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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'm worried that we're sort of reaching a point where instead of being unique or advanced or standout Gestalts are basically just playing Stellaris- because most of their unique features are that they don't get to use certain game mechanics.
They were barely unique from the start. "Disable pop happines" was all devs could cram into already overloaded DLC.
 
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 ...
No, I meant it in that Machine Empires have two other civics equivalent to Determinated Exterminators. We do have Rogue Servitors and Driven Assimilators after all. Of course none of these fit as an authority, but so doesn't Determined Exterminators.

The true reason why MegaCorporation is a seperate authority is that it is much more fleshed out than other civics, with reason to have its own civics. It is also different enough for this to make sense, since a corporation fundamentally works quite differently from a regular government. This opens the possibility for future fleshed out authorities for distinct forms of governments. Perhaps direct democracy?
 
Super interesting.
 
Wow, I love to see the dettails of this expansion! Some thoughts:

- The whole corporate mechanics of "building inside enemy territory while producing a benefit for both empires" (or only to yours) can be used for so many things. The "gospel of prosperity" and the "criminal heritage" civics already offers a good model for what a fully flegded religion, cultural or spyionage system might look like in the future. Exciting!

- Glad to see a new type of authority making good use of the ethic axis for once

- The number of corporate specific civics seems small, with even a couple of "direct equivalents" on them, but I am sure that it is bound to grow (and hopefully, differenciate) in the future

- Seeing how criminal empires and tv preachers work now, pacifists are going to be oh my god so, so very screwed up now (unless you introduce some kind of non-militaristic soft power mechanic for regular empires)

- I wonder if there's going to be some victory conditions rework at some point since corporations seems really funny to play, but not much, hum, "victory - oriented" (aka, "control a big number of systems")

- Intrigued about the new perks and mega-structures. This expansion looks Utopia-big!

- The whole lootbox mechanic paid by caravancoinZ is a riot XD
 
Many thanks Wiz! Megacorp is not just a game within a game, but either a wonderfully satirical new genre or a new leap forward in corporate satire games - despite former reservations from my anomalies obsession and the Discovery tree, with this DLC I'm now fully signed up to Le Guin.

"...they additionally open for the MegaCorp to establish Branch Offices by paying a fixed sum of Energy Credits."
I trust that, in the spirit of joyful cynicism:
  1. Unless you have Criminal Heritage, the amount paid increases according to current crime level (to represent lining corrupt officials' pockets); and
  2. A proportion (of the original fixed sum) goes to the local stellar government anyway (whether NPC or PC) as official "administrative fees" (even if you do have Criminal Heritage)?
If factored into the AI, this might have the bonus of making commercial pacts more attractive and thus boost all megacorp activity, again both PC and NPC.

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.
May I respectfully suggest, for certain government types, a Nationalization Casus Belli that, rather than shutting down the megacorp's Branch Office, instead siphons away say half (pick a figure, any figure) of the profits? (unsure as to effect on admin cap, that would be a balancing issue)

Not connected to this reply: I also have proposals for two new Megacorp civics, but I'll raise them elsewhere.
 
Though it will be a 20 year ordeal, I can see pacifist empires potentially manipulating this to remove branch offices from their space.
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 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.
 
I think needing to declare war on the megacorp to remove their offices pretty much makes sense. When you agree to let them build branch offices on your planets you're making a very important and long term deal with the corp, not only rescinding that deal, but trying to forcibly remove the infrastructure they've build up is an act of war. It makes sense that it'd cause a war, and in stellaris that means someone needs to formally declare war, and it has to be the initiator of the conflict. 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.
 
What civics do you recommend to play as Paradox Stellaractive?
 
@Wiz so Criminal Heritage can't be removed or added after the start of the game, BUT if you switch authorities to a normal empire, is it replaced with a normal civic that lets you co-exist with criminal elements?
 
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.
I recall the Socialist Snailiens. So no worries comrade!
 
I recall the Socialist Snailiens. So no worries comrade!

Pfft! I mean, in theory, Utopian Abundance coupled with a fanatically egalitarian empire and direct democracy suggests socialism but I would really like some unique mechanics involved. Since energy in this game not only represents physical usage of energy but also the game's currency, I would expect a socialist empire to involve drastically different cost tables since currency as such isn't a thing. (Think of Star Trek's apparent economy)

Additionally, both socialism and capitalism have an inherently expansionist ethos, if based on different terms. Capitalism searches for ever more profit, socialism cannot abide unfreedom and would be likely to constantly try to subvert any sort of authoritarian empires and would *definitely* support slave uprisings. Leaving aside real world politics, in game, the contest between Megacorps and "Utopian Leagues" (or whatever the hell else we'd call it) would make for absolutely fascinating game play.