(P)REVIEWS - Civilization IV: Beyond the Sword Review by Solver
Taking over the world, one franchise at a time
BtS Corporation Pros: Add an extra layer of strategy and some peaceful stuff to do in the Industrial Age. Corporations can spawn numerous strategies.
BtS Corporation Cons: Overall, favour warmongers more than builders. Make the balance of State Property questionable.
BtS Corporation Tips: Set your sights on corporations early. You should know if you want to found one well before you get the chance. You may want to save a GP from earlier to found a corporation.
Corporations are another major addition to
Beyond the Sword. As it has been mentioned many times, you can think of them as
late-game religions. There are seven of those, each is an investment to found
and provides benefits. As you probably know, corporations provide benefits in
exchange for resources. For every city in the world that has the corporation,
its headquarters gains 4 gold. The other benefits depend on the corporation.
Corporations are founded with Great People. To
do so, you need the Corporation technology, another technology specific to the
particular corporation and a Great Person of the relevant type. For example, to
found Sid’s Sushi, you’ll need Corporation, Medicine and a Great Merchant. In
addition, to found a corporation, you must have at least one source of any of
the resources consumed by the corporation (so for Sushi, that’d be Fish, Clams,
Rice or Crabs).
The best thing about corporations is that they
have an excellent tradeoff mechanism. All corporations provide good benefits
that would always be nice to have. Other than the challenge of founding a
corporation (and if you want to found the right corporation at the right time,
it is quite a challenge indeed), there is the aspect of maintenance costs. When
a corporation expands to a city, the city’s maintenance costs go up – it’s a
considerable increase, too. At Headquarters, you get 4 gold when it expands to
a new city, and assuming you have a Market, a Grocer, a Bank and the Wall
Street in your HQ city (and you should!), that’s 16 gold. This will usually let
you break even with the increased maintenance costs, but that won’t always be
the case, either. At any rate, expanding a corporation (which is done via
Executive units) also costs a lump sum of gold in the first place, so expanding
corporations will drain your treasury – at least at first, they may start
paying for themselves some time later.
The benefits of corporations are really nice,
though. Extra food? Yummy! Extra hammers? Prepare the war machine! Extra
science? Onwards to the final frontier! Extra gold? Buy some oil grease for our
Tanks!
Really, corporation benefits are quite good.
They do, of course, scale with the size of your empire – the more resources you
have, the more you gain. Therefore, corporations aren’t good if you happen to
have a small empire with huge cities and a specialist economy, but if you’re an
extensive civilization, corporations are good. Also, note that corporation
maintenance and benefits scale with map size, which is required to make them
balanced across all maps.
Corporations offer many possibilities for
strategic variations, and this is one area where I am really looking forward to
see what the community can come up with. Personally, I love boosting a
specialist economy with either food-producing corporation. If you can get the
corporation to provide you +6 food, that is 3 free specialists! You can just
use these corporations to boost your city growth, of course – probably the best
thing you can do with those tundra cities that otherwise get stuck at size 6
for the entire game.
Further enhancing the dynamics of corporation, their maintenance scales with the amount of relevant resources you have. So if you have Mining Inc., the more metals you have, the higher your maintenance costs will be. This is done to prevent a "breaking point" where having X resources would give benefits so huge that maintenance becomes irrelevant. Also, you can now trade for resources you already have, so you can try and buy extra resources for your corporations to consume. It plays well with scaling maintenance, because such trades will increase the effectiveness of your corporations, while also upping maintenance.
If you have a lot of money, you can try to
increase the maintenance of a rival. Use your Executives to spread corporations
to a rival’s city - you will get increased headquarters income, whereas the
other civ will not be facing increased maintenance. It’s rarely worth it, given
the costs of spreading a corporation, but it can be fun sometimes. This is
something I’ve actually had the AI do to me – Ramesses had spread his
corporation to all cities on a small secondary continent of mine. The cities
weren’t good enough to benefit much from the corporation, however, my
maintenance costs did skyrocket and I was forced to adopt Mercantilism in the
end.
