6 sources of Iron, each with its own Remaining Use indicator and Quality Grade. The Resource screen will keep track of this and let you know that total across your empire you have access to 700 (P), 200 (N), and 30 (G), which ofc means 700 Poor quality Iron uses, 200 Normal quality Iron uses, and 30 Great quality Iron uses.
13 In the production queue, if you select building a swordsman, you will have to make a choice of which quality iron to use. Choosing poor quality iron will negatively affect your swordsman’s defense strength, while choosing great quality iron will positively affect your swordsman’s defense strength (normal quality iron will not affect your swordsman’s defense strength). This same concept is applied to all units that require a strategic resource.
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15*****Corporations
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17 When the game enters the Renaissance Era, corporations become available to initiate. Corporations are initiated based on the resources your empire controls, whether that be from improved sources within your borders, or those you have imported from other civs. A corporation _must use a combination of at least 2 resources_ to be initiated. To initiate your corporation, you **must** expend a Great Merchant by using the “Initiate Corporation†action on the city center of the city you want the Headquarters (HQ) located. Now you will be able to navigate to the Corporations screen from within the Resource Management screen. Here you will be able to look at what resources you currently control and what corporations are available for you to initiate. This shows how many resources need to be invested in the Corp to initiate. Once you have invested your resources, the corporation begins to consume resources per turn at a rate determined by the corporation’s popularity. The more popular, the higher the per turn cost in resources. If it is agreeable, click “Initiateâ€. Then you may name your corporation whatever you like and choose from a pool of icons to set your corporation’s logo.
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19 Now that you have initiated a corporation, the headquarters building will appear in the city of your choosing and begin emanating popularity pressure to surrounding cities. However, to really spread the popularity of your corporation, you will need to build stores in other cities. Stores for your corporation are created in cities in which you complete a trade route to. Trade Routes carry with them increased popularity pressure (from the corporations you have initiated) to the target city. Once the trade route has been completed, 1 store (of the corporation you choose) is built within the city and your Civ’s NTR is increased. Each store holds x supply per turn for that city. For each additional trade route completed, another store is built in that city which increase supply to that city (to meet that city’s demand). Continue sending trade routes to that city to meet its demand with more stores. Once a store is established, it begins to emanate popularity pressure to surrounding cities. The pressure is determined by the demand for your corporation’s stores. Their demand will increase if they do not have access to the resources which are used in your corporation and decrease if they do have access to those resources. City’s may have multiple stores from different and/or similar corporations from any civ at any given time. The more stores that are built in foreign cities, the more that civ does business in your currency, which increases your currency value against theirs. Keep an eye on that city’s demand for your stores and meet it with as many stores as needed. However, having too many stores (too much supply) will result in market over-saturation which heavily reduces your corporation’s popularity.
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21 Demand is influenced by the quality and rarity of its resources and total availability of your product within the civ. If you hold a monopoly on great quality automobiles, your corporation’s popularity will likely skyrocket, assuming your supply closely meets demand at all times. As supply and demand for resources rises and falls, corporations will rise and fall in popularity.
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23 At any time, you gain access to a new resource or better quality resource, you may start the Research and Development Project in your Headquarter’s city center district. Once completed, you gain Great Merchant points and the ability to improve your corporation’s products by re-configuring its resource use. If you ever lose access to a required resource of your corporation, your corporation will immediately begin a 10-turn countdown to dissolution. If you regain access to the required resource, your corporation will continue, though you will feel a slight decrease in popularity based on your corp’s popularity prior to the inventory shortfall. If you do not regain access to the required resource, your corporation will be dissolved and may never be re-opened. This obvs creates a serious need for resources.
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25 This is where hostile takeovers, corporate buy-outs, and territory takeover/expansions come in. Corporate espionage may be completed by your spies. Corporate buy-outs may be agreed upon in the UTM, and obviously territory takeover/expansions require loyalty flipping or a military touch. Corporate Espionage comes at a price. If you are caught, your Civ’s NTR is severely damaged, making it harder to successfully participate in global trade. Corporate espionage includes tampering (dropping popularity of target corporation), sabotage (targeted pillaging of resources), hostile takeover (seizing control of a corporation), and more. These activities may only be carried out on the city center where the headquarters is located.
26Meeting the equilibrium of Supply and Demand, active trade routes, quality, availability, Headquarter Pressure, Store Pressure, and your NTR all influence your corporation’s popularity and the value of your currency. Maintaining the most popular corporation in the civ will trigger stage 1 of economic influence over the target civ.
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28This leads us to triggering Stage 2 of economic influence over the target civ; Having a Stronger National Currency than the target civ.
