This is mostly based off my experience running a Void Dwellers megacorp.
Megacorps need a lot more civic diversity. They're basically locked into a certain playstyle of xenophilic happy fun times. Influence crunch hits hard when trying to expand in the early game via branch offices, and said branch offices are too heavily locked into pop values for anything beyond energy and don't give very much in terms of resources from my experience (I think this is largely due to power creep over time since 2.2).
There's another thread here that discusses rebalancing the entire playstyle of megacorps. I'm not going to touch the civics stuff, I'm mostly focused on branch offices.
So, a few basic improvements are in order.
1) Change how branch offices expand. Gate the number of buildings behind techs, not pops - Society tech representing your megacorp's ability to manage conflicting fields on the same planet.
2) Branch office buildings are offered improvements at pop thresholds for a given planet. So a mining one can upgrade 10->20->50->100 minerals on a 0->10->40->80 pop threshold, as explained in dev diary #190 with the new infrastructure changes.
3) Have branch offices offer more to the host, and incorporate AI response. Say you have a branch office on a planet with Private Military Industries and Military Contractors. PMI should buff local ship build speed or lower the cost of vessels slightly - you're basically localizing heavy industry to a degree other political entities can't accomplish - and the AI should have incentive to build a shipyard there. Similarly, mining groups should provide more than 1 miner job, and instead buff miners slightly (not to a huge degree, obviously). Tying back in with 2), the upgrades to these branch office buildings should improve the buffs.
Separately, I think that there should be a Megacorps playstyle that lets you sell fleets to other empires wholesale.
Megacorps need a lot more civic diversity. They're basically locked into a certain playstyle of xenophilic happy fun times. Influence crunch hits hard when trying to expand in the early game via branch offices, and said branch offices are too heavily locked into pop values for anything beyond energy and don't give very much in terms of resources from my experience (I think this is largely due to power creep over time since 2.2).
There's another thread here that discusses rebalancing the entire playstyle of megacorps. I'm not going to touch the civics stuff, I'm mostly focused on branch offices.
So, a few basic improvements are in order.
1) Change how branch offices expand. Gate the number of buildings behind techs, not pops - Society tech representing your megacorp's ability to manage conflicting fields on the same planet.
2) Branch office buildings are offered improvements at pop thresholds for a given planet. So a mining one can upgrade 10->20->50->100 minerals on a 0->10->40->80 pop threshold, as explained in dev diary #190 with the new infrastructure changes.
3) Have branch offices offer more to the host, and incorporate AI response. Say you have a branch office on a planet with Private Military Industries and Military Contractors. PMI should buff local ship build speed or lower the cost of vessels slightly - you're basically localizing heavy industry to a degree other political entities can't accomplish - and the AI should have incentive to build a shipyard there. Similarly, mining groups should provide more than 1 miner job, and instead buff miners slightly (not to a huge degree, obviously). Tying back in with 2), the upgrades to these branch office buildings should improve the buffs.
Separately, I think that there should be a Megacorps playstyle that lets you sell fleets to other empires wholesale.
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