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The5lacker

Colonel
42 Badges
Jul 23, 2022
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So with the new Big Pharma Civic, I figure this is as good a time as any to share a few Civic concepts I've had rattling around in my head that have the general trend of "Adding Trade Value to things that otherwise don't currently have Trade Value."

Mineral Value Acquisition
This Megacorp specializes in scanning for and finding value in various rocks, minerals, gemstones, and other inorganic materials below surfaces.
Requirements, NOT Mining Guilds​
Miners grant +2 Trade Value.​
Mineral Purification Plants/Hubs grant +2/+4 Maximum Mining Districts (as Machine Empire)​
Grants access to Mineral Consultant Hub Corporate Holding​
Mineral Consultant Hub​
800 Minerals, 480 Day Build Time, 3 Energy Credit Upkeep (Planet Unique)​
Planet bonus: Grants +1 Trade Value to all Miner Jobs. Grants +2 Maximum Mining Districts.​
Council Position (Chief Acquisition Officer): +0.25 Engineering Research per Miner Job in Empire or Branch Offices.​

Private Galactic University
This Megacorp prides itself on the acquisition of knowledge, as well as the sharing of it... for the right price.
Requirements: Some degree of Materialist, NOT Technocracy​
You can build Branch Offices in non-Gestalt empires you share a Research Agreement with in addition to Commercial Pacts​
Replaces some Clerk jobs with Research Assistant jobs (Replaces 1/2 Clerk jobs from Commercial Zones/Megaplexes, 1 from Habitat Trade Districts, 1(+1 with Trickle Up Economics) from Residential Arcologies, 1(+1 with TUE) from City Segments, and 2 from Commercial Segments)​
Research Assistant
Worker​
+3 Amenities​
+3 Trade Value​
+1 Research (All)​
Affected by Researcher modifiers​
Grants access to Support Laboratories Corporate Holding​
Support Laboratories
800 Minerals, 480 Day Build Time, 3 Energy Credit Upkeep (Planet Unique)​
Planet Bonus: Grants 2 Research Assistant jobs, Reduces Researcher Job upkeep by 10%​
Corporate Empire Bonus: Grants 1 Energy Credit per Researcher Job on Planet.​
+1 Research Alternatives​
Council Position (Superintendent): Reduces Researcher Upkeep by 2%​

Star Guardian Corp
This Megacorp looks to be an aegis to the stars, seeking out alien life to defend it from *other* alien life.
Requirements: Some degree of Xenophile, NOT some degree of Pacifist​
You can build Branch Offices in non-Gestalt empires you share a Defensive Pact with or whose Independence you Guarantee.​
Soldiers grant +2 Trade Value​
+1 Mercenary Enclave Capacity​
Reduces damage from Orbital Bombardment and Collateral Damage by 25%.​
Grants access to Guardian Defense System Corporate Holding​
Guardian Defense System​
800 Minerals, 480 Day Build Time, 3 Energy Credit Upkeep (Planet Unique)​
Planet Bonus: Grants 2 Clerk jobs, Reduces damage from Orbital Bombardment and Collateral Damage by 25%.​
Corporate Empire Bonus: Grants 0.5 Unity per Pop on Planet.​
Council Position (Security Chief): Increases sublight speed within allied borders by 2%.​
Exotic Exchange Program
So many exotic markets, so little time. Fascinated by the potential of alien commodities, this megacorporation strikes out to go where no door to door salesman has gone before.
Requirements: Some degree of Xenophile​
You can build Branch Offices in non-Gestalt empires you share a Migration Treaty with.​
Increases First Contact speed by 20%​
Gain a small amount of Unity upon successful First Contact​
Increases Trade Value on Planets by 2.5% per unique Citizen species on Planet, up to a maximum of 15%.​
Increases Trade Value gained from Commercial Pacts by 2.5% per Commercial Pact or Migration Treaty, up to a maximum of 15%.​
Council Position (Outreach Executive): Increases Trust Cap by 5 and Diplomatic Acceptance by 1.​
 
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zZander56

Trade League
Jan 4, 2019
800
1.452
So with the new Big Pharma Civic, I figure this is as good a time as any to share a few Civic concepts I've had rattling around in my head that have the general trend of "Adding Trade Value to things that otherwise don't currently have Trade Value."

