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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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Woot!!! Thank you Steam Halloween Sale!!! I got Stellaris & all its Expansions, including MegaCorp, now! <3

Also I ducked outta time wasted trying to learn a Tile System thingie that woulda just later on had to be re-Shoveled back outta my head later after its Decommissioning that's now happened. :p

Now my Tyraxians can rise! ^_^

... It's gonna fun being able to blow up MegaCorps... might be as close as we can ever get to blowing up OCP from the Robocop Movies. :p
 
Haven't played in a while, but is there an energy cap? Would it make sense to remove the energy cap for mega corporations?

I'm thinking also from an RP perspective, where the goal is just to hoard millions of energy credits until the end game crisis, then get wiped out, but at least you died rich.
 
Oops, my bad, don't have MegaCorp yet...

I simply clicked 'add all DLC to Cart' in the Steam Interface without even lookin at it all & didn't realize at first that MegaCorp hasn't Released yet... till I tried to make my Tyraxians then couldn't find their Portrait Pic then looked it up on the Wiki & it said it's part of the Free DLC then I facepalmed at myself that the Steam 'add all DLC to Cart' didn't include the free one so I went to look for it to get the idiot thing to DL & only then saw MegaCorp listed in the List but not actually obtainable yet... :oops:

Can us Steam Shoppers eventually Pre-Order the Megacorp Expansion?

P.S. How do I get the Dragon Race Stellaris Portrait to show up as a available selection on this Forum for my Avatar?
 
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.
That's kinda the point of how JSCs work - owners are separate from management. A single family may own the Megacorp, but the High Executive (or whatever) - i.e. the Ruler - would still be elected from the pool of lower-ranking executives, which makes sense.
On the other hand, owners appoint executives, not the employees - the "population", so...

@Wiz I wonder if it will be possible to form syndicates and cartel agreements with rival Megacorps - at least, for the time being?
and
Will it be possible for a criminal Megacorp to establish its branch office on another Megacorp's owned world - as it would be illogical for a Megacorp to have branches on its own planes, they might be eligible for branches of other Megacorps...
 
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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.
View attachment 413074

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.
View attachment 413075
View attachment 413076


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.
View attachment 413080

With thin in mind. Is the subsidiaries enough to be able to claim victory?

I have a feeling that a lot of your recent changes overlook the win conditions that are set in the game. In single player runs, maybe it isn't that relevant but ie. a multiplayer matchup it is really hard to win unless you are able to directly control a lot of territory.

Do you have plans to revamp your win conditions at some point?
 
1) I find it fascinating how many people seem to be automatically downvoting the idea of socialism showing up in a video game that has slavers, genocidal maniacs, insane religious warrior priests, and robot overlords. Like whether or not you agree with the ideology personally, it's totally something that fits within a game whose major claim to fame is the ability to play out virtually any scifi trope you can imagine.

The problem is that you (and some others) seem to be taking this very seriously. You give the impression of being a rl supporter of this ideology, rather than someone who thinks it would be cool to role-play this. And as for your claims that it cannot be simulated in game.... how not? There is going to be a new "Shared Burden" civic, which you can combine with egalitarian (or whatever) and there you go.
 
Oops, my bad, don't have MegaCorp yet...

I simply clicked 'add all DLC to Cart' in the Steam Interface without even lookin at it all & didn't realize at first that MegaCorp hasn't Released yet... till I tried to make my Tyraxians then couldn't find their Portrait Pic then looked it up on the Wiki & it said it's part of the Free DLC then I facepalmed at myself that the Steam 'add all DLC to Cart' didn't include the free one so I went to look for it to get the idiot thing to DL & only then saw MegaCorp listed in the List but not actually obtainable yet... :oops:

Can us Steam Shoppers eventually Pre-Order the Megacorp Expansion?

P.S. How do I get the Dragon Race Stellaris Portrait to show up as a available selection on this Forum for my Avatar?

You can pre-order MegaCorp on Paradox's store, which will and you a steam key on release day.

