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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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First of all determined exterminators and devourings swarms doesn't have unique civics, making their seperations quite meaningless.
Like in the case of the "MegaCorp", it's maybe an idea / possibility to create some unique ones ...

Furthermore determined exterminators is not the only machine empire variant.
I've looked into the wiki and the "Determined Exterminator" (respectively the "Devouring Swarm") is only available for the machine-intelligence-authority (hive-mind-a.) ...
It's probably the case, that you mean the "Fanatic Purifier", but that's not, what I've mentioned ...

I think having MegaCorps as a seperate authority is fine, and will probably be joined by other uniques in the future.
The (current) authority-forms were quite reasonable aka the rule of a single being (dictatorship + monarchy) / a few (oligarchy) / all (democracy) / all, but merged into a single consciousness / organism (machine-intelligence / hive-mind) ...
(It's even an idea to handle the imperial authority as a special form of the dictatorial one) ...
This "MegaCorp" on the other hand, it's quite obvious, that it rather fits into the civic-/ than into the authority-system, but since a single civic isn't really enough, we get a civic (labeled as an authority) and a zillion of sub-civics (labeled as actual civics).
 
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Thanks for the explanation. Personally I'd prefer something less reference-y and more universal like an icon-person holding bag of energy credits towering over other people.
'Universal' iconography isn't even cross-cultural. Are the current authority symbols supposed to be people, or staircase newel post knobs? Is one a man in a man, or garden shears?

I do think the iconography style has gotten more visually inconsistent as they added more authorities. The newer ones were obviously not made with the same direction as the older ones. I wouldn't mind a style pass so that they fit together better.
 
I'm going to wait and see, and I'm excited of course, but my initial concerns are just whether or not this is basically a new government type DLC. We already know there are a few other goodies in there, but it would be shame to have all of the new mechanics be limited to a corporate government.
 
I'm guessing unlikely. The synergy would be so good that they'd basically be by far the most viable strategy.

I think I'll have to disagree here. Yes, it's definitely a good synergy, but how is it more viable than DAs, or RSs, or other specialised playstyles like Inward Perfection + Agrarian Idyll or Hive Mind + Adaptability ? If Megacorps are designed to be better played tall, it'd make sense they'd have access to *the* tall civic, and while Mechanist would work well with this authority, it's definitely far from OP, especially since you can reach the same result without the civic but with a bit more work.
 
I'm going to wait and see, and I'm excited of course, but my initial concerns are just whether or not this is basically a new government type DLC. We already know there are a few other goodies in there, but it would be shame to have all of the new mechanics be limited to a corporate government.
Check the store page, it has a full feature list.
 
Can criminal syndicates build their buildings in their overlord's territory? Is there any way for an overlord to get rid of unlicensed buildings if the megacorp in question is their vassal?

Can megacorps build their buildings on their own planets, or the planets of other megacorps?
 
I know it's only tangientally connected, but since we're mentioning the other two authorities possible, Hive minds and Machine Intelligences, I would dearly like to be able to select ideologies for those to differentiate them and better clarify their relations with other empires.

I realize taking traits like 'Driven Assimilators' and such can do this to a degree, but the idea that machine empires wouldn't have different ideologies beyond the two is too limiting.

Things like driven assimilator or rogue hunter killer could be traits available to warlike or xenophobic intelligences, and the nanny state one could be for xenophiles and/or egalitarians.

I think the current implementation is too broad and too limiting, and doesn't allow these empires to interact with other empires as they should.
 
I know it's only tangientally connected, but since we're mentioning the other two authorities possible, Hive minds and Machine Intelligences, I would dearly like to be able to select ideologies for those to differentiate them and better clarify their relations with other empires.

I realize taking traits like 'Driven Assimilators' and such can do this to a degree, but the idea that machine empires wouldn't have different ideologies beyond the two is too limiting.

Things like driven assimilator or rogue hunter killer could be traits available to warlike or xenophobic intelligences, and the nanny state one could be for xenophiles and/or egalitarians.

I think the current implementation is too broad and too limiting, and doesn't allow these empires to interact with other empires as they should.
Strong agree. Giving Gestalt empires a "personality" defined by ethics would be fantastic.
 
Oh no!!! It looks like the Clorfors are back! Those no-good, money grubbing Clorfors... Beware lest they clorf you out of your hard-earned money!!! I swear if I see them again, I'll blow them to kingdom come!!
 
Finally some criminal trade-priests, what a day to exist in self-aware way.

The Church of the Crime is coming and soon enough, no one will be able to stop us! MUAHAHAHAHAHAHAHA! :D
 
Are there any other viable options for xenophobic megacorps than criminal syndicate?

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.

I don't think it's going to be particularly efficient to play a non-criminal Xenophobic Megacorp. The two just don't mix well together. That's not a bad thing, though. Having Megacorps be an indirect buff to Xenophilia is going to help make it a viable ethic pick for more than just making diplomacy easier. Xenophobes also have a lot of stuff dedicated to them already, what with the various methods of enslaving and purging xenos + Fanatic Purifier.
 
Welcome, to the central trade world, of the Crimson Corporation.

We, are the Druuge.
 
I hope you can somehow manage that wars to dismantle branch offices are smaller in scale than conquest wars. Because of not then why not simply conquer several planets of the megacorp instead?
 
Check the store page, it has a full feature list.
That's true, but I'm speaking about the corporation stuff specifically. I may just be mixing up the update and DLC, major changes and all, but it seems all civilizations should be able to have corporations and trade, but this seems to say these features are part of a new corporate government type only. It really seems like it didn't need to be a new government at all honestly, and could have easily just taken over the previous civic.

Either way, my point is I'll be reading the diaries for clarification.