One of the most interesting strategic questions
with corporations is whether to save Great People for it. Say you get a Great
Engineer in the Renaissance age – do you go ahead and use it, or do you wait
until Railroad to found Mining Inc.? Of course, you don’t have to found corporations
even when you have the technology. So, use an Engineer on Creative
Constructions or rush the Pentagon?
Allowing you to, essentially, get some benefits
in exchange for money, corporations are a very good feature in terms of adding
strategic depth to the game. They allow you to further emphasize something your
civ is already good at (like founding a beaker-producing corporation for a civ
that leads in technology), or to, on the contrary, compensate for something you
don’t have, such as using a hammer corporation to offset low-production
terrain, all of this while creating more strategic dilemmas.

Economic civics have been changed to affect
corporations. Free Market decreases corporation maintenance by 25%, which is
usually enough of a bonus to make you break even with corporation costs.
Mercantilism disables foreign corporations, while leaving yours intact.
Disabled corporations have absolutely no effect – provide no bonuses and incur
no maintenance costs. That is the best thing to do if a rival is spreading his
corporation to you and you do not want that to be the case. Environmentalism
has the opposite effect to Free Market – it increases corporation maintenance
by 25%.
State Property is a whole different issue. I
have reliable sources telling me that it was last seen in the vicinity of Hunt
Valley, loudly screaming for help, when it was brutally tackled by BtS
designers before being hit on the head with something heavy. State Property
disables all corporations in your civ, whether they are yours or foreign. It is
my opinion that this change makes State Property too weak and generally ruins
the economy column civic. State Property remains as useful as ever if you
don’t/can’t have corporations, but as soon as you found a corporation, you can
no longer switch to State Property, as the results will be bad. While you will
probably gain in gold overall by switching to State Property, you will lose
benefits of your corporations, which is simply unacceptable in many situations.
Consider the food corporations. You’ve spread
them to your cities and are enjoying the benefits. Now, you switch to State
Property… what happens? Mass starvation in your cities! While accurate
historically, it’s not really optimal gameplay. Flexibility is thus lost, as
you’re essentially forced into Free Market if you are using corporations.
I should note that not everyone agrees with me
on this issue. And, if I am proven wrong about the imbalance of State Property,
I will be extremely happy.
Of course, I cannot finish commenting any feature
without saying something about the AI. Corporation AI is quite solid –
specifically, it is well capable of judging whether a specific corporation
would benefit it or not, basing its decision on whether to found a corporation
on that. What’s more, AI evaluation of which cities would benefit from a
corporation is fairly solid. If it has a corporation, it will wisely choose
which cities to spread it to first, making sure to first spread to cities which
would benefit from it the most – and perhaps ignoring cities where the
corporation would be a liability. It’s also capable of spreading the
corporation to foreign cities for extra headquarters income, assuming it
doesn’t mind its rivals having the corporation.
Another positive aspect of corporations is that
they give you something to do in the late game. With all available land
normally already taken and the space race not yet started, the Industrial Age could
sometimes have the problem of not giving you enough to do, unless you were
fighting a war or actively preparing for one. With corporations to aim for, you
can have another set of goals as well as a means of taking your economy to
another level – not necessarily getting richer or more of everything but rather
re-allocating the different yields throughout your empire.
It is fitting to also end my comments about
corporations with a complaint. My main complaint with the system is that
corporations favour warmongers more than builders. Specifically, they tend to
favour players who spent the first half of the game warmongering. How much you
gain from corporations is directly related to how many resources you have – if
you have a couple sources of Iron and Copper each, Mining Inc. is okay. But if
you conquered a lot and now have a total of 10 sources of these metals, along
with 2 Coals and 1 Silver, the corporation becomes a powerhouse. On the other
hand, this is partially counterbalanced by the fact that warmongers may find it
harder to pop a Great Person in time, and may thus simply lose the corporation
to some smaller builder empire. That, needless to say, is a good casus belli. [ ... Previous Page | Next Page ... ]