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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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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 for post-capitalist (or even anarchist) 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.

Not really - one needs a great foil, and what better than corporate slavers.

And - high crime can lead to armed revolt, as laid out in the dev diary, given enough time :)
 
Gospel of the Masses = American Protestantism?

Sounds a bit Catholic too, either pre-counterreformation with indulgences, or after with the social pressure to buy in memoria and such to make sure dead relatives are moved up from purgatory into heaven..
 
Gospel of the Masses = American Protestantism?

A certain form of it, yes. It's an American cultural export, in the past 10 years we've seen megachurches grow all over the world.

But they have a disproportionate amount of representation in the media. I can see how people could non-Americans think that megachurches are common in the USA, and they are more common here than they are in the rest of the world, they aren't really very common. There is literally only one megachurch in my state of Vermont and it has less than 500 members.

So called prosperity theology is gross, but it's not really mainstream. It's actually wrong to conflate the Megachurch phenomenon in it's entirety with hucksters who teach Prosperity gospel.
 
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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.

Instead of automatically going to war right away, there should be some negative events for the host nation for shutting down a branch office of a non-criminal world. As for criminal enterprises, I'm pretty sure they said that that enforcer pops could do something about them.
 
Unless it's a criminal MegaCorp why would they want to though?

The only negative aspect from hosting a branch office is that it strengthens the owning MegaCorp. Meanwhile you also get a slight advantage yourself. So frankly it would be optimal to HAVE branch offices in your territory, unless they belong to your worst enemy.

I don't think anyone would do this honestly, just mentioning it's a possible option for those who for some reason would. Likely because it is your worst enemy. But honestly 20 years to get a megacorp assets out of your space is still quite a bit on the excessive side.
 
Wiz, can I have a galaxy size PMC (Private Military Company) in Megacorp?
 
Wiz, can I have a galaxy size PMC (Private Military Company) in Megacorp?
There was a civic and branch office buildings that mentioned PMCs, but I don't think there's a way to hire your armies/fleets out to other empires yet.

Pity, David Drake's Hammer's Slammers series seemed a prime example of a PMC reforming as a conventional empire.
 
A defensive army as a garrison that can be upgraded in size over time makes fully sense. They wouldn't have offensive capabilities (by default). Source: CK2 Trading Posts.

Regarding your 2nd and 3rd questions, I imagine a branch office having its own armies presents too much scope for a situation like "Day 1, merc armies deploy from branch offices across the Empire. Day 2, ground combats begin on every planet simultaneously. Day 14, all planets are occupied by the MegaCorp". Instant victory. Cool as hell but sounds potentially very overpowered, unless the franchisee Empire can do something to prevent the build-up of forces.
 
There was a civic and branch office buildings that mentioned PMCs, but I don't think there's a way to hire your armies/fleets out to other empires yet.

Pity, David Drake's Hammer's Slammers series seemed a prime example of a PMC reforming as a conventional empire.

That is just a shame. I would love to have my own mercenary forces -- akin to the Peacekeeper Empire in Farscape -- being hired by other empires and using that in their own favor through the clever manipulation of contracts.
 
We would really really like being able to spin off a MegaCorp as a vassal.

Oh, unrelated, but will we get some new flags?
I'd like to see an event chain similar to the AI rebellion one in stellaris but more similar to the creation of the Hansa in CK2 if you're the Emperor-tier of Germany. Unlike AI rebellion which requires certain techs to be researched. The Space Hansa would require you to be a certain size and meet certain economic thresholds (Commerical pacts, Total monthly trade value = X, etc). At which point a corporation approaches you to purchase a planet and become your vassal. Most of the time it would be a regular MegaCorp approaching you with the offer. If you're spiritualist it'll be a MegaChurch, if you're Egalitarian it would be a Trade League, and if you have high crime then you'll be approached by a Crime Syndicate.


I really hope you're planning to add a life-seeded variant to MegaCorps. Possible without the gaia world, but with bonuses to local offices instead. I want my merchant city/planet state!


First of all determined exterminators and devourings swarms doesn't have unique civics, making their seperations quite meaningless. Furthermore determined exterminators is not the only machine empire variant. Having just it as a seperate variant would be weird, especially if Fanatic Purifiers is not its own either. I think having MegaCorps as a seperate authority is fine, and will probably be joined by other uniques in the future.