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30 -Corporation Examples-
31 Example, you have access to great quality bananas and good quality wheat and have the good quality Global Grocer’s Corporation (GGC). You successfully research Urbanization (which now increases all food resource quality ratings by 1 level, and if already great quality, adds 250 uses to its stockpile), and acquire a great quality source of cattle. Once you complete the R&D Project, you would be able to reconfigure your GGC to become a Great Quality GGC, with an additional resource. This will make your popularity influence rise to great quality corporation status with 3 resources. The modifier for popularity influence is increased per level of quality and per natural resource used. *Note: Since a “Grocer†Corp was initiated, the only resources it can use are food resources. *Also Note: Your Corporation’s quality is only as good as its lowest quality resource. However, you may still want to reconfigure your corporation even if you acquire a poor quality source of crabs. Even though it will lower your Corporation’s quality rating from Great to Poor, you will have added yet another resource to your corp’s product complexity, making it have a higher popularity influence. A corporation using 2 great resources is still inferior to a corporation using 2 great resources and 1 poor resource.
32How to complete stage 2 of the Economic Victory Requirement
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34*****National Currencies
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36 This design introduces National Currencies to the game. Whereas every civ had gold per turn before, now everyone starts the game by setting up their own unique national currency. On turn 1 you must name your currency (whatever you like) and select an icon for your currency’s symbol. The value of your currency will be influenced by the variety and stockpile of your resources, policies, government, technology progress, other civ’s stockpiles of your currency, and later in the game corporations and number of stores as mentioned above, all of which will be modified by your total population and production output.
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38 The goal of triggering stage 2 of economic influence is to have a stronger currency than the target civ. This is measured by the exchange rate. The exchange rate can be monitored in the UTM.
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40*****Universal Trade Market
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42 The UTM is where all activity between civs will take place regarding economics. All loans (currency trading), resource trading, great work trading, embargoes, tariffs, sanctions, resource bans etc. will now be done in the UTM. The diplo screen will continue to exist for matters of diplomacy (denouncements, wars, spy trading, intrigue, etc.) The UTM is also where you may monitor your NTR (influenced by your history of successfully completing loans and trade deals) and the Exchange Rates of all known Currencies. It will also provide tips on how to strengthen your currency.
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44 With the UTM, the idea of multi-party trade now exists, bidding, purchases, leases, interest, and exchange rates now exist. All trade agreements will be completed here, and any agreement may be set to public or private knowledge (with the agreement of all parties involved). Civ needs and Civ surpluses will be advertised here, but it is important to remember that resources are finite now and trading uses away will permanently reduce your stockpile.
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46 A few examples of these trade concepts.
47 --Example of Trades--
48 In previous times, trade was limited to bi-lateral agreements between one civ and only one other. Now with the UTM, all civs are available to make trades with at the same time. So if China needs a 500 uses of Iron (good quality or better), but can offer 500 uses of poor quality Aluminum…Let’s say you need 500 uses of Aluminum (poor quality or better), but can offer 500 of your poor quality Diamonds, and England can provide 50 good quality iron per turn for 10 turns, but desires 500 diamonds of any quality.
49 This trade can easily be managed through the UTM, you will provide your 500 poor diamonds to England, if England will provide their 50 good quality iron to China for 10 turns, so that China will provide you with the 500 poor Aluminum.
50Let’s say England loses their source of Iron before those 10 turns are up and they are not able to fulfill the agreement set forth with China. England’s National Trade Rating will take a sizable hit, and could be hit with diplomatic recourse, embargos, sanctions, or China could impose tariffs on all trades between them and England. It would be the economic equivalent of a diplomatic denouncement.
51 Other trades can be much more straight forward. 50 uses of Great Bananas for 500 currency at the exchange rate. Or the other civ could be looking to stockpile some of your currency for easier trade, and offer 50 uses of Great Bananas for a straight 500 of your currency.
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53 --Example of Loans--
54 Let’s say England needs currency bad to fund a war they are in, and one of your rubles is worth 1.2 of their Pounds. They need 1,000 pounds. You offer 833 rubles (worth 1,000 pounds) with a 5% interest rate due in 30 turns (1,000 pounds + 5% = 1,050 pounds x 1.2 Exchange rate = 1,260 pounds). This means they must pay back 1,260 Pounds by 30 turns or they fail the deal and their National Trade Rating is negatively impacted.
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56 --Example of Bidding--
57 Let’s say you have 5,000 uses of poor Iron that you no longer require. You may enter the UTM and place x number of poor Iron up for bid. The bid will be open for 5 turns. At the end of 5 turns the highest bidder will win the 5,000 poor iron, and you will received the amount of the highest bid either at the exchange rate in your own currency or you may decide to stockpile some of their currency to use in trade with them in the future.
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59**Explanation of National Trade Rating
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61 --Reductions in Rating--
62 If at any time a civ defaults on a loan or is unable to fulfill their end of a trade agreement, their NTR is damaged and can only be improved by completing trade agreements and loans in the future, though their interest rate will be affected due to their poor NTR.
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64 --Increases in Rating--
65 Paying a loan in the agreed upon time table or fulfilling trade agreements results in an increase to your NTR. Higher NTR’s enjoy lower interest rates and increase overall strength of your National Currency.