The Corporation is a special tile improvement in Civilization VI. It is built by a Great Merchant and is exclusive to the Monopolies and Corporations game mode, introduced in the Vietnam and Kublai Khan Pack. It can only be built on a luxury resource which a player already owns three improved copies of and on a tile that is already improved by an Industry.
- Limit of one per city.
- Tiles with Corporations cannot be swapped.
When Economics is discovered, you can take your Industries to the next level with this Corporation improvement. Similar to its predecessor, the Industry, the Corporation also has a few notable quirks:
- You can have only 1 Corporation per city, and Corporation tiles cannot be swapped, similar to how the Golf Course, Open-Air Museum, and Ice Hockey Rink work.
- A Corporation can only be built after at least three copies of the same luxury resource have been improved, and an Industry of that luxury has been established. A Great Merchant can then be expended on an Industry tile to upgrade it into a Corporation.
- In case there are fewer than 3 nodes of a particular luxury on the entire map, you need to own and improve all nodes with an Industry established on one. Afterward, you can establish a Corporation like normal.
- All Great Merchants are treated equally, regardless of the eras they are from.
- If a Great Merchant has multiple charges (e.g. Marcus Licinius Crassus), using any of their charges means that Merchant will be ineligible to establish a Corporation ... you can't do both (The Great Merchant's Activated Effect tooltip warns “After this, the Great Person will not be able to build any tile improvements” and if you've already used a charge, the Build Improvement: Corporation tooltip warns “This Great Person has already used one of its Action Charges, so they cannot build anything”).
- Similar to Industries, Corporations will take into account the improved luxury resources in the city-states you are the Suzerain of, but will not count unique luxury resources that cannot be improved like Cinnamon, Cloves, Toys, Jeans, Perfume, Cosmetics, traded luxuries, and luxuries brought over by Amani's Affluence title or the Great Merchant Colaeus.
- If for any reason you no longer control at least 3 copies of a resource that you already established the Corporation of, you will not lose the Corporation. In fact, you can still create appropriate Products like normal. However, if the Corporation is pillaged or removed, it cannot be re-established until you gain the minimum control of the resource.
- Just like Industries, each empire can have many Corporations, but players can only establish one Corporation for each type of luxury resource. However, luxury Corporations are unique, which means if a player has built a Corporation based on a luxury, no other players can build a Corporation for that luxury anymore.
- When the city that contains a Corporation changes hands, the new owner can still keep the Corporation inside. And since Corporations are unique among empires, this situation is guaranteed.
- Corporations effectively double the unique bonuses granted by Industries. For example, a Tea Industry grants 15% Science to its parent city; when upgraded, a Tea Corporation will grant 30% Science.
- Neither an Industry nor a Corporation is a requirement to establish Monopoly over a resource.
That is just the beginning. Once established, Corporations allow their parent city to run a special new project called Create New Product. There are many variations of the Create New Product project, corresponding to many types of luxury resources, but the mechanics behind them stay the same. Once finished, the project creates a new type of Great Works called Products. Products have small base yields of 1 Tourism together with either Science, Faith, Culture or Production depending on the luxury resource. However, the most powerful aspect of Products is that they can be stored inside Stock Exchanges and Seaports (each of which has 3 slots for Products in this game mode). Products can then be shipped to other cities to grant the Industry bonus to their parent cities; this bonus will stack with the bonus supplied by the Corporation that created the Product, or other Products of the same luxury (up to 8x in the Corporation city or 6x in other cities, granted they have the required storage buildings). Products can also be traded to other civilizations, just like Great Works.
Note that when you build a Corporation, the existing Industry improvement will be removed, so the net yield you gain from this is actually 2 Food, 8 Production, and 2 Gold, and you will lose the extra Great Merchant point from the Industry.
The below table lists all of the bonuses that each luxury grants to its host city once it has been improved with a Corporation.
|+50% Faith yield in host city.|
|+60% Production towards military units in host city.|
|+40% Population growth, and +6 Housing in host city.|
|+40% Culture yield in host city.|
|+50% Gold yield in host city.|
|+60% Production towards civilian units in host city.|
|+60% Production towards buildings in host city.|
|+30% Science yield in host city.|
- Added in Maya & Gran Colombia Pack.
Added in the Rise and Fall expansion pack.
Each new Corporation is given a name formed by randomly choosing one of the prefixes and one of the suffixes from the table below.
|Hunahpu and Xbalanque||Limited|
|Madame Luxor's Select||Chaebol|
|Royal Select||Heavy Industries|
|Kapital||Limited Liability Company|
Edward, Lord Thurlow, is popularly quoted as saying, “Corporations have neither bodies to be punished, nor souls to be condemned, they therefore do as they like.” The modern-day corporation traces its lineage back to the great trading companies of the 16th-19th century. Facing the uncertainty of transcontinental oceanic trade, something greater needed to be made to outlast the possible death of both ship and owner. The trading companies reshaped the world – goods flowed around the world, but in the end, these companies were also victims of their own riches; global instability rose (in part owing to the action of the trading companies) making trade routes riskier, costs rose along with corruption and mismanagement, and eventually their home empires took over and colonialism moved to a more direct and invasive form. But the model of the corporation, and its utility in creating an artificial, imaginary, legal body that separates individuals from potential risk - and liability - remains with us.