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TheAzureLiger

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So I'm planning a one planet megacorporation run, with the goal of switching my capital to Fen Habbanis once I discover it.

What do you guys recommend I build on my branch offices as first building? Since I won't be expanding much, tech costs should be low. I was thinking of building the research labs first thing in my branch offices. I've never really explored the megacorp government so what do other people build in their branch offices? I recall I use to build labs, then the alloy building when it first came out, but since I plan on having an ecumenopolis the alloy building doesn't seem necessary. Should I build the food producer since my ecumenopolis will need to import all our food?
 

Bearjuden

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I like building fast food chains and mining companies, because both resources are hard to come by as a single urbanized planet until you get Matter Decompressors (after which point, it's food you need only, minerals is handled). Tech I wouldn't build because it's a small bonus and doesn't scale well imo. Just build a bunch (I mean literally all building slots besides the planet unique ones) of research labs on your capital and feed them with your industrial districts. Everything else is optional, I think - naval capacity can be handled through anchorages and galactic force projection, consumer goods and alloys are easy to get through your ecumenopolis...I don't remember what the special branch office buildings do (corporate retreat and the like) but I don't think they're that critical iirc.
 

Kaigen

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Commercial Forum provides a huge boost to your energy income. I also like the Public Relations building, as the unity is equal to what you get out of a basic culture building and benefits from the other empire's bonuses to unity output.

Side note if you're running Gospel of the Masses: The Temple of Prosperity doesn't do anything for you right away, but over time it can increase the trade value of the planet and thus your branch office income (and perhaps eventually the ethics of the empire as a whole in conjunction with the spiritualist attraction they get from dealing with you). Definitely a long-term kind of pick. Don't bother putting one on an empire capital, though, as the local governing ethics attraction will completely dwarf your puny temple.
 

Masoz

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Public Relation's building is a good choice. Can't go wrong with early unity. It also generates some clerk jobs, and that means more trade value on the planet which means more credits in your pocket without having to pay for the pop's income.

The food building's great early too because more food = faster pop growth, and pop growth is king. Mining buildings are also decent once you start bottlenecking on minerals, which may potentially happen sooner than later.
 

Kaigen

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Criminal branch buildings are basically the same as normal corporate buildings in terms of what they give you, but they add varying levels of crime to the planet your branch office is based on. You probably want to focus on the ones that add +40/+50 crime to make it harder to kick you out (and increase the income from your branch office). Thankfully, that includes their equivalent to the Commercial Forum and Unity building. The food and mineral buildings only give +25 crime, so those are riskier unless the empire decides to let you have your way instead of trying to fight you.
 

Chthon

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I always go commercial forums first myself, 25% more trade value plus extra trade generated by the merchant job you create is great.

After that, I usually build the military contractors for +2 metal income. That's a market value of 10, and will really help in a pinch until you get really set up with an Arcology or three, and then you can change them out with farms or other things that you need. The research bonus is like having another scientist, don't let people get it wrong, but it doesn't get help from bonuses at all, so it falls off towards the late game.

Remember, you can replace them as needed too.