BE THE FUTURE
JOIN MEGACORP!
 
Hey there (yes I always post in the wrong place but it's relevent),

I've been playing Stellaris since release. As an older guy I think, I like Wiz, I like paradox and I want to see Stellaris grow and succeed like your other games, it's becoming better every year.

What is the position of the organization with subscription as an option?

My thoughts, I'm going to buy your DLC anyway. I'd like to give 100% of what I pay for your content straight to you (steam is rich enough)

and contribute to a sense of security for paradox, around the expected sales of DLC and your continued free content.

My thinking (as a business operator), your team might enjoy easier projections and management of resource allocation if the money is more stable.

I think a lot of us would be willing to pay a subscription, seeing the long term loyalty you create with your titles.

What do subscribers get? Free DLC when then turn on steam.

Regards, M
 
Will you allow megacorporations to also be gestalt consciousnesses? That could open up some interesting opportunities...
That's like asking for your copper wiring to be made of titanium.
 
My thoughts, I'm going to buy your DLC anyway. I'd like to give 100% of what I pay for your content straight to you (steam is rich enough)

You could always buy through paradox store. They (presumably) get 100% of the money from that. You also get a steam key with it if you want to install through steam.
 
Will you allow megacorporations to also be gestalt consciousnesses? That could open up some interesting opportunities...

Megacorporations represent societies where an actor in the market has grown so strong they become the dominant social institution, replacing the paradigm of nation states. Hive minds have no history of trade, no social institutions. Playing a merchant hive mind is one possible play style but it doesn't fit with the trope to make one a megacorporation.
 
So, if a megacorp stalemates a war and is split up into several subsidiaries, the only way to regain the territory is to declare war on those subsidiaries?

That sounds a bit off. I mean, mergers are a thing. Megacorps should be able to merger with other megacorps, at least. I can understand that it would be odd with other empire types, although I would love to see an option to turn a vassal into a corp-subsidiary in order to merger with them.
 
So, if a megacorp stalemates a war and is split up into several subsidiaries, the only way to regain the territory is to declare war on those subsidiaries?

That sounds a bit off. I mean, mergers are a thing. Megacorps should be able to merger with other megacorps, at least. I can understand that it would be odd with other empire types, although I would love to see an option to turn a vassal into a corp-subsidiary in order to merger with them.
IRL acquisitions are more common than full mergers. The prior owners, or now partial owners, usually want to maintain some control and just need the extra funding. It's not presently legal to perform hostile takeovers with bullets instead of cash after all.

And, while I can see a Megacorp integrating a subsidiary Megacorp, they do take rather massive administrative penalties you know.
 
Can Xenophobic MegaCorps right-size newly acquired real estate by proactively redeploying non-core stakeholders into a temporary nutritional role?
Is POTM still a thing? Because this needs to be recognized.
 
This is probably too late for a response but @Wiz I spoke with the Star Trek: New Horzion mod developers about potential of using these new authority and civics for the prescripted countries in their mod and their concern is that if they use these civics or authority exclusive to the upcoming DLC, it would gate the entire mod behind that and they did not want that. For that reason, I suggest a way to check for DLC in civics / authority section of the prescripted country files. Probably something like this:

For Ferengi
Code:
    authority = {
        if = {
            NOT = { host_has_dlc = "MegaCorp"} = "auth_oligarchic"
        }
        if = {
            { host_has_dlc="MegaCorp" } = "auth_corporate"
        }
    }

For Orion Syndicate
Code:
civics = {
        if = {
            NOT = { host_has_dlc = "MegaCorp"} = "civic_shadow_council"    "civic_bandits"
        }
        if = {
            { host_has_dlc="MegaCorp" } = "civic_criminal" "civic bandits"
        }
    }

The hope is that the mods can use those DLC exclusives without completely gating the mod behind the DLC so they can use vanilla ones if DLC is not detected. Hopefully that kind of support can be added in the upcoming patch.