Mineral Value Acquisition
This Megacorp specializes in scanning for and finding value in various rocks, minerals, gemstones, and other inorganic materials below surfaces.
Requirements, NOT Mining Guilds​
Miners grant +2 Trade Value.​
Mineral Purification Plants/Hubs grant +2/+4 Maximum Mining Districts (as Machine Empire)​
Grants access to Mineral Consultant Hub Corporate Holding​
Mineral Consultant Hub​
800 Minerals, 480 Day Build Time, 3 Energy Credit Upkeep (Planet Unique)​
Planet bonus: Grants +1 Trade Value to all Miner Jobs. Grants +2 Maximum Mining Districts.​
Council Position (Chief Acquisition Officer): +0.25 Engineering Research per Miner Job in Empire or Branch Offices.​

Private Galactic University
This Megacorp prides itself on the acquisition of knowledge, as well as the sharing of it... for the right price.
Requirements: Some degree of Materialist, NOT Technocracy​
You can build Branch Offices in non-Gestalt empires you share a Research Agreement with in addition to Commercial Pacts​
Replaces some Clerk jobs with Research Assistant jobs (Replaces 1/2 Clerk jobs from Commercial Zones/Megaplexes, 1 from Habitat Trade Districts, 1(+1 with Trickle Up Economics) from Residential Arcologies, 1(+1 with TUE) from City Segments, and 2 from Commercial Segments)​
Research Assistant
Worker​
+3 Amenities​
+3 Trade Value​
+1 Research (All)​
Affected by Researcher modifiers​
Grants access to Support Laboratories Corporate Holding​
Support Laboratories
800 Minerals, 480 Day Build Time, 3 Energy Credit Upkeep (Planet Unique)​
Planet Bonus: Grants 2 Research Assistant jobs, Reduces Researcher Job upkeep by 10%​
Corporate Empire Bonus: Grants 1 Energy Credit per Researcher Job on Planet.​
+1 Research Alternatives​
Council Position (Superintendent): Reduces Researcher Upkeep by 2%​

Star Guardian Corp
This Megacorp looks to be an aegis to the stars, seeking out alien life to defend it from *other* alien life.
Requirements: Some degree of Xenophile, NOT some degree of Pacifist​
You can build Branch Offices in non-Gestalt empires you share a Defensive Pact with or whose Independence you Guarantee.​
Soldiers grant +2 Trade Value​
+1 Mercenary Enclave Capacity​
Reduces damage from Orbital Bombardment and Collateral Damage by 25%.​
Grants access to Guardian Defense System Corporate Holding​
Guardian Defense System​
800 Minerals, 480 Day Build Time, 3 Energy Credit Upkeep (Planet Unique)​
Planet Bonus: Grants 2 Clerk jobs, Reduces damage from Orbital Bombardment and Collateral Damage by 25%.​
Corporate Empire Bonus: Grants 0.5 Unity per Pop on Planet.​
Council Position (Security Chief): Increases sublight speed within allied borders by 2%.​
Exotic Exchange Program
So many exotic markets, so little time. Fascinated by the potential of alien commodities, this megacorporation strikes out to go where no door to door salesman has gone before.
Requirements: Some degree of Xenophile​
You can build Branch Offices in non-Gestalt empires you share a Migration Treaty with.​
Increases First Contact speed by 20%​
Gain a small amount of Unity upon successful First Contact​
Increases Trade Value on Planets by 2.5% per unique Citizen species on Planet, up to a maximum of 15%.​
Increases Trade Value gained from Commercial Pacts by 2.5% per Commercial Pact or Migration Treaty, up to a maximum of 15%.​
Council Position (Outreach Executive): Increases Trust Cap by 5 and Diplomatic Acceptance by 1.​
Neat ideas. I particularly like that most of these include a branch office building, which I feel is a little lacking in the base game.