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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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@Wiz is there a range for establishing corporate branches, or is it just anyone you have contact with?

Also, how likely is it that you could ever create a branch on a fallen empire world, and how well do they take to criminals setting up on their worlds?

EDIT: Additionally, can you set up branches on habitats?
 
I really hope you're planning to add a life-seeded variant to MegaCorps. Possible without the gaia world, but with bonuses to local offices instead. I want my merchant city/planet state!

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 ? ...
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) ...


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.
First of all determined exterminators and devourings swarms doesn't have unique civics, making their seperations quite meaningless. Furthermore determined exterminators is not the only machine empire variant. Having just it as a seperate variant would be weird, especially if Fanatic Purifiers is not its own either. I think having MegaCorps as a seperate authority is fine, and will probably be joined by other uniques in the future.

Finally I wouldn't call it more nuanced/layered just from doing that.
 
Can you deliberately create Megacorp vassals as a regular empire? With the branch offices mechanic they seem extremely similar to CK2 merchant republics and there its pretty much always beneficial to create your own merchant republics and then throw the independent ones out of your realm to give your vassal room to grow and give you more tax.
 
Beside war, there is no way to kick out a non-criminal megacorp's branch offices out of your territory after the commercial pact is broken ? Like, there isn't even a diplomatic button to ask them nicely ? (Maybe with their acceptance depending on your potential of driving their head through the wall with heavy antimatter blasters). That would allow a more peaceful approach, especially if you want that pesky spiritualist attraction off of your worlds without actually beating the megacorp into submission and leaving them hating you for the next 200 years.
 
Will oligarchic elections be fixed? Right now selection pool for oligarchies and dictatorships never have xenos or free synths for no reason.
if you have xeno/free synth leaders, youll see them in the election pool.
 
can megacorporation build branch on their own planet?
a little weird if they cannot
can other form of regime vassalize megacorp?
if they can then can the overlord force vassal megacorp to build a branch on every planet?
it will be useful
 
Beside war, there is no way to kick out a non-criminal megacorp's branch offices out of your territory after the commercial pact is broken ? Like, there isn't even a diplomatic button to ask them nicely ? (Maybe with their acceptance depending on your potential of driving their head through the wall with heavy antimatter blasters). That would allow a more peaceful approach, especially if you want that pesky spiritualist attraction off of your worlds without actually beating the megacorp into submission and leaving them hating you for the next 200 years.

Or a diplomatic option to bribe them buy out the branch office for a significant sum?
 
I think this is the first time we'll be allowed to reform into a unique authority with its own set of civics, right? I'm just wondering how that works with the permanent civics like Life Seeded, Mechanist, etc. Will they be retained if the empire decides to go corporate, or will such empires be blocked from going corporate in the first place?

Edit: Someone asked the same question while I was typing, so feel free to ignore this...
 
Quick question: Does Subsidiaries gain difficulty boost modifier like federation members, or lose it like vassals, and tributaries?

They are subjects and are treated as such.
 
@Wiz
1. Are there plans to create a Trade Federation? Federation-like mechanics but no joining war for partners unless it's trade based war, all sign trade pact automatically, all have access to partner
2. What with Gateways/Wormholes trade? Isn't there some point that you will be able to NOT create any trade routes as the trade will flow directly to capital?
3. With half- races - are they able to breed in between? So half-half-Blorg f.e. with traits picked from 3 different spieces
4. Are there plans to create new trade based station? Like research station but producing trade and can be build only in sectors with trade routes and over planets with no resources (Kind of Interstellar mini Las Vegas)
 
We would really really like being able to spin off a MegaCorp as a vassal.
Or better yet, a tributary.

@Wiz, three questions:
  1. Currently, released vassals take you ethics, but randomize authority and civics, right? If that's the case it would seem the mechanics already allow you to create vassal Megacorps, it would probably just take a few tries.
  2. Can Megacorps release planets as subsidiaries like other empires release vassals? If so, do they take only non-Megacorp authority? it would be weird to have to compete with your vassals for good side-branch locations.
  3. I remember high crime can cause really negative events, can it also cause actual rebellions?
 
Shouldn't be a peaceful way for MegaCorps to root out competing MegaCorps from planets they want to establish their own branch office in? At least there is an agressive way to do that, right?