Also a second suggestion!
Mainly because i think Armys are mostly useless. You use them to conquer a planet and... yea - thats it. And plz dont be to harsh of my english
im not a native speaker
And for Corps - you got your branch and then you are mostly untouchable. You can just get it by directly conquering it or destroying the other MegaCorp. In General it feels like a regular Empire and thats something which... is good and bad.
Good about that it just plays like a regular Empire. Bad, that it feels like a regular empire when its still different.
And i think we should go the 'different' path of it.
So i want to suggest... *drum roll* ...
Corporations try to outmatch their opponent all the time. They are competetive and most importantly: They want to get more profit with their products!
In the actual Game its mostly just: Energy and Tradepoints. Which is generally nice but it could be better with not 'THAT' much effort. At the Moment - Corps feels like playing like a regular empire, with the only difference that you can open Branch offices. Yea cool... But it doesnt feel like you ARE a Corporation. And This is the Idea how to - MAYBE - change it.
What exactly does this Idea change?
Especially the way how a Corporation fight a war and how they interact with each other over the important branches. So it gives you a new kind of Setup HOW to play them, making them more interesting instead of just Trad-Point farming. This should give MegaCorps the ability to WHAT a Corporation should do even yet now: They are going to be essential by manipulating or supporting wars - getting profit out of it.
Also - it should be noted that with this one - Corps can have wars over their branches.
The Change of Branches
In the actual Gameplay and Meta - Branches are a... 'nice to have' thing. Its important for MegaCorps but if you dont get a Branch, like you didnt encounter neighbours in the early beginning. And even when you met a neighbour there is a chance that he is a hive mind, gestalt or a simple purifier. So... Even then it is like a gamble if you even have the chance to get something (i am not talking about multiplayer) is also some kind of... 'low' in some games. And when you then met other neighbours which then do commerce pacts with you - it also often happen that there is always a MegaCorp. And then the reason comes out why i am writing this suggestion:
After this happens you can only do 2 things to get a Branch somewhere:
1. Declare War on the MegaCorp and completly destroy it
2. Declare war on the Guy who has the Commerce Pact and Vassal him
So...when i look at it - it simply feels like "the first one is here the first one gets it" - and there is litelary nothing to change that and thats a thing which reeeaally annoys me. Especially because Corps are there to compete with each other. And competing like "yea bro,i got the first commerce pact" doesnt feel like competing with each other.
New Ressource - "Military Goods"
(i know my paint skills are unmatched)
Military Goods is something which is in the actual game a combination of energy, special ressources and alloys. Simply because Ship upkeep cost Alloys and Energy.
But to make it a bit more interesting... why not add this? Because of some Reasons:
1. War gets more logistical
2. Offers opportunities for trade
3. People have to think a bit of how to attack instead of just "yea lets roll with my big fleets in"
4. You can be more dependent on other players/civs.
But what are Military Goods now?
Military Goods is a Ressource which is a Basic Ressource PLUS Special Ressource. This means the following:
They are the 'regular' Weapons you have and mostly used for everything. Its a 'major Ressource type' which contains everything from Shells, Rockets, Infantry Weapons and more.
But in the later game it should be specialized. We already have volatile materials, gas and crystals.
These is the stuff where the MegaCorps get more into it. The MegaCorps should create special weaponry. Because MegaCorps should get like 25% or 50% Production bonusses with the special Weapons.
Examples:
Gas Weapons:
-Toxic Bombs (Orbital Bombardment)
-Toxic Shells
-Toxic Laser
Volatile Weapons:
-Shrapnellbombs
-Shrapnell Shells
-Unstable Laser
Crystal Weapons:
-Precise Strike Rockets
-Hardened Shells
-Concentrated Laser
This are just some examples, i think there could be more usefulness of it. But what i ment to say was: These Weapons should mostly be created by MegaCorps and then sold to other Empires/Players.
How does Military Goods produced?
Military Goods get produced in industry districts and are made by "Weaponsmiths". Also there should be a new Tech for upgrading them to better ones. But the specialized Ones are Level 2 Upgrades. Like: You build a regular Weaponsmith Factory, then upgrade them to like "Shrapnellbomb Factory".
How it should affect the Game?
The special Weaponry is important for another thing which i suggest a bit later.
In the Beginning you should have 1 base template. The Divisions are also affected by the Military Goods and what kind of ammunition they use.
