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Monopolies and Corporations (Civ6)

Monopolies and Corporations game mode icon

Monopolies and Corporations is the sixth game mode in Civilization VI, introduced in the Vietnam & Kublai Khan Pack. It focuses on economy and resource management and control, offering players the chance to secure their place in capitalist history.

Mechanics

Monopolies and Corporations mode is all about managing Luxury resources. Just like the real world, controlling as many sources of a particular resource as possible grants you the opportunity to control global trade and make maximum profit out of it! In this mode, clearly inspired by the immensely popular Monopoly board game, you have the opportunity to construct new, very powerful Improvements which grant their parent city great bonuses and pave your path towards global monopolies!

Thus, the main path towards success with this mode is to find and establish control over as many copies of the same luxury resource as possible. For the purposes of the mode, 'control over a resource' is defined as either having the particular resource in your territory, improved with the necessary Tile improvement, or being the Suzerain of a City-state which has this resource in their territory (improved or unimproved - which may be a bug). Luxuries which you acquire via diplomatic deals don't count as being under your control.

From a strategic viewpoint, control over a resource is achieved primarily via settling cities in the necessary locations; but for the more aggressive player, it may also mean conquering cities which control the resources they want.

Industries

The backbone of the mode is the new Industry tile improvement, unlocked with the Currency tech. It is placed by a Builder on a Luxury resource tile, but unlike normal improvements a necessary condition for building it is to control at least 2 copies of the same resource. An Industry will grant great yields on its tile, but also provide its host city with a unique bonus (usually a percentage increase of some stat generation), which depends on the Industry's resource. For the list of possible bonuses, check below.

Note however, that there is only 1 Industry allowed per city, and only one per resource type! Usually, you have opportunities to build Industries for the same resource in multiple cities; so you have to make a strategic decision where exactly you want your Industry. Sometimes you have the opportunity to build 2, or more Industries in the same city - again, you should plan ahead. If, for example, city A can build industries Y and Z, but city B can only build industry Z, then you should build industry Y in city A and industry Z in city B. Otherwise you will be wasting an Industry opportunity!

Corporations and Products

Once Economics has been researched, you gain access to the next level of capitalist development - the Corporation! This is practically a turbo-charged Industry, which may only be established on an existing Industry, if you have control of at least three sources of the relevant resource. The big twist is that a Corporation may only be established by a Great Merchant, which will expire in the process! That means that you will practically need to sacrifice this Merchant, because you will lose the opportunity to use his/her special Ability! So, you will need to consider carefully where and when to establish a Corporation, if you even want to sacrifice a Merchant for that at all. Sometimes the ability of the Merchant you manage to attract is simply too good be wasted for establishing a Corporation.

Having a Corporation also grants you access to another aspect of the mode - Create New Product (Civ6) Products, a special type of Great Work that can only be stored in Stock Exchanges and Seaports and give the Corporation's special benefits to its home city. You produce Products by running a special type of city project in the city with the Corporation. Use them to spread bonuses to other cities of your empire, but also as an alternative of Great works for a Cultural victory!

Monopoly

The last stage of capitalist development is the Monopoly! A Monopoly on a luxury resource is created when a single civilization controls a dominating world share of it. It grants that civilization a dominating position within the world market, which manifests as an increased percentage of Gold Gold income per turn and a multiplier to its outgoing Tourism Tourism to every other civilizations in the game. Note that, unlike other aspects of the mode, establishing a monopoly doesn't require any special action on your part, but ensuring the necessary control over certain resource. Of course, this is often a task much more complicated than putting down an Improvement or getting a Great Person, and the player would do well to plan ahead of time how to gain control of as many copies of certain resource as possible.

Conditions for a Monopoly

A luxury resource is considered "monopolized" if there is a civilization who controls at least 60% of all nodes of that resource on the map. The definition of "control" is the same when you establish an Industry or a Corporation: the resource needs to be improved on the map inside your territory or simply be under your tributary city-states' territory. There is no other conditions to establish a Monopoly, which means:

  • An Industry or a Corporation is not required for a Monopoly.
  • There is no minimum number of nodes that need to be under your control, only control percentage counts. That means if there is a luxury resource with only one node on the map, the control of that node will grant a complete (100%) Monopoly.
  • Currency, Economics and Mercantilism are not required for a Monopoly, although in order to check the resource distribution on the Global Resource Report, Mercantilism is needed.

