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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 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.

Well with biotech a Ecumenopolis might be a fully gene enginered ecosystem with every organisim made for the conviniance of the creators, so its possible,
 
@Wiz Will multiple empires/corporations be able to build buildings on an empires planet, or will it be restricted to just one at a time? Seems like it might be useful for modding and future updates to allow multiple empires to build buildings on a single planet.

Also, what will the visibility of other empires buildings on your planet be? Could be interesting to make it so that you don't know when a criminal empire has set up shop on your planet. Perhaps there could be a chance of a special project popping up that allows you to discover this or some other active method could be implemented. For example there could be law enforcement jobs the guarantee or make it more likely you'll know when a criminal corporation is on your planet, or there could be buildings that do something similar planet or empire wide.
 
Yes, it's possible to reform to and from a MegaCorp.

Probably a “no” since they’re both permanent civic choices, but perhaps Barbaric Despoilers reforming to a MegaCorp should have a one time option to exchange it for Criminal Heritage.
 
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.
It would be nice to have family owned corporations that are hereditary though. Aside from UI issues about selecting both a basic government type and a leader selection system the existing imperial mechanics would easily work for a megacorp.
 
You mentioned early on some MegaCorp civics will be equivalent to non-MegaCorp ones. Are there plans in particular for equivalents to Mechanist and Life-Seeded (both of which have obvious synergies with the MegaCorp playstyle) to be available for MegaCorps?
 
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!
This - I would love to have a spiritualist rework that operates similarly as well. I'm so thrilled about these MegaCorp changes! This opens up so many new possibilities! So happy! @Wiz thanks so much for the hard work and making such a hype-filled and amazing xpack!
 
It would be nice to have family owned corporations that are hereditary though. Aside from UI issues about selecting both a basic government type and a leader selection system the existing imperial mechanics would easily work for a megacorp.
Eh, most of the time the founder's family ends up hiring a competent CEO and sitting back collecting dividends within a generation or two.
 
I have an idea about interaction between Megacorps and primitives. How do you think about allowing making branching offices in the primitive planets? For example, one might build kidnapping company to make primitives slaves, and sell them in slave market? ( in-game version, give penalty to POP growth speed to primitive planet, and give some energy to branch office owner. <- It seems harsh to primitives because there is no benefit to them. So, give them higher chances to improve their tech-tier. it represents possible technology leaking like UFOs etc.)

How do you think about this guys???
 
I think it would be interesting to have some sort of slider which decided who gets to profit more from a megacorp's branches, megacorp or host planet.

Countries can arbitrarily try and tax corporations, but corporations themselves can go to war to push relations in other direction. Additionally, high megacorp influence should block other corps from expanding into the same country. The part where host country declares expropriation war can be the final stage of it.
 
@Wiz Will multiple empires/corporations be able to build buildings on an empires planet, or will it be restricted to just one at a time? Seems like it might be useful for modding and future updates to allow multiple empires to build buildings on a single planet.

Also, what will the visibility of other empires buildings on your planet be? Could be interesting to make it so that you don't know when a criminal empire has set up shop on your planet. Perhaps there could be a chance of a special project popping up that allows you to discover this or some other active method could be implemented. For example there could be law enforcement jobs the guarantee or make it more likely you'll know when a criminal corporation is on your planet, or there could be buildings that do something similar planet or empire wide.

He's said only one branch office can be on an planet - but corporations can attempt hostile takeovers to become the owner of the branch. So, expect a lot of corporate backstabbing to get access to the 3rd party city planet.
 
@Wiz, two questions:

1. Have you thought about adding different corporate buildings for different ethics/civic combinations aside from the criminal hierarchy?

Specifically, as a slaver empire I'd like to be able to send my "indentured assets" abroad to work for the mutual benefit of myself and the empire they go to, like buildings themed around foreign work camps (Which provide minerals to both parties) or providing a maid service (which increase amenities and happiness and provide you energy credits and/or an opinion bonus).

2. Are clone vats being implemented the same way you're implementing machine assembly, allowing the user to pick the pop which grows on a planet when you have multiple types to choose from?
 
@Wiz Will Ruthless Capitalists and Peaceful Traders ai personalities be integrated into MegaCorps since they both require(d) Corporate Dominion civic?
 
This DLC is definitely a day 1 purchase, especially with the changes to planets (Even though that is part of the free stuff) and the roleplaying aspect of criminal syndicates!
Cant wait. Hope it comes out before the end of the year!