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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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Will there be any unique events or interactions between empires with Shared Burden and neighbouring corporations?
I doubt it- plenty of Civics are contrasting/opposed thematically, usually that sort of thing just comes down to the underlying Ethics tied to them. Egalitarian Shared Burden empires aren't going to get along with exploitative Authoritarian Corporation empires, but they'll probably be on decent terms with ethical/compassionate Egalitarian Corporations.
 
What happens if you enter into a commercial pact with an empire that already has a branch office on it (By another megacorp) is it possible to go to war with that megacorp to take control of their branch office? something like "Conflicting Interest Casus Belli" ?

And if you are a Criminal Syndicate what would be the option there? Or is it just "First come first serve" ?
 
What happens if you enter into a commercial pact with an empire that already has a branch office on it (By another megacorp) is it possible to go to war with that megacorp to take control of their branch office? something like "Conflicting Interest Casus Belli" ?

And if you are a Criminal Syndicate what would be the option there? Or is it just "First come first serve" ?
Yes. There will be a way to seize branch offices from another corp.
 
Looking good, but two questions:

1. When a Megacorp builds a branch office do some of their pops migrate or get transferred to your worlds regardless of your migration and citizen rights policies?

2. Do Megacorp vessels still forge commercial pacts with their overlord?
 
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Would it be possible to hijack (through modding) the Gospel of the Masses system to let you spread other ethics as well? In Civ V/VI I've always enjoyed naming my religion "Communism" and spreading communism among other empires. Would be fun to play a fanatic egalitarian spreading subversive views among the opressed in other empires.
 
This system looks interesting and I'm glad other people are interested in the megacorps. I might get the DLC if it has other things like megastructures or ecumenopolises.

This system sounds like it has huge potential, will it be rolled out to other empire types? E.g. a parasitic civic for a Hive Mind that lets them set up "Subsurface Infestations" on organic planets that can send back society and unity (and maybe spawn xenomorphs during war with upgrades), a viral intelligence civic for a machine empire that lets them set up "Darknet Infiltration Nodes" on any empire that uses electronic computers to siphon research and unity (and debuff planetary defences and production during war), and Shared Burden style empires could set up "[Planet name] Communist Party" that can be either illegal or legal depending on host nation policy, and can push for either revolution (annexation) or reform (aligning ethically and diplomatically with the Shared Burden empire). The potentials for this system look really incredible and I hope it gets used outside of corporations.
 
Something I wonder is:

Can a criminal empire force a branch in a fanatic purifier planet ?
If so, purifier can only use the total war CB, does it remove the branches even if you don't 'win' or do you have to destroy the megacorp entirely ?
 
Is there a way to peacefully force empire to become a subsidiary by overtaking most of economy?
For example, by having Branch offices on 80% of planets and then paying hefty energy amount to essentially take over economic sector?
 
Questions on branch offices:
1. Can Megacorps build them in their own territories to get the benefits, or is it strictly for other empires?
2. Can Megacorps build them in the territories of other Megacorps? [Edit: Nevermind on this one after rereading the original post, though I'm saddened that megacorps can't explore trans-corporate synergies or be plagued by criminal syndicates]
3. Are subsidiaries restricted to only having branch offices from their corporate overlords? (Possibly with the exception of criminal syndicates?)
 
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I hope the official Ecumenopolises don't interfere with the ones in the Planet Diversity mod.

Still this is good here and offers some great ideas for new empires. :)

I do hope that we can choose whether our planets can become Ecumenopolises or not. Wouldn't make sense for a civilization that believes in living in harmony with nature to transform their planet into a planet wide city.
 
I hope the official Ecumenopolises don't interfere with the ones in the Planet Diversity mod.

Still this is good here and offers some great ideas for new empires. :)

I do hope that we can choose whether our planets can become Ecumenopolises or not. Wouldn't make sense for a civilization that believes in living in harmony with nature to transform their planet into a planet wide city.

They showed them off a bit on the stream yesterday. In short - Ecumenopolises are unlocked when you fill every district on a planet with city districts. You can then use the unlock Archeology planet decision, which changes all of the district types on the planet into : Residential, Industrial, Commercial, and Leisure. Each type of district provides FAR more housing than a normal district, with residential providing something like +15 housing per district.

There's no limit on number of Ecumenopolises, except for your normal admin cap. BUT, if you make all your planets like that, you won't have any to produce food, minerals, or energy (as those districts are removed from them).
 
I have this idea for creating Corporate vassals (or would they be subsidiaries) via a Prosperity Tradition or Ascension Perk that allows a "normal" Empire to build a "Home Office" on one of their planets that doesn't have a branch office already.

Something like the British East India Company.

I'm also wondering if secessionist planets might form Megacorps, particularly Penal Colonies controlled by crime syndicates.