If at any given point, the level of control drops below 60% (due to cities changing hands, pillaging, city razing, Anansi's resource destruction, Maui's resource creation, etc.), the Monopoly will be broken and thus will cease granting any bonus.

Trading away luxury resources through trade deals does not break Monopoly, nor does it lessen the tourism multiplier.

Bonuses from Monopolies

  • For each Monopoly, you gain a flat (non-modifiable) amount of Gold Gold as follows:
    • +5 Gold Gold for each Monopoly where you own at least 60% of the resource nodes (the minimum threshold for a Monopoly).
    • +10 Gold Gold for each Monopoly where you own at least 75% of the resource nodes.
    • +25 Gold Gold for each complete (100%) Monopoly.
  • If you own at least 1 Monopoly, you also gain 5 Gold Gold per turn for the first trade route with each major civilization (this is a flat bonus, the actual trade routes are not enhanced)
  • Monopolies also boost the Tourism Tourism influence you have on other civilizations who do not control at least one copy of the monopolized resource. It is calculated as follows:
    • A monopolized resource will boost Tourism Tourism by 5% times the number of improved nodes times the number of civilizations who do not control an instance of that resource. This Tourism Tourism modifier is applied to every other civilization in the game, even those which control part of the monopolized resource.
    • Note, the tourism formula may have other kinks and quirks to it, as for example the 5% value is only 1% for small monopolies and 3% for medium ones:
      • example A: 2/3 monopoly with 1/10 controlling players -> 18% tourism bonus (1% * 2 resources * 9 civilizations)
      • example B: 3/5 monopoly with 2/10 controlling players -> 72% tourism bonus (3% * 3 resources * 8 civilizations)
      • example C: 7/9 monopoly with 1/10 controlling players -> 189% tourism bonus (3% * 7 resources * 9 civilizations)

Luxury resources and their bonuses

The "base bonus" refers to the effect provided by the Industry or Product to its home city. This bonus is doubled in cities with a Corporation.

Resource Base bonus

Amber Amber
Dyes Dyes
Incense Incense
Pearls Pearls

+25% Faith Faith in the city.

Citrus Citrus
Cotton Cotton
Ivory Ivory
Tobacco Tobacco
Whales Whales

+30% Production Production towards military units in the city.

Cocoa Cocoa
Honey Honey
Salt Salt
Sugar Sugar

+20% Citizen Population growth and +3 Housing Housing in the city.

Coffee Coffee
Silk Silk
Spices Spices
Wine Wine

+20% Culture Culture in the city.

Diamonds Diamonds
Jade Jade
Silver Silver
Truffles Truffles

+25% Gold Gold in the city.

Furs Furs
Olives Olives

+30% Production Production towards civilian units in the city.

Gypsum Gypsum
Marble Marble

+30% Production Production towards buildings in the city.

Mercury Mercury
Tea Tea
Turtles Turtles

+15% Science Science in the city.

Related achievements

Jack of all Trades, Master of None
Jack of all Trades, Master of None
Win a game on a Standard sized map or larger with 5 or more Industries, but no Corporations.
A figure of speech referring to someone who, instead of mastering one discipline, has become somewhat skilled in many.
Robber Baron
Robber Baron
Control 5 Luxury Resource Monopolies at once on a Standard sized map or larger.
A pejorative term applied to greedy American businessmen in the 1800s.
Top Hat and Monocle
Top Hat and Monocle
Control a 100% Monopoly on a given Luxury Resource on a Standard sized map or larger.
A reference to the mascot of the board game Monopoly, Rich Uncle Pennybags.
Civilization VI Game modes [edit]
Apocalypse1Barbarian ClansDramatic Ages1Heroes & Legends1Monopolies and Corporations1Secret Societies1Tech and Civic ShuffleZombie Defense1
1 Requires DLC
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