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Stellaris Dev Diary #131 - MegaCorporations

Hello everyone and welcome to another Stellaris development diary. Today marks the first dev diary about MegaCorp, the major expansion accompanying the 2.2 'Le Guin update', and the topic is the titular feature of MegaCorp: MegaCorporations. As said before, screenshots will contain placeholder art, prototype interfaces and non-final numbers.

MegaCorporations
A MegaCorporation is a type of empire that uses the new 'Corporate' authority added in MegaCorp. It is an interstellar empire that is structured like a business, and is focused on trade, building tall and generating large amounts of Energy Credits. Unlike the other two new authorities added in Utopia and Synthetic Dawn, the Corporate authority does not have a special ethic, but rather can support any combination of the regular empire ethics - you can play your MegaCorp as an authoritarian spiritualist corporation with indentured workers, or an egalitarian co-op that looks after the welfare of its citizens. Regardless of your ethics though, the Corporate authority has the Oligarchic election format, with a new leader elected every 20 years from a pre-selected pool of candidates.
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The Corporate authority comes with its own special set of civics and a number of advantages and drawbacks. MegaCorps get a higher administrative cap (how large your empire can grow without suffering penalties such as tech and unity cost increases), but take double the penalty that normal empires do from being above said cap. This means that MegaCorps are ill-suited to controlling large swathes of space directly, and should focus on claiming fewer, better quality systems and planets. MegaCorps also have special variants of the Administrator and Culture Worker jobs called 'Executive' and 'Manager' respectively, that both produce trade value in addition to their other effects.
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The Corporate authority fully replaces the old 'Corporate Dominion' civic for those who have the MegaCorp expansion, but Corporate Dominion is still available as a civic pick if you do not have MegaCorp.

Branch Offices
To compensate for their deficiencies when it comes to controlling territory directly, MegaCorps have the ability to construct Branch Offices on the planets of other empires. A Branch Office is a separate part of the planet screen that is managed by the controlling MegaCorp, where said MegaCorp can construct special Corporate Buildings. Branch Offices can normally only be established on the planets of regular (non-Gestalt, non-Corporate) empires that the MegaCorp has signed a Commercial Pact with. Commercial Pacts are trade agreements signed between two non-Gestalt empires that allow each empire to gain income relative to the size of the other empires' collected trade value, and is a part of the free Le Guin update. For MegaCorps, however, they additionally open for the MegaCorp to establish Branch Offices by paying a fixed sum of Energy Credits.
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Branch Offices generate income for the owning MegaCorp based on the amount of trade value present on the planet, and so are best constructed on planets with a large number of Pops. Additionally, for every 25 pops on the planet the MegaCorp can build one Corporate Building, up to a maximum of four. Corporate Buildings are typically mutually beneficial, providing the Corp with some sort of modifier (such as Naval Capacity) or production of a resource (such as Alloys), and giving the planet owner some sort of modifier (such as Amenities) or an increased number of jobs. Many Corporate Buildings also incrase trade value, which benefits both the owner of the planet and the MegaCorp. As a general rule however, the MegaCorp will always benefit more than the owner of the planet. Branch Offices add a small amount of empire size to the MegaCorp, and it will generally not be worthwhile to build them on sparsely populated worlds.
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While Branch Offices require a Commercial Pact to be established, cancelling the Commercial Pact does not automatically close them down - once a MegaCorp is established on your planets, it's not that easy to get rid of! Instead, any empire with a planet where a MegaCorp has an 'unlicensed' (no active Commercial Pact) Branch Office will get the 'Expropriation' Casus Belli on the Corp, which if pressed successfully in war shuts down all Branch Offices on that empire's worlds, with the attacker gaining a sum of Energy Credits for each office shut down. However, one should be careful not to declare an Expropriation war they might lose - if the MegaCorp forces surrender on the attacker, the attacker is forced to become a Subsidiary of the MegaCorp (see below for details). It is not possible for a MegaCorp to establish a Branch Office on the planet of an empire they are at war or have an active truce with.
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Subsidiaries
Subsidiaries are a special kind of subject available only to MegaCorps, and replacing all the other normal forms of subject (Vassal, Tributary, Protectorate) for them. Subsidiaries have some diplomatic independence, and can expand into new systems and wage war among themselves, but are required to join the MegaCorp in their wars and pay 25% of their energy credit income to their Corporate overlords. Subsidiaries can not be integrated.
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In addition to their more straightforward 'regular' civics, MegaCorps also have two gameplay-changing Civics, Criminal Heritage and Gospel of the Masses:

Criminal Heritage
Criminal Heritage has no ethics requirements but cannot be added or removed once the game has begun. It turns the MegaCorp into a criminal syndicate that cannot enter into Commercial Pacts, but does not need the permission of other empires to establish Branch Offices on their planets. The income of their Branch Offices scales to the level of crime on the planet, with a higher level of Crime providing more income, and they have their own set of Corporate Buildings that generally increase crime on the planet in addition to their other effects. Criminal Corporate Buildings are not entirely negative for the owner of the planet, however, especially if that owner has opted to co-exist with criminal elements on the planet. It is also possible to counteract Criminal Syndicates by heavy use of law enforcement, as a low level of crime on the planet will both cut into the income of the Crime Syndicate and makes it possible for an event to fire where law enforcement shuts down the criminal Branch Office on the planet and blocks any further such offices from being built for a time.
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Gospel of the Masses
Gospel of the Masses requires spiritualist ethics and can be freely added and removed after the start of the game. It turns the MegaCorp into a MegaChurch that gains a large boost to spiritualist ethics attraction and which gains economic benefits from spiritualist pops on their planets and branch office planets in the form of increased trade, representing tithing and a general cult of consumerism and spending. They can build a special Temple of Prosperity building on their branch office planets which boosts Spiritualist attraction, resulting in more spiritualist pops and economic benefit to both the MegaChurch and the owner of the planet, though an empire that does not wish its pops to start turning Spiritualist may want to consider carefully before allowing the MegaChurches to gain a foothold on their planets... assuming they have a choice in the matter, as Gospel of the Masses can be combined freely with the Criminal Heritage civic.
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That's all for today! Next week we're going to continue talking about the MegaCorp expansion, on the topic of Ecumenopolises and new Megastructures.
 