"Planetary Defense Force"
This one gives you the standard guys who are in the defense of your planet. You can manipulate them. But because you are 'creating Armies' i would go down and would say you create divisions.
The Divisions then are formed into an army (which is the group you are assigned them to)
These Divisions are split into 6 Regiments and 3 Support companies, 1 Support and 3 "Special-Slots"
Regiments Settings would be:
Unit Type (Infantry, Mechanized, Tanks)
Weaponry (Laser, Rockets, Shells)
Base Troops
Base Troops is interesting because in the early game you have to setup a race into it. Mostly its your own race. But later by Tech you could change it to "Requierements". Requierements delete the 'Race-Factor' in your Empire for your army and instead you just have 1 Army for everything. This deletes the annoying: "I have 10 Civs in my Empire and i have 30 different types of Armies in the recruitment area simply because everyone can be a soldier!"
Support Company Settings would be:
Special Companys are created by 2 Regiments. Which means mostly this:
So you dont have to deal what kind of 'unit' they are. What you mostly do with them is 'modifying' the 2 Regiments. So you could add a 'Medical Company', 'Scout-Company' or something different for them. Medical Company should give them ,while in Fight, regeneration ability to stay longer in Battle. You could also setup Clone-Warriors or Gene-Modificated troops. All works
Special Company
the Special Company is mostly like an complete modificator for your whole Army. This could be like "General Staff HQ", Radar Company etc. or something that i really would like: Breaching Drill. with that you can send your Troops into enemy fleets and they start going into Melee with the ships. Just like the Romans did with the carthages in the first punic war... he he...
In the End there also would be the "Special Slots".
These are the same things like with the Ship Designer: Power Slot and more importantly: Fighting Doctrine.
Also dont forget that you have then a military manager!
Transport Ships
In the End this is something i really miss in the Game and also it is very important for me: The transport Ships. Tbh - to make it simple: Give them the FRIGATE Setup but instead of 1 Torpedo and 1 Small slot, give them 2 Small Slots. So for each Army you set in spehs, you get 1 bad corvette. So Armies arent completly useless in Space and could defend against some pirates. Or simply give them bording drill!
"Okay cool Kael, but what has this done with Corporate Wars now?"
We get to it soon. But we arent done with the basics yet!
The Branch System
I like the Idea of Branches itself. But i also think the implementation was some kind of lazy. In general its: Hey i got some building slots for free! NOICE!
So i would make it this way:
Instead of having 1 to 4 Building Slots - when you open a Branch you get 'Branch-Land'.
One of the other things is also: 2 Players could get some Corp. Land but have to 'split' it between each other.
This Land is more likely to be a small planet with the Size of 3 or 4 and with 3 building slots to a total of 6.
They are not named discript but Corporations. So a Mining District is a Mining Corporation you implement. Housing Districts are motel districts and so on. With building one, you give the planet user some worker-places or specialist places for it and also gain something for yourself.
Then yo can still use the building slots. You start with 4. These Slots do the special things but cheaper and not as 'efficient' as in the actual meta. You can also place defense positions here. The Branch-Land expands with the pop grow of the planet and freed disctricts. Maximal 6 Discricts and maximal 8 buildings
Oh - and i think you should be able to get smaller Branches on Hive-Worlds and Gestalt-Worlds. But not as efficient as named above. but why you cant ge some food for the Hive and some Money from them and why not getting some Alloys for the Robots! THEY WOULD BE HAPPY!(if they could feel happiness)
And what about now with the Corporate Wars? DUDE I WANT TO KNOW IT!
Its fine... its fine ... now is the time... to ask you about your car insurance
And to tell you how corporate wars work!
As mentioned earlier - we have the problem with the wars itself and how you get something. This is the explanation how you could fix this.
How it should work:
You are a MegaCorp and dont have a Branch. But you are very mighty! And you want to enforce some Branches on some players.
There is a player next to you but he has already Branches everywhere. BUT you also have a commerce pact with him. So... legitimately said: you have the RIGHT to have a branch there! I mean you are a Megacorp. But how you would do it?
First: You look which is the player who has a Branch there. Then you open the Menue and 'declare Branch-War' on him. This System works nearly the same as some colonial wars in other Paradox Games.
BUT - the Guy who has the planet doesnt get into the war. Also: You are not allowed to do Space Fighting in his area. I mean: this is a branch war and not a total war. You dont want any planets from someone and you dont want to destroy.. okay you want to destroy someone. But first you are there to get influence and a branch.
