EVERYTHING You Need to Know About Civ 6 Monopolies & Corporations | Civilization VI Guide
Summary
TLDRIn this informative video, James explores the 'Monopolies and Corporations' mode introduced in the Vietnam and Kublai Khan pack for Civilization VI. This mode enhances the luxury resource gameplay, encouraging players to acquire multiple resources to corner the market and gain significant bonuses. Key features include the introduction of Industries and Corporations, which provide substantial yield bonuses when built on luxury resources. Monopolies offer additional gold and tourism multipliers when controlling a majority of a luxury resource. The video aims to help viewers understand these mechanics to strategically plan their cities and dominate their enemies.
Takeaways
- 🏛️ **Luxury Resource Focus**: The Monopolies and Corporations mode in Civ 6 emphasizes luxury resources, encouraging players to obtain multiple copies to corner the market and gain significant bonuses.
- 🔎 **Scouting Importance**: Early scouting is crucial to identify luxury resources, plan city specialization, and align with victory conditions.
- 🏗️ **Industries and Bonuses**: Industries, unlocked with two improved luxury resources, provide various bonuses like food, production, gold, and Great Merchant Points, but may replace original tile improvements.
- 📈 **Resource Yields**: Each industry type enhances a specific yield for the host city, such as wine for culture or diamonds for gold, with varying boosts.
- 📊 **Planning for Specialization**: City specialization is key in this mode to maximize outputs, and industries can be moved to different cities if strategy changes.
- 🏢 **Corporations and Yield Multipliers**: Corporations, requiring three improved resources, offer substantial bonuses and double the yield bonus of the original industry.
- 🚢 **Product Creation**: Corporations allow the creation of powerful luxury products that grant base yields and additional bonuses, stored in stock exchanges and seaports.
- 🔢 **Monopoly Mechanics**: Controlling over 60% of a luxury resource grants a monopoly, providing gold bonuses and a tourism multiplier, which can stack with multiple monopolies.
- 🤝 **Trade and Diplomacy**: Players can still trade resources without affecting industries, corporations, or monopolies, as traded resources don't count as controlled.
- 🏰 **City-State Control**: Being the suzerain of a city-state that has an improved luxury resource counts towards control but comes with the risk of losing it.
- 📚 **Resource Reporting**: The Global Resource Report, unlocked with mercantilism, helps players track control percentages and ownership of resources.
Q & A
What is the main focus of the 'Monopolies and Corporations' mode introduced in the Vietnam and Kublai Khan pack for Civilization VI?
-The 'Monopolies and Corporations' mode is focused on adding more depth to the luxury resource game. It encourages players to obtain multiple copies of resources to corner the market and reap massive bonuses.
Why is scouting important in the 'Monopolies and Corporations' mode?
-Scouting is particularly important in this mode because it helps players understand the types of bonuses they can obtain, allowing them to better plan their cities' specialization and the pursuit of different Victory types.
What are the two key improvements introduced in the 'Monopolies and Corporations' mode?
-The two key improvements introduced are Industries and Corporations. Industries are unlocked at currency and can be built with at least two improved copies of a luxury, while Corporations require at least three improved copies and are established on an existing industry.
What are the benefits of building an Industry in Civilization VI's 'Monopolies and Corporations' mode?
-Building an Industry provides the host city with a bonus to a specific yield depending on the type of luxury, such as an additional 20 culture for wine or an additional 25 gold for diamonds. It also grants plus two food, plus two production, plus one gold, and plus one Great Merchant Point per turn.
What is the significance of the Great Merchant Point in the 'Monopolies and Corporations' mode?
-The Great Merchant Point is significant as it becomes more useful as players progress through the mode. It is particularly important for establishing Corporations, which require a Great Merchant who hasn't spent any of their charges yet.
How do Corporations differ from Industries in terms of benefits in Civilization VI?
-Corporations provide even greater benefits than Industries. They grant plus four food, plus 10 production, and plus three gold, and they double the yield bonus of the original industry, such as granting an additional 40 culture for a wine Corporation or an additional 50 gold for a diamond Corporation.
What are products in the 'Monopolies and Corporations' mode, and what benefits do they provide?
-Products are special types of Great Works created by running a city project. They grant base yields, an additional plus one tourism per turn, and yield bonuses equal to the bonuses from the corresponding industry, such as plus 20 culture for a wine product or plus 25 gold for a diamond product.
What is the maximum number of products that can be created per Corporation in Civilization VI?
