Sid Meier's Civilization VI

Sid Meier's Civilization VI

223 ratings
Policy Pack: Corporations
   
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1 Sep, 2022 @ 12:59am
10 Nov, 2022 @ 5:53pm
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Policy Pack: Corporations

In 2 collections by JNR
JNR's Playlist (Gameplay-only)
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JNR's Modern Governance
7 items
Description
Adds 7 new policies for the Monopolies game mode, including one Military, one Economic, one Diplomatic, and one Wildcard policy in general and one additional Economic policy for each of the tier 3 governments. These policies are meant to provide some more late-game interaction to the mode that could be so much more than it currently is. The effects revolve around Corporations and Industry improvements as well as Products.

Big shoutout to Leugi for Monopoly++ as well, which I highly recommend using alongside this mod.

Currently the mod does not yet have Civilopedia flavor text, but I want to add them in the near future; just having some writer's block right now.

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List of New Policies
  • Dual-Use Technologies
    Military
    Requires Space Race
    > +50% Production to Create New Product projects.

  • Quality Function Deployment
    Economic
    Requires Globalization
    > Products have triple yields.

  • Flagship Stores
    Economic
    Democracy-only
    Requires Social Media
    > Products have decuple (x10) Tourism.

  • Workers Self-Management
    Economic
    Communism-only
    Requires Cold War
    > Industries gain +4 Production and +4 Culture.

  • Forced Labor
    Economic
    Fascism-only
    Requires Totalitarianism*
    > Corporations gain +1 Production for every controlled foreign-founded city.

  • Joint Ventures
    Diplomatic
    Requires Globalization
    > International Trade Routes from cities within 3 tiles of a Corporation provide +2 Science.

  • Philanthropy
    Wildcard
    Requires Cultural Heritage
    > Districts adjacent to an Industry provide +1 of their respective Great Person point. Doubled for Corporations.

  • Triple Bottom Line (only with Preserves)
    Wildcard
    Requires Environmentalism
    > +2 Great Scientist, Engineer, and Merchant points per Preserve building in ecstatic cities within 3 tiles of a Corporation.

*Third Alternative moved to Class Struggle.

Compatibility and Requirements
Requires Gathering Storm and activated Monopolies and Corporations game mode.

Compatible with Policy Pack: Future Governments - with both mods active the new government-exclusive policies will also be available to the final governments tier as following:
  • Synthetic Technocracy: Workers Self-Management & Forced Labor.
  • Digital Democracy: Flagship Stores & Workers Self-Management.
  • Corporate Libertarianism: Forced Labor & Flagship Stores.

JNR's Mod Series




17 Comments
冰博客拿铁 15 Jan @ 8:07am 
Then I had to give up that save that I'd been playing with all afternoon because I wanted to use capitalists in particular
冰博客拿铁 15 Jan @ 8:03am 
Hi, I used all your mods. I found that your mod can cause the mod group of Leugi you recommended to not be used normally. The problem I have found so far is that the capitalist unit still cannot be purchased after the workshop is set up because of the change of the science tree
JNR  [author] 15 Jul, 2024 @ 8:13pm 
imho if you make so many products that it becomes OP, you already took the scenic route to victory anyway. And I think it's about in range of existing policies. With policies, artifacts grant 8 tourism each and music even 12 tourism. I put products in the middle with 10. And the yield bonus just applies to base yields, not their special bonus.
Yumi 15 Jul, 2024 @ 7:23pm 
10 times tourism and 3 times tripple yield from products are insanely OP.
Buzuni 17 Feb, 2024 @ 7:41am 
After subscribing I cant build industry improvements anymore :steamsad:
H.Humpel 20 Nov, 2022 @ 8:36am 
Hi JNR,
your mod has been translated into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Kyrie 21 Oct, 2022 @ 2:20am 
jnr man some of your things should just straight up be in the basegame.
JNR  [author] 7 Sep, 2022 @ 3:46am 
ideas like that are why I love just adding stuff to the sandbox even when I can't see a coherent strategy behind it yet. Someone will come up with a creative way to use it!
Shevvek 6 Sep, 2022 @ 7:29pm 
I'm a simple man, I see a new JNR mod, I install it. This looks dope. I love the idea of doing an industrial based tourism victory with souvenir factories.
JNR  [author] 6 Sep, 2022 @ 2:55am 
Since recon units are meant to leave your territory and stay away for a while, I think a less frequent update rhythm is fine, so I did not see an urgent need to add any units to those. If I did, I would add them to the Infantry pack.