Finally I wouldn't call it more nuanced/layered just from doing that.
Hot damn, yeah I like this idea. Asymmetry in choices is actually really fun. Will probably make a megacorp civic that's like life-seeded but starting on an ecumenopolis. What would the civic be called though I wonder?


I do like how it's enough for an empire to Status Quo a war in order to shut down/nationalize unwanted Branch Offices. Wouldn't make a lot of sense for a nationstate to have to go all the way to some corporation's headquarters on the other end of the galaxy just because they wanted to close down a bunch of buildings on their own worlds. :)

Also looking forward to how exactly two or more megacorps may compete with one another for domination on a third party's worlds. I hope that, at some point, the level of diplomatic and socio-economic interaction between the various involved parties may receive additional depth, as it sounds like there is a lot of untapped potential regarding the consequences of an interstellar megacorporation muscling into the local market, displacing or absorbing native companies too small to compete with them -- not to mention the likelihood of ideological incompatibility between the priorities and agenda of the megacorporate leadership, and the civilian governments of the worlds they are attempting to influence.

Bummer that right now it's supposed to, in essence, generate profits from nothing (rather than shifting a portion of Trade Value income from the host empire's internal market into the megacorp's coffers) and benefit everyone, but I understand that such things may be better left for a future expansion that deals more with internal politics and economic policy.

With the Megachurch, though, I have to say it feels like a bit of a waste. The Branch Office mechanic would be perfect for religions in general, for spreding their faith across the galaxy. Yet the only way to build temples in other empires is via Megachurch, in which case the wording of the game pushes you into a firmly corporate narrative -- and whilst money and political power play a huge role in all organized religion, they rarely tend to admit as such even to themselves.

It's just a matter of wording, really, but it would be great if the concept of Megachurches could be opened up a bit to allow playing them using terms like "Religious Dialogue" instead of "Commercial Pact", and just "Temple", "Monastery" or "Mission" instead of "Temple of Prosperity".

That bit is probably something that can just get modded, though.

In general, the entire mechanic of "Branch Offices" is a brilliant addition which I'd love to see expanded in the future! If it were possible to have the game support multiple branches on a world, we could have stuff like Megacorps competing directly on a single world, or Spiritualists setting up a temple next to a company enclave to preach frugality, or Egalitarians establishing embassy compounds for better relations, or Militarists founding warrior orders on other worlds, or Monarchies having noble families expand into other empires ... the list goes on. :D

Take my EC, Paradox!

To be fair, I don't think normal religions work that way. Most religions that were ultra successful in spreading behaved as profit oriented organizations. Buddhism back in the day, Catholicism, Scientology recently. So corporate government models this well and would have to be that way on a galactic scale. The other way is through bloody conquest and xenophobic spiritualists model that pretty well.

Although I wouldn't be surprised if some kind of theocratic government style is announced later down the line since the addition of megacorps completely broke precedent.
 
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Criminal Churches you say? Space Jimmy Swaggart here I come!
 
Mercenaries work better in a system where manpower exists. In that case there is a clear upper limit on the amount of troops someone has. So there is an incentive to hire mercs when necessary. And replacing losses can be represented by manpower replenishment, rather than building units by hand. In Stellaris ships are built so fast that hiring mercs isn't attractive even when your fleet suffered losses.

There are ways to make it work, but it's not as simple as in CK2 or EU4
 
. In Stellaris ships are built so fast
Using minerals. Or alloys in 2.2

I'm confused. What here is being disagreed with? Do you not agree that those resources are used to build ships, or what?
 
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Mercenaries work better in a system where manpower exists. In that case there is a clear upper limit on the amount of troops someone has. So there is an incentive to hire mercs when necessary. And replacing losses can be represented by manpower replenishment, rather than building units by hand. In Stellaris ships are built so fast that hiring mercs isn't attractive even when your fleet suffered losses.

There are ways to make it work, but it's not as simple as in CK2 or EU4

They could just copy Condottieri from EU4, and Naval Capacity is close enough to Manpower; a third party fleet(Only works if the third party is at peace) that costs energy upfront and monthly which can be negotiated in diplomacy screen and is controlled by the third party, which doesn't cost naval capacity, just like EU4 Condottieri doesn't cost manpower for the buyer. Megacorps with the Naval Contractors Civic could specialize in this.