-The maximum number of products that can be created per Corporation is five, which is a global maximum across all cities.
How does controlling a monopoly over a luxury resource benefit a player in the 'Monopolies and Corporations' mode?
-Controlling a monopoly over a luxury resource provides monetary benefits, such as plus five gold per turn for owning at least 60% of a resource, and additional bonuses for trade routes with other civilizations. It also increases tourism based on the percentage of control and the presence of an industry or corporation.
What is the strategic importance of city planning and specialization in the 'Monopolies and Corporations' mode?
-City planning and specialization are crucial for maximizing the benefits of Industries, Corporations, and products. Players need to decide which cities will host which industries and how to spread or stack bonuses across their empire for optimal yield.
How does the 'Monopolies and Corporations' mode potentially encourage warmongering in Civilization VI?
-The mode can push players towards war if they want to obtain more copies of a resource to corner the market. Additionally, taking city-states can be more useful as it allows players to retain control of resources.
Outlines
🎲 Introduction to Monopolies and Corporations in Civ 6
James introduces a new mode in Civilization 6, focusing on luxury resources and the introduction of monopolies and corporations. The mode enhances the luxury resource gameplay by encouraging players to acquire multiple copies of resources to corner the market and gain significant bonuses. The video aims to explain the mechanics, enabling players to dominate their enemies. It emphasizes the importance of scouting for luxury resources at the start of the game to plan cities and specializations effectively. Two key improvements, Industries and Corporations, are introduced, with Industries providing various bonuses when built on a luxury resource with at least two improved copies. Corporations, requiring three improved copies, offer even greater benefits and the ability to create powerful products that grant additional yields and tourism.
🏭 Deep Dive into Industries, Corporations, and Products
The paragraph delves into the specifics of Industries and Corporations, explaining how they function and the benefits they provide. Industries can be built on a luxury resource with two improved copies and grant bonuses like food, production, gold, and a Great Merchant Point per turn. However, building an Industry may replace the original tile improvement, potentially leading to a loss of certain bonuses. Corporations, which require three improved copies of a resource, offer substantial bonuses, including doubling the yield bonus of the original industry. Additionally, they allow the host city to create products, which are special great works that provide base yields, tourism, and industry bonuses. Products can be created, traded, and moved between cities with stock exchanges or seaports, offering strategic flexibility. The paragraph also introduces the Monopoly mechanic, where controlling at least 60% of a luxury resource on the map grants monetary bonuses and increases tourism, encouraging strategic gameplay to maintain control over resources.
Mindmap
Keywords
💡Monopolies and Corporations mode
💡Luxury Resources
💡Industries
💡Great Merchant Point
💡Corporations
💡Yield Bonuses
💡Products
💡Monopoly Mechanic
💡City Planning
💡Strategic Resources
Highlights
Monopolies and Corporations mode is introduced to add depth to the luxury resource game in Civilization 6.
Players are encouraged to obtain multiple copies of resources to corner the market and gain bonuses.
Scouting is crucial in this mode to identify luxury resources and plan city specialization.
Industries are introduced as key improvements, unlocked at currency and built with two improved luxury resources.
Industries provide bonuses like food, production, gold, and Great Merchant Points.
Building an industry replaces the original tile improvement, which may result in a loss of certain bonuses.
Industries affect specific yields based on the type of luxury resource, such as culture for wine or gold for diamonds.
Only one industry per luxury resource and per city is allowed, emphasizing city planning.
Corporations are unlocked after researching economics and require at least three improved copies of a resource.
Corporations provide significant bonuses like food, production, and gold, and double the yield bonus of the original industry.
A Great Merchant is needed to establish a corporation, emphasizing the importance of commercial hubs.
Corporations allow the creation of powerful products that grant yield bonuses and can be traded between cities.
Products are a special type of Great Work stored in stock exchanges and seaports, with a limit of five per corporation.
Monopoly mechanic is introduced where controlling 60% or more of a luxury resource grants a monopoly.
Monopolies provide monetary benefits, with increasing gold rewards based on the percentage of control.
Monopolies also increase tourism with a multiplier based on the number of civilizations without the resource.
Strategic planning and city specialization are key to maximizing the benefits of Industries, Corporations, and Monopolies.
The mode encourages aggressive play and war to obtain more resource copies and maintain control.
Trade routes become more valuable as they provide additional gold bonuses with monopolies.
The mode adds complexity and strategic depth to resource management and city planning in Civilization 6.
