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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.
2018_10_25_1.png


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.
2018_10_25_2.png

2018_10_25_3.png


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.
2018_10_25_4.png


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.
2018_10_25_5.png


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.
2018_10_25_6.png


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.
2018_10_25_7.png


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.
2018_10_25_8.png


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.
2018_10_25_9.png


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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trybald

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Do Megacorps train armies and build fleets like regular empires or is there some kind of mercenary mechanic for them?
 

LostInACave

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Will "normal" player empires be able to have MegaCorp vassals? And if so, can we create our own MegaCorp vassals (Normal and/or Criminal) during a playthrough by event/decision?


This update and DLC look incredible! The team should be really proud of how much work they've done and I cannot wait to get my hands on it. PMC MegaCorp here I come!
 

Wizzington

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Is the Trade League government name still a thing, and what are the requirements for it?

Yes, it's the more egalitarian variant of MegaCorp.
 

Bad Luck Poppy

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Will "normal" player empires be able to have MegaCorp vassals? And if so, can we create our own MegaCorps (Normal and/or Criminal) during a playthrough by event/decision?


This update and DLC look incredible! The team should be really proud of how much work they've done and I cannot wait to get my hands on it. PMC MegaCorp here I come!
If I read responses correctly you can reform from and into MegaCorp
 

Titan_Imperium27

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On the topic of commercial pacts
1. Do they Chain? So if I have a commercial pact with empires either side they also each benefit from each other without signing a pact together? Even if only indirectly (e.g. my trade is more valuable to empire A due to a pact with empire B)
2. Do federations automatically have one with all members? Do they have something similar? Do they gain bonuses for commercial pacts within the federation? Or a combination of the above?
 

natevandrake

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A question about casus belli.

Can you have a trade war where you are basically fighting over branch offices with another MegaCorp in a third/fourth/etc... empire not even involved in the war? Then possibly empires can side with their preference in MegaCorps, e.g. shared ethics, more advantageous trade routes....

And can you, as a MegaCorp, try to enforce peace between two empires you have branch offices with?
 

Wizzington

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Will "normal" player empires be able to have MegaCorp vassals? And if so, can we create our own MegaCorps (Normal and/or Criminal) during a playthrough by event/decision?


This update and DLC look incredible! The team should be really proud of how much work they've done and I cannot wait to get my hands on it. PMC MegaCorp here I come!

It's possible to have MegaCorp vassals, but there is no explicit way to create one as of right now.
 

Wizzington

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On the topic of commercial pacts
1. Do they Chain? So if I have a commercial pact with empires either side they also each benefit from each other without signing a pact together? Even if only indirectly (e.g. my trade is more valuable to empire A due to a pact with empire B)
2. Do federations automatically have one with all members? Do they have something similar? Do they gain bonuses for commercial pacts within the federation? Or a combination of the above?

1) No
2) Not at the moment, but it's something we're looking into
 

Caligula Caesar

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Regarding balance, do you think +50% spiritualist pull is enough? I have played around with ethics pulls in DPE a lot, and they are quite challenging to balance. Often, less than 100 will do very little (and I mean literlaly 0% pull, esp. if trying it against countries with no spiritualist faction). On the other hand, adding 150% attraction to a country that is already spiritualist will get the pull for spiritualist up above 80% for the planet. Has there been a rebalance of this?
 

Sir Gustav

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Is there a building for the branch office that gives research? Like a for profit university or a research lab? The criminal corps could get a medical testing facility where they pay desperate people to test types of medicine, giving society research.
 

Kayden_II

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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.
If you want to hold this then don't you think, that's a better idea to have a more nuanced / layered authority-system like this ? ...
A.png


The 01. layer contains the usual authorities, but the 02. layer contains special forms for certain authorities like in this case, the "corporate" for an oligarchy or what would also make sense, the "devouring swarm" / "determined exterminator" for a hive-mind / machine-intelligence ...
(And if it's necessary then the civics (the 01. choosable ones and 02. the amount of them) would be there to balance this out) ...

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.
This wouldn't be necessary with a more nuanced / layered authority-system since you could play as an oligarchy with the corporate-dominion-civic as well as a Mega-Corp.

Edit 01:
In the sense of "one rules them all", it makes somewhat sense, that the imperial authority is a special form of the dictatorial one.

Edit 02:
Alternatively (or better), something like this ...
A.png


(It's worth to mention, that it's not necessary to choose something in the 2. layer.)
 
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Wizzington

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Is there a building for the branch office that gives research? Like a for profit university or a research lab? The criminal corps could get a medical testing facility where they pay desperate people to test types of medicine, giving society research.

We're not done making the corporate buildings yet but it's very likely there will be tech-related ones.
 

TheDungen

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I saw in the streaming that combining Gospel of Masses with Criminal Heritage doesn't change the empire's name type, prevailing the "Criminal syndicate". I think it would be cool if having both civics had an special name, like "Cultist sect", or something like that. Have you thought of giving an special empire's name for having both civics?
I would go with Subversive Cult. Two words once for each part of it the subversive suggest the criminal nature and the cult suggests the religious nature.
Why can't friendly gestalts benefit from Commercial Pacts? It seems like a gestalt should be smart enough to recognize that working with another empire commercially would be beneficial. It does make sense that things like Devouring Swarm still couldn't do it though. You should consider changing that so that gestalts who are friendly toward others can benefit from Pacts.
My guess is that it'd have to be different and they simply didn't have time to figure out how it should work. Keep asking (while not nagging) and they may decide to do something with it down the line.
Is the Trade League government name still a thing, and what are the requirements for it?
Yes, it's the more egalitarian variant of MegaCorp.
Puh, I was worried my Space Hansa might no longer be viable.
 

Duuk

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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.
Oh Lord I get to play Mafia/Jabba the Hutt.

Side note... is it just me, or should this really be numbered 3.0 instead of 2.2?

Nice work so far.
 

DominusNovus

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It's possible to have MegaCorp vassals, but there is no explicit way to create one as of right now.

We would really really like being able to spin off a MegaCorp as a vassal.

Oh, unrelated, but will we get some new flags?
 
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