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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.
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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Heretic Saint

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I do like how it's enough for an empire to Status Quo a war in order to shut down/nationalize unwanted Branch Offices. Wouldn't make a lot of sense for a nationstate to have to go all the way to some corporation's headquarters on the other end of the galaxy just because they wanted to close down a bunch of buildings on their own worlds. :)

Also looking forward to how exactly two or more megacorps may compete with one another for domination on a third party's worlds. I hope that, at some point, the level of diplomatic and socio-economic interaction between the various involved parties may receive additional depth, as it sounds like there is a lot of untapped potential regarding the consequences of an interstellar megacorporation muscling into the local market, displacing or absorbing native companies too small to compete with them -- not to mention the likelihood of ideological incompatibility between the priorities and agenda of the megacorporate leadership, and the civilian governments of the worlds they are attempting to influence.

Bummer that right now it's supposed to, in essence, generate profits from nothing (rather than shifting a portion of Trade Value income from the host empire's internal market into the megacorp's coffers) and benefit everyone, but I understand that such things may be better left for a future expansion that deals more with internal politics and economic policy.

With the Megachurch, though, I have to say it feels like a bit of a waste. The Branch Office mechanic would be perfect for religions in general, for spreding their faith across the galaxy. Yet the only way to build temples in other empires is via Megachurch, in which case the wording of the game pushes you into a firmly corporate narrative -- and whilst money and political power play a huge role in all organized religion, they rarely tend to admit as such even to themselves.

It's just a matter of wording, really, but it would be great if the concept of Megachurches could be opened up a bit to allow playing them using terms like "Religious Dialogue" instead of "Commercial Pact", and just "Temple", "Monastery" or "Mission" instead of "Temple of Prosperity".

That bit is probably something that can just get modded, though.

In general, the entire mechanic of "Branch Offices" is a brilliant addition which I'd love to see expanded in the future! If it were possible to have the game support multiple branches on a world, we could have stuff like Megacorps competing directly on a single world, or Spiritualists setting up a temple next to a company enclave to preach frugality, or Egalitarians establishing embassy compounds for better relations, or Militarists founding warrior orders on other worlds, or Monarchies having noble families expand into other empires ... the list goes on. :D

Take my EC, Paradox!
 

Kernog95

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Considering that a MegaCorp will have to get more elective with the systems they will claim, will there be a change of rules for them concerning the influence price of an outpost, or the piracy chance?
 

James Fire

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So what you're telling me, is that there might actually be a reason to let the Megacorp live?
 

TGK72

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It's possible to have MegaCorp vassals, but there is no explicit way to create one as of right now.
PLEASE put this sort of functionality in the game eventually!

I was just thinking about how awesome it could be if you could essentially grant a corporation of your empire "control" of a planet and/or region of space turning it into a megacorp of your own species that is just like a regular vassal except they can still build branch offices on yours and other empires planets.

But what would be even cooler still is that instead of CREATING Megacorp Vassals, there is a chance that a wealthy corporation on a planet with a high enough trade value may sometimes come to the player requesting to purchase the planet for a VERY large sum of energy credits through a random event triggered by the said trade value of the planet. Which if the player accepts it creates a vassal megacorp on the planet.

That would be seriously sick and have insane flavor potential! Basically allowing Megacorps to rise from regular empires over the course of the game and add even more to the ever evolving political and economic galactic landscape.
 

BlackUmbrellas

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It's possible to have MegaCorp vassals, but there is no explicit way to create one as of right now.
It would be amazing if you worked out a way to do this, honestly. I absolutely love the idea of handing over a few systems to a subservient megacorporation that my empire creates, letting them grow throughout the galaxy to my ultimate benefit.
 

miggoycor

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Currently it isn't possible to make xenophobic megacorps. Am I correct to assume they're possible now? Criminal xenophobic corporations sounds viable if I understood the mechanics you described.
 

Wizzington

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Currently it isn't possible to make xenophobic megacorps. Am I correct to assume they're possible now? Criminal xenophobic corporations sounds viable if I understood the mechanics you described.

Yes, you can be a Xenophobic MegaCorp.
 

TheDungen

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I see that, just trying to imagine how a televangelist empire, once they took over an entire civilization would technically be any different from a particularly zealous theocracy.
More show biz I would reckon, and more push for you to buy things.
 

Tekore

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If you reform from a Criminal Heritage MegaCorp into a regular empire, does Criminal Heritage change effects, or is it just a useless, inactive civic you can't switch out? (like if you have an ethics shift as fanatic purifiers)
 

Acacias

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Are you planning do add a peacefull way of removing a non crime syndicate branch? Because I know as of right now the only way to get rid of an unwanted branch is to declare war, but are you planning to add a diplomatic option, like paying a megacorp for removing all of Its branch offices or threataning them to do so?
 

Teldaril

Second Lieutenant
32 Badges
Feb 6, 2017
185
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This whole expansion and update is great. I am not such a warmonger and almost always play tall. This will be great. I also like the opportunities the new planet system offers for a potential federation/diplomacy expansion. E.g. the possibility to build something like diplomatic buldings, trade buildings, barracks, fleet posts ect. on federation member worlds (like MegaCorps building Branch Office buildings on commercial pact worlds).
 

Grotuk

Sergeant
85 Badges
Oct 8, 2012
69
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The Chicago Outfit goes Space. Cant wait to install my intergalactic Spacemafia all over Space and silence all that stinky Lawenforcergys they would steal my Money und destroy my Business. Al Capone will rule the Galaxy! Period! I have a Dream. Sometimes i will take a stinken religios We are all Happy than we belive in God World and give them Drugs and Gambling and Prostitutes and make this holy World in a mordern Babel. :D *Took the Tommylasergun and kill some random Dudes*
 

Cri11e

Bilnoc Republic
29 Badges
May 27, 2015
331
325
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'' .. the Corporate authority does not have a special ethic, but rather can support any combination of the regular empire ethics .. ''

WE HAVE BEEN HEARD AGAIN. There was a thread some months ago about it being ridiculous for corporate dominion civic to be ethics based.
And now we get a completely whole new system thats 200% better instead to answer those complaints!! HYPE.
 

pryr

Major
Mar 6, 2017
589
62
Right now AI empires are quite terrible at handling tributary taxes and often end up at constant energy and even mineral shortage (Especially at higher difficulties, when in addition to taxing empires loose their difficult bonuses due becoming subject of player). I expect that can happen to Subsidiaries too. And maybe this is not a AI problem but problem of mechanic (Maybe it should tax profit not income in order to not hurt economy so much).

So, since you are introducing new subject type with taxes, i'm just typing this with question "Is something will be done with how AI handles taxes?".:D.