EVERYTHING You Need to Know About Civ 6 Monopolies & Corporations | Civilization VI Guide

MohProbs
2 Sept 202309:59

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

00:00

🎲 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.

05:00

🏭 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

This is a game mode introduced in the 'Vietnam and Kublai Khan pack' for the video game 'Civilization VI'. It adds depth to the luxury resource game by encouraging players to obtain multiple copies of resources to corner the market and gain significant bonuses. The mode is central to the video's theme, which is to help viewers understand the mechanics and dominate their enemies in the game.

💡Luxury Resources

In the context of 'Civilization VI', luxury resources are types of resources that provide benefits to the civilization controlling them. In the 'Monopolies and Corporations mode', these resources are crucial as players aim to control multiple copies to gain market control and bonuses. The script emphasizes the importance of scouting for these resources at the beginning of the game to plan city specialization and victory strategies.

💡Industries

Industries are a key improvement introduced in the 'Monopolies and Corporations mode'. They are unlocked at currency and can be built if a player controls at least two improved copies of a luxury resource. Industries provide various bonuses such as food, production, gold, and a Great Merchant Point per turn. The script explains that building an industry can replace the original tile improvement, which may result in a loss of certain bonuses, but the overall benefit of having an industry is significant.

💡Great Merchant Point

A Great Merchant Point is a resource in 'Civilization VI' that becomes more valuable as players progress through the 'Monopolies and Corporations mode'. It is granted by Industries and is essential for establishing Corporations, which require a Great Merchant who hasn't spent any of their charges. The script highlights the importance of this point in the strategic planning of resource control and city development.

💡Corporations

Corporations are similar to Industries but require at least three improved copies of a resource to be established. They must be built on an existing Industry and can only be created by a Great Merchant. The script explains that Corporations provide substantial bonuses such as food, production, and gold, and they also double the yield bonus of the original industry, making them a powerful strategic asset in the game.

💡Yield Bonuses

Yield bonuses refer to the additional resources or points a city gains from various improvements or special game mechanics. In the 'Monopolies and Corporations mode', industries and corporations provide specific yield bonuses based on the type of luxury resource they are associated with. The script uses examples such as wine providing an additional 20 culture and diamonds providing an additional 25 gold to illustrate how these bonuses can significantly boost a city's development.

💡Products

Products in this mode are special types of Great Works created by running a city project. They grant base yields and additional tourism per turn, as well as yield bonuses equal to those from the corresponding industry. The script mentions that products can be created, traded, and moved between cities, providing a strategic way to spread bonuses or stack them for a massive yield multiplier.

💡Monopoly Mechanic

The Monopoly mechanic allows a player to gain control over a luxury resource by owning at least 60% of it on the map. Improved resources count towards this control, and being the suzerain of a city-state with the resource adds to the player's control. The script explains that having a monopoly provides monetary benefits, increases tourism, and can potentially push players towards war to obtain more resource copies.

💡City Planning

City planning is a strategic aspect of 'Civilization VI' where players decide the layout and specialization of their cities. In the context of the 'Monopolies and Corporations mode', city planning becomes even more critical as players need to decide which cities will host which industries and corporations to maximize yield bonuses. The script suggests that early scouting and thoughtful city planning are key to dominating in this mode.

💡Strategic Resources

Strategic resources are types of resources in 'Civilization VI' that are vital for military production and trade. While the script mentions a wish for more mechanics related to monopolies on strategic or bonus resources, it acknowledges the game developers' choice to focus on luxury resources for the 'Monopolies and Corporations mode'. The mention of strategic resources underscores the depth of resource management in the game.

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

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and you must be the Monopoly guy

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hey guys James here again with another

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Civ 6 video and today I want to talk

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about the monopolies and corporations

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mode which is introduced as part of the

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Vietnam and Kublai Khan pack monopolies

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and corporations is a mode that's

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entirely focused on adding more depth to

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the luxury resource game and encourages

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players to try and obtain multiple

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copies of resources so they can Corner

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the market and reap massive bonuses the

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goal of this video is to help you

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understand the mechanics of this mode so

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that you can dominate your enemies so

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right off the bat once your game starts

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you're going to want to take a look at

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the types of luxury resources around you

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scouting in this mode is particularly

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important because it'll give you an idea

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of the types of bonuses you'll be able

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to obtain and therefore allow you to

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better plan out your cities and what you

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might want each one to specialize in

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this in turn will help you figure out

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which Victory type you can go for there

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are two key improvements that are

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introduced in this mode the first are

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Industries Industries are unlocked at

