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Corporate Republic is an advance in Call to Power II.

Gameplay[]

Corporate Republics are modern, efficient empires that are good for Growth. A booming economy fuels a vibrant research community. People tend to be Happy, the Military is healthy and Cities are Productive.

Great Library entry[]

The late 20th century bore witness to the rise in power and influence of the private business corporation. Particularly in the United States and Western Europe, corporations rode a wave of government deregulation and erosion of anti-trust legislation to unprecedented economic power. Corporate campaign contributions to politicians began to steer legislators in the direction of preserving corporate interests at all costs, even at the expense of individual rights.

Though many international free trade agreements were hailed as bold new measures for the proliferation of trade and the bolstering of commerce, they only served to enable multinational corporations to take their manufacturing operations to third-world countries filled with cheap, exploitable labor. Corporate control of all major media outlets, including network and cable television, radio, newspapers and magazines helped shield the public from their agenda. Because modern society relied so much on media sources such as nightly news reports, they often failed to get independent, impartial journalism about corporate conduct in politics. Despite sporadic outbreaks of civil unrest in early 2000, popular elections continued to be dominated by corporate-sponsored candidates who further advance the agenda of their private benefactors, and the gap between rich and poor continued to widen across the world.

Call to Power II Advances
Ancient Age Agriculture Alchemy Ballistics Bronze Working Concrete Drama Feudalism Geometry Horse Riding Iron Working Jurisprudence Masonry Monarchy Philosophy Religion Ship Building Slave Labor Stone Working Toolmaking Trade Writing
Renaissance Age Agricultural Revolution Modern Metallurgy Hull Making Ocean Faring Naval Tactics Gunpowder Cannon Making Cavalry Tactics Banking Optics Chemistry Age of Reason Physics Theology Fascism Bureaucracy Classical Education Printing Press Nationalism Democracy
Modern Age Advanced Infantry Tactics Advanced Naval Tactics Advanced Urban Planning Aerodynamics Communism Computer Conservation Corporate Republic Corporation Criminal Code Economics Electricity Explosives Global Defense Global Economics Guided Weapon Systems Industrial Revolution Internal Combustion Jet Propulsion Mass Media Mass Production Mass Transit Modern Medicine Naval Aviation Oil Refining Pharmaceuticals Quantum Physics Radar Railroad Supersonic Flight Tank Warfare Vertical-Flight Aircraft
Genetic Age AI Surveillance Advanced Composites Arcologies Chaos Theory Digital Encryption Fluid Breathing Fuel Cells Genetics Global Communications Nano-Assembly Neural Interface Nuclear Power Robotics Space Flight Superconductor Technocracy
Diamond Age Cybernetics Ecotopia Fusion Gaia Controller Gaia Theory Gene Therapy Genetic Tailoring Human Cloning Life Extension Nano-Machines Nano-Warfare Neural Reprogramming Plasma Weaponry Smart Materials Ultrapressure Machines Unified Physics Virtual Democracy
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