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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.
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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.
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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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

I recommend that you preorder from the paradox store, they often release earlier than steam anyways. You still get a steam key.

Cash in hand is almost always more useful for a business, and they may get a bigger piece of the pie if they sell it to us directly without steam.
 
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
Subscription would destroy my ability to play this game... I'm on Casual Player Time & need to be able to choose when I can play it WITHOUT pressure from a constant funds drain on myself giving me no say in the matter on my Bang for Buck Value... :(

Stellaris isn't a MMO for crying out loud... :(
 
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

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.
View attachment 413077

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.
View attachment 413078

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.
View attachment 413079

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

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.
View attachment 413081

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.
View attachment 413082

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.
I was hoping for a lot of this. I cannot wait to try it and mod it!!!
 
Subscription would destroy my ability to play this game... I'm on Casual Player Time & need to be able to choose when I can play it WITHOUT pressure from a constant funds drain on myself giving me no say in the matter on my Bang for Buck Value... :(

Stellaris isn't a MMO for crying out loud... :(
I'm pretty sure he was advocating an optional subscription that lets you get the expansions for free. Though obviously the smart choice would be to only subscribe the months when the expansions come out.
 
I'm pretty sure he was advocating an optional subscription that lets you get the expansions for free. Though obviously the smart choice would be to only subscribe the months when the expansions come out.
In that case, seems pointless compared to just paying for the Expansions as they come...

Many thanks for the response.. sometimes my Comprehension Skills fail me & I don't always understand stuff right.
 
On its own I agree. Looking at how the ideals of communism can be modelled in Le Quin:

Stateless: Possible in RP but weak mechanically. You can play fanatic egalitarian and role play that you're empire is a voluntary federation of assemblies (with your leader being a chair) but it doesn't really play like that outside of RP. That would need an expansion of internal politics which I could see happening in future with the factions. Internal politics development would certainly lend itself to external diplomacy, especially in the form of supporting the factions of other empires.

Classless: Coming in Le Quin in the form of shared burden and UA, the latter of which is more of a United Federation of Planets approach to no class. In both of these the political power and wealth of classes is equal, regardless of profession. This mechanically will be interesting given that pops will require equal consideration for happiness and stability, rather than the disproportionate power of middle and upper classes that other empires will contend with.

Moneyless: Stellaris doesn't model a consumer economy, nor does it really need to, so other than some minor adjustments to fluff that can easily be RP'd and doesn't need any new or changed mechanics.

I agree but I guess personally those depictions of fullcommunism feel very static, whereas I'm thinking of something more like mass mobilization and soviet-esque for better gameplay.
 
I doubt it, Random... whining about Mana Screw/Flood is integral to MTG, so if anything it would make it double. But... it's kinda funny to think about other Guilds being re-made in Stellaris
 
So while I'm pretty stoked for this DLC, I am disappointed that oligarchy is the only option. It's a corporate monster, right? So shouldn't it be based on either happiness or ideally, % change in trade value for your empire?

CEOs aren't changed every 20 years - they're kept forever if the company does well and they're booted out as soon as shareholders start to become unhappy. So maybe base it on the happiness of the ruling class, creating an interesting dynamic where their opinion matters even more than it normally would but you need the working class to actually keep the company functioning. Or just base it on the average % change in empire-wide trade value averaged over the last 5 years. If it goes up, leader stays, if it goes down, booted out.
 
So while I'm pretty stoked for this DLC, I am disappointed that oligarchy is the only option. It's a corporate monster, right? So shouldn't it be based on either happiness or ideally, % change in trade value for your empire?

CEOs aren't changed every 20 years - they're kept forever if the company does well and they're booted out as soon as shareholders start to become unhappy. So maybe base it on the happiness of the ruling class, creating an interesting dynamic where their opinion matters even more than it normally would but you need the working class to actually keep the company functioning. Or just base it on the average % change in empire-wide trade value averaged over the last 5 years. If it goes up, leader stays, if it goes down, booted out.
While realistically that makes sense, it would also make it pretty trivial to get rid of a ruler you don't want.
 
While realistically that makes sense, it would also make it pretty trivial to get rid of a ruler you don't want.
Well maybe I just am bad at planning but for me it's pretty inconvenient when a ruler dies. And I don't think lowering your trade value or happiness just to get rid of a ruler you don't like is exactly trivial. I mean, if you want to you can expend resources to try and get your preferred candidate "elected".
 
Wouldn't that just make everyone dismantle and rebuild a bunch of space station i norder to change ruler?
 
hmm.. uberbraun cyberntics? Naturally taking the self-robotiification route.. what better way tio demonstrate the superiority of the future than embodying it?
And as evry cyborg world is a night city, well, just turn every world into a ecumenopolis while at it.
Do as I do, not as i say. -Uberbraun