Transcripts
and you must be the Monopoly guy
hey guys James here again with another
Civ 6 video and today I want to talk
about the monopolies and corporations
mode which is introduced as part of the
Vietnam and Kublai Khan pack monopolies
and corporations is a mode that's
entirely focused on adding more depth to
the luxury resource game and encourages
players to try and obtain multiple
copies of resources so they can Corner
the market and reap massive bonuses the
goal of this video is to help you
understand the mechanics of this mode so
that you can dominate your enemies so
right off the bat once your game starts
you're going to want to take a look at
the types of luxury resources around you
scouting in this mode is particularly
important because it'll give you an idea
of the types of bonuses you'll be able
to obtain and therefore allow you to
better plan out your cities and what you
might want each one to specialize in
this in turn will help you figure out
which Victory type you can go for there
are two key improvements that are
introduced in this mode the first are
Industries Industries are unlocked at
currency and can be built if you control
at least two improved copies of a luxury
if you're the Susan of a city-state that
has an improved copy of the luxury that
counts as well settling on a resource
will also count towards improving and
owning a luxury just keep in mind if an
improvement is pillaged it'll no longer
count towards you controlling it even
though you technically do have it
improved once you have two improved
copies of a luxury you can then build an
industry on the resource using a builder
the industry grants plus two food plus
two production plus one gold and plus
one great Merchant Point per turn that
great Merchant point will become a lot
more useful as you progress through the
mode keep in mind though in many cases
you'll be replacing the original tile
Improvement on the resource source with
this new industry and this can cause you
to lose some of the bonuses from that
Improvement so for example plantations
Grant plus two gold when built but since
Industries only provide plus one gold
you'll have a net loss of one gold per
turn this can also cause you to lose
other bonuses you might get on specific
improvements such as say Pantheon
bonuses you can potentially avoid this
though if you already have two improved
copies of a luxury which allows you to
directly build an industry on a third
copy even if that copy hadn't been
improved yet regardless building an
industry is very much worth it as
creating an industry will provide that
host city with a pretty massive bonus to
a specific yield the yield which is
affected by the industry depends on the
type of luxury that it is so for example
wine gives you an additional 20 culture
to the host City and diamonds provide an
additional 25 gold I really tried to
Rack my brain to figure out an easy way
to remember which resources boost which
yields but spoiler I didn't get there
however if you do take a look at the
civ6 wiki you can kind of see what
they're going for with the different
groupings however I'd probably just
recommend having the page on the side
ready to go if needed there are some
other limitations though you can only
have one industry per luxury resource
and you can only have one industry per
City that makes it very important for
you to think about and plan which city
you want to host to which industry this
can also make specializing your cities
very important in this mode especially
if you want to maximize your outputs but
obviously since it's kind of dependent
on the map a lot of it may come down to
how you settle your cities some
Industries and bonuses might be useful
to move around though for example sugar
will improve population growth so if you
have it you might want to consider
changing the city which owns the
industry so you can promote growth all
around your Empire
after progressing Through the Ages and
researching economics you then unlock
corporations corporations are pretty
similar to Industries except you'll need
to have at least three improved copies
of a resource to make one corporations
will need to be established on an
already existing industry and you
actually can't build them using Builders
instead you have to use a great Merchant
who hasn't spent any of their charges
yet this is why that plus one great
version point from before is pretty key
here and it also means you'll want to
get commercial hubs up early so you can
start grabbing some of those Merchants
the corporation grants plus four food
plus 10 production and plus three gold
however since it replaces the previous
industry this actually Nets out to plus
two food plus eight production and plus
two gold in my testing I also found
you'll lose the plus one great Merchant
Point per turn from the industry again
though it's really okay because the
corporation is pretty nuts as it doubles
the yield bonus of the original industry
provided so using the same examples from
before a wine Corporation will grant the
host City an additional 40 culture and
diamonds will provide an additional 50
gold to the city this is absolutely
insane the only thing is only one sieve
can create a corporation for a specific
luxury at a time so if you want to reap
those benefits you're going to have to
make sure you control more copies of
that luxury than other players competing
for the corporation this also makes it
so that whoever manages to build that
Corporation first is at a bit of an
advantage once you do manage to get more
copies though you'll be able to build
the corporation and this will destroy
the corporation that was owned by the
other sieve in addition to those bonuses
corporations also allow the host City to
create products of that luxury which are
extremely powerful products can be
created by running the appropriate city
project they will take quite a bit of
production to complete though after
completion it creates a product which is
a special type of great work that is
stored in stock exchanges and seaports
