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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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If we've got megacorps can we please PLEASE PLEASE have some fully automated luxury gay space communism? Or anarchism! I'd be 1000% okay with that too.

We’re getting that in the form of shared burden/utopian abundance eliminating wealth and political disparity between strata. Add in robots and you’ve got the automated part. Finally pick xeno compatibility perk and you’re society is happily queer too!
 
We’re getting that in the form of shared burden/utopian abundance eliminating wealth and political disparity between strata. Add in robots and you’ve got the automated part. Finally pick xeno compatibility perk and you’re society is happily queer too!

I suppose that's fair but I guess I was thinking something more integral to the empire's existence. Like all of those things are great but tend to be mechanics that don't *define* the empire the way being a Spiritualist tends to or being a Megacorp will. Plus, I *love* the idea of dueling subversive empires.
 
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.

Unlikely - Rogue Servitors don't have a civilian economy, as the machines take care of all of their needs, they're not required to do anything.

That said, machine intelligences CAN still do trade deals, and should have access to the galactic market, once it becomes available. But, they don't have trade routes, or produce trade value.
 
I suppose that's fair but I guess I was thinking something more integral to the empire's existence. Like all of those things are great but tend to be mechanics that don't *define* the empire the way being a Spiritualist tends to or being a Megacorp will. Plus, I *love* the idea of dueling subversive empires.

There's effectively no way to model anarchism in stellaris, ans the game presumes there is some heirarchy, and rulership, which is controlled by the player.
 
As a crime syndicate, how will crime affect your own planets? Will you get a bonus for the more crime that is present on your own planets?

We don't know for sure. We do know that as a CS, the amount of trade value you get from your branches depends on how much crime exists on that colony - if 0, you only get 50% the normal branch amount, up to 150% with something like 60-70% crime.

But, I imagine a 'code among theives' would exist in your own territory.
 
There's effectively no way to model anarchism in stellaris, ans the game presumes there is some heirarchy, and rulership, which is controlled by the player.


Meh, I could think of some ways. Disable the ability to suppress factions and drastically increase influence income from factions and unrest penalties (thus assuming that the tail is wagging the dog here) Possibly factions are the entities that actually control the various facilities and the ability to derive an income from them is dependent upon faction happiness...but the income thus derived is also considerably higher. The compromise would be that the First Speaker is assumed to simply be the head of the bureaucratic machinery that coordinates among cooperatives within the region as institutions will still exist under anarchism and someone will have to be responsible for them.

In summary, an anarchist style empire might represent a high risk, high reward gameplay style that requires actually paying close attention to internal politics.
 
"Human behavior is economic behavior. The particulars may vary, but competition for limited resources remains a constant. Need as well as greed have followed us to the stars, and the rewards of wealth still await those wise enough to recognize this deep thrumming of our common pulse." - CEO Nwabudike Morgan

Etc.

How could ANYONE "respectfully disagree" with anything related to Alpha Centauri?
 
I see that, just trying to imagine how a televangelist empire, once they took over an entire civilization would technically be any different from a particularly zealous theocracy.

I can think of two ways
1) The actual theology is something akin to prosperity gospel
2) The corp sells religion as a product regardless of truly believing in it or not
 
I can think of two ways
1) The actual theology is something akin to prosperity gospel
2) The corp sells religion as a product regardless of truly believing in it or not

Prosperity gospel plus Scientology-esque paid mysteries/services with a dash of syncretism (we respect your beliefs so much we’ve incorporated them into our portfolio, check out this merch!) is how I’m picturing it.
 
Yes, you can be a Xenophobic MegaCorp.
Can Xenophobic MegaCorps right-size newly acquired real estate by proactively redeploying non-core stakeholders into a temporary nutritional role?
 
Wonder who might be candidates for CEO in corporate elections?

Currently, the Corporate Dominion governments only put governors up for election. Given how Megacorps build tall I would only expect them to have one or maybe two governors at a given time. Unless branch offices factor into the revised sector system.
 
I really don't think you should be required to wage full-scaled war to remove branch office. It should instead give the Megacorp a casus-beli on you to pay reparations in the form of credits and territory.

You should also be able to close down branches peacefully by paying megacorps reparations.

I'm also not sure I like city-planets being locked behind an ascension perk. Too much cool stuff like habitats and collosi are locked behind perks already.
Well it should be difficult, to prevent doing it casually. I mean you DID promise them certain terms. I guess "nationalizing" it at huge reparation cost would be ok, but you really have no reason to do it unless it's a criminal enterprise.

As for criminals it makes sense that it can be difficult to root them out. They probably don't operate completely in the open.
And it was mentioned on the stream that status quo endings in wars means that the branch offices are still destroyed (although the corp gets to keep any systems they've taken as a subsidiary and get back some of the resources they invested in their offices) so even though they were declared on, in the war itself it's the megacorp that needs to be on the offensive to save their branch offices, so, once again, that makes sense.
Well I'm sure they get to keep branch offices in the conquered areas, in their new subsidiary.
 
Really, the best way to remove branch offices from your empire is to build a planet cracker and pay a visit to the megacorporation's colonies. They can't mess with you if they don't exist.
 
My guess is that if you did that, the MC would gain a CB against you, and possibly a opinion penalty - but I think such a branch system means they're not totally reliant on that system, and they can choose whether to retaliate, or cut their losses.
Would there be a way for the attackers to give advanced warning so that they can evacuate personnel in order to retain a good standing with the megacorp? There are a whole host of diplomatic issues surrounding this which i hope are apparent in the game as they will add a lot of fun to it.
 
Would there be a way for the attackers to give advanced warning so that they can evacuate personnel in order to retain a good standing with the megacorp? There are a whole host of diplomatic issues surrounding this which i hope are apparent in the game as they will add a lot of fun to it.

I suspect right now, no. That's something we'll need the Diplomatic Update to likely fix. Ideally, in that system, they'll have a mechanic that allows you to influence the opinion between two other empires. So, in that case, what you might do is 'sow discord' among two empires, one having a host planet, and another the MC such that the megacorp decides not to continue the investment.

As for short term fix, the only thing I can think of is something where when you make a claim on a system, if a MC has a branch there, it may cause the AI logic to consider its relationship with you vs the host planet. In an idea situation, your claim pressure can be used as threat measurement (e.g. you place two claims on the deneb system, colonies there have MC branches. Those MC's have X opinion with their host, and Y opinion with you. If they like you more, they might decide to pull out - if they like the host more, they'll likely stick around, and ally against you.

At least, that's the simplist solution I can think of.
 
Does anyone else find it mightily ironic that the expansion accompanying a patch called "Le Guin" is primarily focussed on markets and massive corporate empires, rather than mechanics and government forms (or, for that matter, forms of non-government, in the case of anarchists) for post-capitalist interstellar societies?

Mind you, taken together, those Criminal Syndicate and Gospel of the Masses branch office mechanics might have some potential for being modded into revolutionary agitators. An underground movement established on foreign worlds without their consent that spreads Egalitarian ethics among the people? All you need to do is have it increase the risk of armed revolts and you're basically set.