Then the Armies come to place: Armies can land on the Planet of the player who has the branch office. These Armies then start fighting with the armies from the other MegaCorp Player. Maybe he has done some defensive buildings there and so got some Security Staff to defend against you.
But more importantly: Branch Wars doesnt trigger Space Battles! They really ONLY appear on the planets. You cant just fly into the space of the other corp and attack them with your fleet. Because Branch-Wars arent any kind of 'real war'. They are more like military competition on a planet.
How does it affect the Planet?
When the troops are fighting on your planet something happen.
1. Criminality goes up as long as the battle happen (when the first battle starts, instantly 2,5% and then stays the whole time till the war ends)
2. stability goes down as long as the battle happen(because of criminality)
3. Production from workers goes up to nearly 5% or 10%
4. Energy gets up to 5 to 10%
6. Research goes up from 2,5 to 5%
7. Devastation of the planet can go up to maximal 25%
What are the reasons for this?
Criminality
I mean, for real, they are fighting, killing each other... really need to explain?
Production, Energy and Research:
Passively many things happen in your planet then. The soldiers go into brothels, they bribe politicians, they want ammunition and all some sort from YOUR planet because: Its not a war. So your
economy gets a HUGE BOOST with this wars. But on the other hand the stability goes slowly down.
Devastation:
This should only happen if the war is REALLY intense. With that i mean: Both players are sending army after army on your planet that both have like 5k or more there. (even when its not worth the cost). Your planet can get into a real battlefield.
How to prevent/act in Branch-Wars
If you are mighty enough you could do some things to prevent/act this war:
1. Dont go into commerce pact with many players
2. When the war starts, commerce pacts cant be declined. But you could still declare war on the attacking MC Player. Which then makes everything he does on your planets illegal. (but on the other hand, if he already has many armies on your planet he simply overtake them without the need of destroying starbases).
3. You could lend troops to one of the MC to end this more quickly and more indirect.
How to minimize damage
By implementing Enforcer or Strongholds on your planet you should be able to minimize it.
How to escalate the conflict:
You could escalate the conflict as a MC by simply declaring a 'REAL WAR' against your opponent. then everything works as usual. Its a regular war.
So...That is the 'base-idea' i had to reform the MegaCorp Gameplay... Its not completly rounded but i think the base idea behind it is some kind of nice.
Mainly because i think Armys are mostly useless. You use them to conquer a planet and... yea - thats it. And plz dont be to harsh of my english
And for Corps - you got your branch and then you are mostly untouchable. You can just get it by directly conquering it or destroying the other MegaCorp. In General it feels like a regular Empire and thats something which... is good and bad.
Good about that it just plays like a regular Empire. Bad, that it feels like a regular empire when its still different.
And i think we should go the 'different' path of it.
So i want to suggest... *drum roll* ...
The Idea
Corporation Wars
Corporation Wars
Corporations try to outmatch their opponent all the time. They are competetive and most importantly: They want to get more profit with their products!
In the actual Game its mostly just: Energy and Tradepoints. Which is generally nice but it could be better with not 'THAT' much effort. At the Moment - Corps feels like playing like a regular empire, with the only difference that you can open Branch offices. Yea cool... But it doesnt feel like you ARE a Corporation. And This is the Idea how to - MAYBE - change it.
What exactly does this Idea change?
Especially the way how a Corporation fight a war and how they interact with each other over the important branches. So it gives you a new kind of Setup HOW to play them, making them more interesting instead of just Trad-Point farming. This should give MegaCorps the ability to WHAT a Corporation should do even yet now: They are going to be essential by manipulating or supporting wars - getting profit out of it.
Also - it should be noted that with this one - Corps can have wars over their branches.
The Change of Branches
In the actual Gameplay and Meta - Branches are a... 'nice to have' thing. Its important for MegaCorps but if you dont get a Branch, like you didnt encounter neighbours in the early beginning. And even when you met a neighbour there is a chance that he is a hive mind, gestalt or a simple purifier. So... Even then it is like a gamble if you even have the chance to get something (i am not talking about multiplayer) is also some kind of... 'low' in some games. And when you then met other neighbours which then do commerce pacts with you - it also often happen that there is always a MegaCorp. And then the reason comes out why i am writing this suggestion:
After this happens you can only do 2 things to get a Branch somewhere:
1. Declare War on the MegaCorp and completly destroy it
2. Declare war on the Guy who has the Commerce Pact and Vassal him
So...when i look at it - it simply feels like "the first one is here the first one gets it" - and there is litelary nothing to change that and thats a thing which reeeaally annoys me. Especially because Corps are there to compete with each other. And competing like "yea bro,i got the first commerce pact" doesnt feel like competing with each other.
