• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
Last edited:
  • 1Like
Reactions:

alphamikefox

First Lieutenant
85 Badges
Apr 27, 2016
202
262
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Stellaris: Galaxy Edition
  • Age of Wonders: Planetfall Season pass
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders: Planetfall Premium edition
  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Holy Fury
  • Stellaris: Lithoids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Nemesis
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Cities: Skylines - Campus
  • Age of Wonders: Planetfall
  • Europa Universalis IV: Dharma
  • Age of Wonders: Planetfall Deluxe edition
  • Shadowrun Returns
  • Victoria 2
  • Surviving Mars: First Colony Edition
  • Shadowrun: Dragonfall
  • Warlock: Master of the Arcane
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Stellaris: Federations
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings III
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
@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?
 

zukodark

Court Necromancer
59 Badges
Sep 10, 2014
1.617
1.994
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Lithoids
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Europa Universalis IV: El Dorado
  • Stellaris: Federations
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Battle for Bosporus
  • Cities: Skylines
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris Sign-up
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris: Megacorp
  • Crusader Kings II: Sunset Invasion
  • Majesty 2 Collection
  • Victoria: Revolutions
  • Victoria 2: Heart of Darkness
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.
 

HandicapdHippo

General
63 Badges
Jul 26, 2012
1.935
1.283
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Distant Stars
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Imperator: Rome Sign Up
  • Crusader Kings II: Holy Fury
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Crusader Kings III: Royal Edition
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
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.
 

Playwars

Captain
32 Badges
May 5, 2016
356
31
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Mount & Blade: With Fire and Sword
  • Age of Wonders: Shadow Magic
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
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.
 

VoidEmperor

Slav-German Emperor of Unicorns
85 Badges
May 21, 2016
1.476
158
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: No Step Back
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Victoria 2
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Imperator: Rome Sign Up
  • Europa Universalis IV
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Crusader Kings III
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Distant Stars
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.
 
Dec 21, 2016
588
140
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
 

Alfray Stryke

Stellaris Game Designer
Paradox Staff
QA
136 Badges
Feb 21, 2014
2.695
13.170
  • PDXCON 2017 Gold Ticket holder
  • Hearts of Iron IV: No Step Back
  • PDXCON 2018 "The Emperor"
  • PDXCon 2019 "Emperor"
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?
 

Sopbucket

Captain
81 Badges
Feb 27, 2012
462
276
  • Crusader Kings II: Jade Dragon
  • Sengoku
  • Sword of the Stars
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Magicka 2
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Res Publica
  • A Game of Dwarves
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Rome Gold
  • March of the Eagles
  • Hearts of Iron III
  • King Arthur II
  • Magicka
  • Majesty 2 Collection
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Victoria 2
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
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...
 

Wizzington

Game Director (Victoria 3)
Paradox Staff
41 Badges
Nov 15, 2007
12.513
137.622
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
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.
 

Shen10

Private
74 Badges
May 30, 2016
17
8
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Knights of Pen and Paper 2
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Surviving Mars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Nemesis
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Warlock: Master of the Arcane
@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)
 

Red Death

Colonel
67 Badges
Apr 19, 2015
899
1.669
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Stellaris: Apocalypse
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Victoria 3 Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
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?
 

Kukumarro

Second Lieutenant
46 Badges
Oct 6, 2016
158
13
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Death or Dishonor
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
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?