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currency and can be built if you control

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at least two improved copies of a luxury

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if you're the Susan of a city-state that

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has an improved copy of the luxury that

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counts as well settling on a resource

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will also count towards improving and

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owning a luxury just keep in mind if an

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improvement is pillaged it'll no longer

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count towards you controlling it even

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though you technically do have it

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improved once you have two improved

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copies of a luxury you can then build an

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industry on the resource using a builder

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the industry grants plus two food plus

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two production plus one gold and plus

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one great Merchant Point per turn that

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great Merchant point will become a lot

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more useful as you progress through the

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mode keep in mind though in many cases

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you'll be replacing the original tile

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Improvement on the resource source with

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this new industry and this can cause you

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to lose some of the bonuses from that

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Improvement so for example plantations

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Grant plus two gold when built but since

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Industries only provide plus one gold

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you'll have a net loss of one gold per

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turn this can also cause you to lose

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other bonuses you might get on specific

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improvements such as say Pantheon

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bonuses you can potentially avoid this

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though if you already have two improved

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copies of a luxury which allows you to

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directly build an industry on a third

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copy even if that copy hadn't been

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improved yet regardless building an

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industry is very much worth it as

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creating an industry will provide that

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host city with a pretty massive bonus to

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a specific yield the yield which is

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affected by the industry depends on the

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type of luxury that it is so for example

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wine gives you an additional 20 culture

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to the host City and diamonds provide an

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additional 25 gold I really tried to

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Rack my brain to figure out an easy way

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to remember which resources boost which

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yields but spoiler I didn't get there

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however if you do take a look at the

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civ6 wiki you can kind of see what

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they're going for with the different

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groupings however I'd probably just

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recommend having the page on the side

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ready to go if needed there are some

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other limitations though you can only

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have one industry per luxury resource

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and you can only have one industry per

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City that makes it very important for

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you to think about and plan which city

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you want to host to which industry this

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can also make specializing your cities

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very important in this mode especially

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if you want to maximize your outputs but

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obviously since it's kind of dependent

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on the map a lot of it may come down to

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how you settle your cities some

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Industries and bonuses might be useful

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to move around though for example sugar

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will improve population growth so if you

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have it you might want to consider

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changing the city which owns the

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industry so you can promote growth all

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around your Empire

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after progressing Through the Ages and

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researching economics you then unlock

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corporations corporations are pretty

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similar to Industries except you'll need

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to have at least three improved copies

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of a resource to make one corporations

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will need to be established on an

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already existing industry and you

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actually can't build them using Builders

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instead you have to use a great Merchant

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who hasn't spent any of their charges

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yet this is why that plus one great

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version point from before is pretty key

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here and it also means you'll want to

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get commercial hubs up early so you can

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start grabbing some of those Merchants

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the corporation grants plus four food

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plus 10 production and plus three gold

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however since it replaces the previous

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industry this actually Nets out to plus

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two food plus eight production and plus

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two gold in my testing I also found

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you'll lose the plus one great Merchant

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Point per turn from the industry again

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though it's really okay because the

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corporation is pretty nuts as it doubles

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the yield bonus of the original industry

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provided so using the same examples from

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before a wine Corporation will grant the

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host City an additional 40 culture and

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diamonds will provide an additional 50

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gold to the city this is absolutely

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insane the only thing is only one sieve

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can create a corporation for a specific

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luxury at a time so if you want to reap

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those benefits you're going to have to

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make sure you control more copies of

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that luxury than other players competing

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for the corporation this also makes it

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so that whoever manages to build that

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Corporation first is at a bit of an

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advantage once you do manage to get more

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copies though you'll be able to build

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the corporation and this will destroy

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the corporation that was owned by the

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other sieve in addition to those bonuses

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corporations also allow the host City to

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create products of that luxury which are

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extremely powerful products can be

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created by running the appropriate city

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project they will take quite a bit of

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production to complete though after

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completion it creates a product which is

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a special type of great work that is

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stored in stock exchanges and seaports

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with each of these buildings having

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three slots for products like other

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great Works products can also be traded

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between sieves products will grant some

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base yields which is usually the same

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yield as the resource tile bonus so

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again going with the previous examples

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wine products Grant plus three food

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because wine tiles naturally Provide

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Plus One food and plus one gold diamond

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products on the other hand Grant plus

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six gold because Diamond tiles naturally

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provide plus three gold all products

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will also Grant an additional plus one

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tourism per turn more importantly though

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products provide their host City with

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yield bonuses equal to the bonuses from

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the corresponding industry so again that