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I'm having difficulty coming up with anything. The point of Xenophobia is that you don't want them filthy aliens having access to your empire, whereas a Megacorp exists to spread its reach to ever more markets. They're also less likely to be allowed to set up commercial pacts due to their xenophobia.

The closest IRL example I can think of is the East India Company. They weren’t exactly embracing of local cultures/people despite exploiting them commercially...not quite a good analogy but that’s how I’d play it. Racists who can put it aside just enough for money, so long as the Xenos don’t reach the homeworlds.
 
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1. How strong will the Spiritualist ethics pull be for Temples of Prosperity? I can see the limited benefit of the two-way resource gain from criminal syndicate buildings, but Temples of Prosperity seem wholly negative. I'm just concerned that Syndicate Megachurches will be too strong & have little to no counter-play options, especially reading that high enforcement presence isn't a surefire way to kick them off the planet. I get that there's a CB to kick them out, but 10 years of cooldown really isn't that long, considering that wars can easily go on for that long and games can last well over 200 years.
2. Are there any plans for a policy to auto-decline things like commercial pacts & research agreements?
 
There's been a couple people asking about Gestalts and Megacorps. Is there any way you could allow a machine empire with rogue servitor civic to play as a megacorp?

I've wanted to play as Google for a while.
 
With each passing Thursday this game becomes more unplayable.

I've wanted to play as Google for a while.

Upvoted for that comment alone.
 
There's been a couple people asking about Gestalts and Megacorps. Is there any way you could allow a machine empire with rogue servitor civic to play as a megacorp?

I've wanted to play as Google for a while.
Google killed a translation system for being efficient, so "spiritualist" is definitely a better fit for them.
 
It's possible to have MegaCorp vassals, but there is no explicit way to create one as of right now.
If you start or reform as megacorp, then you can you release a subsdiary megacorp, and switch/move back to normal empire? Can your normal vassals switch to megacorp autonomously? Can you switch from a fanatic purifier, life-seeded, barbaric despoiler, mechanist, syncretic evolution, or other civics that are unchangeable after game start to Megacorp, and if you switch back are they still there or do they reset? Does the Barbaric Despolier civic automatically become the Criminal Heritage Civic if you switch between regular empire and megacorp?

Yes, you can be a Xenophobic MegaCorp.
Does this mean you can do a Rupture Farms Megacorp?

Another set of questions:
Why you look like Colonel Sanders? Are you going to dress up as him for Halloween? Will the next new empire you'll make on stream be a Kentucky Fried Chicken Megacorp with Colonel Sanders as Ruler?

I think everyone here knows which set of questions should be answered first.
 
In each individual case the why tends to make sense so that's not my issue here, but at the same time I feel like the devs are going to need to take another look at gestalts soon and maybe be a little more flexible with them. As it stands it feels like a big chunk of the time whenever a new empire management feature is announced there's a footnote somewhere that gestalts don't get to participate.

I'm worried that we're sort of reaching a point where instead of being unique or advanced or standout Gestalts are basically just playing Stellaris- because most of their unique features are that they don't get to use certain game mechanics.
 
@Sir Roderick I've been trying to remember the name of that game for years! I can finally track that game down thanks to you! Thank you so much!
 
My only question for Wiz:

Did whoever wrote the copy "Only an executive has the power to drive leading-edge initiatives and synergistically benchmark dynamically conceptualized deliverables" find the padded room they so desperately need? I was getting flashes of PTSD just reading the corporate flavor text.
 
so if i create a corp iam forced to change my leader every 20 years?
that means every alienc species in the galaxy who creates a corp runs their coorp on the same hierarchical structure?
that seems rather odd, does it not?
 
I'm worried that we're sort of reaching a point where instead of being unique or advanced or standout Gestalts are basically just playing Stellaris- because most of their unique features are that they don't get to use certain game mechanics.
This is one of the big reasons I always say I think Gestalts should get some form of Ethic picks- either access to the full wheel or a single non-fanatic pick out of it. Their diplomacy is completely gutted and it makes them really "flat" dealing with other empires.
 
so if i create a corp iam forced to change my leader every 20 years?
that means every alienc species in the galaxy who creates a corp runs their coorp on the same hierarchical structure?
that seems rather odd, does it not?
No weirder than every democracy holding elections every 10 years, or every oligarchy holding elections every 20.
 
Love this concept. One question though: Will subsidiaries be obtained like normal vassals, or will there be special ways to earn them other then a megacorp winning an expropriation war? For example, would a megacorp be able to declare war to force another empire to become one if they have branch offices present on enough of their planets? Would give a very good reason to not want one megacorp to gain too big a presence in your empire.
 
Nope, pretty much everyone but Wiz agrees that it should be 3.0 and 2.2 makes no sense.
Pretty sure there are a lot of us that just don't care.
 
How much energy can mature empires get from trade agreements? That is a paltry amount of energy for .25 influence a month. Do megacorps have additional ways to generate influence? If not, maintaining trade arrangements and growing tall seem mutually exclusive.
 
Can Megacorps transition by reform or revolution into regular empires?
or empires into megacorps?

Also is planning religions ever on the cards, it's weird all spiritualists go together, hey a foreign religion is trying to make money off us? I also have a religion so yeah I'll join