with each of these buildings having
three slots for products like other
great Works products can also be traded
between sieves products will grant some
base yields which is usually the same
yield as the resource tile bonus so
again going with the previous examples
wine products Grant plus three food
because wine tiles naturally Provide
Plus One food and plus one gold diamond
products on the other hand Grant plus
six gold because Diamond tiles naturally
provide plus three gold all products
will also Grant an additional plus one
tourism per turn more importantly though
products provide their host City with
yield bonuses equal to the bonuses from
the corresponding industry so again that
means a wine product will grant the city
with plus 20 culture and a diamond
product will grant the city with plus 25
gold this makes products a great way for
you to either spread your bonuses to
other cities across your Empire or you
can stack products on top of each other
as well as on top of Corporation bonuses
thereby providing you a massive
multiplier that can provide double or
more of the amounts of yield that you're
getting especially if you add on other
bonuses from say Governors or wonders
there is one limitation though outside
of just requiring a stock exchanger C
Port you can only create five products
per Corporation so again think about
which cities you want to boost the five
products also seems to be a global
maximum so even if you gain control of
the corporation you may may be limited
in the number of products you can create
if the old owner had already made a
couple what's nice is that since they
are great works you can very easily move
the products around between your cities
again assuming that they have a stock
exchange or seaport because of this you
can in some ways almost think of
products as many policy cards and change
them around as needed to fit your goals
and needs the final mechanic that this
mode adds is the Monopoly mechanic you
gain a monopoly over a luxury if you
control at least 60 percent of that
luxury on the map and these luxuries
need to be improved to account as being
controlled by you again being the Susan
of a city-state will add their copies to
your account but just be wary that you
may lose control of them at some point
once you have a monopoly over a resource
you'll get a notification letting you
know and potentially some error score if
you're the first type of Monopoly over
that resource if you want to know how
much of a resource you control or need
to control you'll either need to
manually search with the map search
function or once you unlock mercantilism
you'll gain access to the improved
Global resource report here in the top
right corner which will tell you what
percentage of control you have and who
else has those resources then you gotta
do what you gotta do
the first benefit of having a monopoly
is monetary we have gold lots of gold
I'm prepared to give you lots of gold
for monopolies where you have at least
60 of a resource you'll get plus five
gold per turn if you own 75 of a
resource you'll get plus 10 gold per
turn finally if you own all copies of a
resource you'll gain plus 25 gold per
turn if you have multiple monopolies
these amounts will also stack up if you
have at least one Monopoly you'll also
get an additional plus five gold per
turn bonus for each sieve you have a
trade route with so to really maximize
this once you have a monopoly you should
try and establish trade routes with as
many sieves as you can monopolies also
Grant you a multiplier that increases
tourism if you don't have an industry or
corporation on the resource this bonus
is equal to plus one percent tourism for
each Improvement of the resource
multiplied by the number of sieves who
don't control a copy of that resource if
you do build an industry or corporation
on that resource the tourism multiplier
will be increased to plus three percent
I really wouldn't worry about the math
too much just remember that monopolies
increase your tourism important to note
is that you can still trade away
resources and Deals and that will not
affect your industries corporations or
monopolies this is because copies of the
traded resources don't count as being
controlled by those sieves so you can
still make deals without worrying and
finally I just want to give some of my
general thoughts and strategy if you
have monopolies and corporations active
I think early scouting and City Planning
become key if you want to maximize your
bonuses since the multipliers for
Industries corporations and products are
percentage based this means if you want
to get the most out of them you're going
to want to figure out which cities will
be the best hosts think about the yields
you get from tiles worked by the city as
well as potential bonuses from districts
and adjacencies thankfully you can also
remove existing Industries and
corporations and build them in other
places if you decide to change your
strategy or you happen to settle or
capture a city that would make for a
better Host this can become a little
expensive though as you need to
constantly make Builders and get those
great Merchants one thing that I really
like about this mode is how it can push
you towards War if you want to obtain
more copies of a resource I don't know
if the AI necessarily thinks about that
but it definitely encourages you to be a
bit of a warmonger taking city-states
can be a lot more useful now too as it
can allow you to retain control of
resources the only thing I wish is that
they maybe could have added more
mechanics with regards to monopolies on
say strategic or bonus resources but at
the same time I also understand why they
chose not to do so but hey that's
everything I had this time if I miss
anything or you know any interesting
interactions definitely let me know Down
Below in a comment otherwise if you made
it this far I just want to say that I
appreciate you and I hope you're having
a great day peace
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