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means a wine product will grant the city

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with plus 20 culture and a diamond

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product will grant the city with plus 25

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gold this makes products a great way for

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you to either spread your bonuses to

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other cities across your Empire or you

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can stack products on top of each other

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as well as on top of Corporation bonuses

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thereby providing you a massive

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multiplier that can provide double or

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more of the amounts of yield that you're

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getting especially if you add on other

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bonuses from say Governors or wonders

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there is one limitation though outside

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of just requiring a stock exchanger C

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Port you can only create five products

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per Corporation so again think about

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which cities you want to boost the five

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products also seems to be a global

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maximum so even if you gain control of

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the corporation you may may be limited

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in the number of products you can create

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if the old owner had already made a

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couple what's nice is that since they

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are great works you can very easily move

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the products around between your cities

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again assuming that they have a stock

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exchange or seaport because of this you

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can in some ways almost think of

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products as many policy cards and change

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them around as needed to fit your goals

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and needs the final mechanic that this

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mode adds is the Monopoly mechanic you

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gain a monopoly over a luxury if you

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control at least 60 percent of that

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luxury on the map and these luxuries

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need to be improved to account as being

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controlled by you again being the Susan

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of a city-state will add their copies to

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your account but just be wary that you

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may lose control of them at some point

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once you have a monopoly over a resource

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you'll get a notification letting you

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know and potentially some error score if

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you're the first type of Monopoly over

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that resource if you want to know how

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much of a resource you control or need

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to control you'll either need to

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manually search with the map search

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function or once you unlock mercantilism

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you'll gain access to the improved

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Global resource report here in the top

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right corner which will tell you what

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percentage of control you have and who

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else has those resources then you gotta

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do what you gotta do

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the first benefit of having a monopoly

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is monetary we have gold lots of gold

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I'm prepared to give you lots of gold

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for monopolies where you have at least

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60 of a resource you'll get plus five

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gold per turn if you own 75 of a

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resource you'll get plus 10 gold per

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turn finally if you own all copies of a

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resource you'll gain plus 25 gold per

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turn if you have multiple monopolies

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these amounts will also stack up if you

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have at least one Monopoly you'll also

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get an additional plus five gold per

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turn bonus for each sieve you have a

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trade route with so to really maximize

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this once you have a monopoly you should

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try and establish trade routes with as

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many sieves as you can monopolies also

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Grant you a multiplier that increases

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tourism if you don't have an industry or

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corporation on the resource this bonus

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is equal to plus one percent tourism for

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each Improvement of the resource

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multiplied by the number of sieves who

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don't control a copy of that resource if

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you do build an industry or corporation

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on that resource the tourism multiplier

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will be increased to plus three percent

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I really wouldn't worry about the math

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too much just remember that monopolies

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increase your tourism important to note

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is that you can still trade away

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resources and Deals and that will not

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affect your industries corporations or

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monopolies this is because copies of the

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traded resources don't count as being

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controlled by those sieves so you can

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still make deals without worrying and

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finally I just want to give some of my

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general thoughts and strategy if you

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have monopolies and corporations active

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I think early scouting and City Planning

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become key if you want to maximize your

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bonuses since the multipliers for

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Industries corporations and products are

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percentage based this means if you want

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to get the most out of them you're going

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to want to figure out which cities will

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be the best hosts think about the yields

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you get from tiles worked by the city as

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well as potential bonuses from districts

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and adjacencies thankfully you can also

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remove existing Industries and

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corporations and build them in other

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places if you decide to change your

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strategy or you happen to settle or

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capture a city that would make for a

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better Host this can become a little

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expensive though as you need to

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constantly make Builders and get those

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great Merchants one thing that I really

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like about this mode is how it can push

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you towards War if you want to obtain

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more copies of a resource I don't know

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if the AI necessarily thinks about that

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but it definitely encourages you to be a

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bit of a warmonger taking city-states

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can be a lot more useful now too as it

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can allow you to retain control of

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resources the only thing I wish is that

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they maybe could have added more

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mechanics with regards to monopolies on

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say strategic or bonus resources but at

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the same time I also understand why they

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chose not to do so but hey that's

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everything I had this time if I miss

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anything or you know any interesting

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interactions definitely let me know Down

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Below in a comment otherwise if you made

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it this far I just want to say that I

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appreciate you and I hope you're having

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a great day peace

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Связанные теги
Civ 6MonopoliesCorporationsGame ModeLuxury ResourcesCity PlanningStrategic GameplayResource ControlBonus YieldsEmpire Expansion
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