New Ressource - "Military Goods"
(i know my paint skills are unmatched)
Military Goods is something which is in the actual game a combination of energy, special ressources and alloys. Simply because Ship upkeep cost Alloys and Energy.
But to make it a bit more interesting... why not add this? Because of some Reasons:
1. War gets more logistical
2. Offers opportunities for trade
3. People have to think a bit of how to attack instead of just "yea lets roll with my big fleets in"
4. You can be more dependent on other players/civs.
But what are Military Goods now?
Military Goods is a Ressource which is a Basic Ressource PLUS Special Ressource. This means the following:
They are the 'regular' Weapons you have and mostly used for everything. Its a 'major Ressource type' which contains everything from Shells, Rockets, Infantry Weapons and more.
But in the later game it should be specialized. We already have volatile materials, gas and crystals.
These is the stuff where the MegaCorps get more into it. The MegaCorps should create special weaponry. Because MegaCorps should get like 25% or 50% Production bonusses with the special Weapons.
Examples:
Gas Weapons:
-Toxic Bombs (Orbital Bombardment)
-Toxic Shells
-Toxic Laser
Volatile Weapons:
-Shrapnellbombs
-Shrapnell Shells
-Unstable Laser
Crystal Weapons:
-Precise Strike Rockets
-Hardened Shells
-Concentrated Laser
This are just some examples, i think there could be more usefulness of it. But what i ment to say was: These Weapons should mostly be created by MegaCorps and then sold to other Empires/Players.
How does Military Goods produced?
Military Goods get produced in industry districts and are made by "Weaponsmiths". Also there should be a new Tech for upgrading them to better ones. But the specialized Ones are Level 2 Upgrades. Like: You build a regular Weaponsmith Factory, then upgrade them to like "Shrapnellbomb Factory".
How it should affect the Game?
The special Weaponry is important for another thing which i suggest a bit later.
Military Division Designer
This one is one of the Core implementations of this Idea. the MDD works like the Ship-Designer we already have ingame. It also should look nearly the same and especially should WORK like it.
In the Beginning you should have 1 base template. The Divisions are also affected by the Military Goods and what kind of ammunition they use.
"Planetary Defense Force"
This one gives you the standard guys who are in the defense of your planet. You can manipulate them. But because you are 'creating Armies' i would go down and would say you create divisions.
The Divisions then are formed into an army (which is the group you are assigned them to)
These Divisions are split into 6 Regiments and 3 Support companies, 1 Support and 3 "Special-Slots"
Regiments Settings would be:
Unit Type (Infantry, Mechanized, Tanks)
Weaponry (Laser, Rockets, Shells)
Base Troops
Base Troops is interesting because in the early game you have to setup a race into it. Mostly its your own race. But later by Tech you could change it to "Requierements". Requierements delete the 'Race-Factor' in your Empire for your army and instead you just have 1 Army for everything. This deletes the annoying: "I have 10 Civs in my Empire and i have 30 different types of Armies in the recruitment area simply because everyone can be a soldier!"
Support Company Settings would be:
Special Companys are created by 2 Regiments. Which means mostly this:
So you dont have to deal what kind of 'unit' they are. What you mostly do with them is 'modifying' the 2 Regiments. So you could add a 'Medical Company', 'Scout-Company' or something different for them. Medical Company should give them ,while in Fight, regeneration ability to stay longer in Battle. You could also setup Clone-Warriors or Gene-Modificated troops. All works
Special Company
the Special Company is mostly like an complete modificator for your whole Army. This could be like "General Staff HQ", Radar Company etc. or something that i really would like: Breaching Drill. with that you can send your Troops into enemy fleets and they start going into Melee with the ships. Just like the Romans did with the carthages in the first punic war... he he...
In the End there also would be the "Special Slots".
These are the same things like with the Ship Designer: Power Slot and more importantly: Fighting Doctrine.
Also dont forget that you have then a military manager!
Transport Ships
In the End this is something i really miss in the Game and also it is very important for me: The transport Ships. Tbh - to make it simple: Give them the FRIGATE Setup but instead of 1 Torpedo and 1 Small slot, give them 2 Small Slots. So for each Army you set in spehs, you get 1 bad corvette. So Armies arent completly useless in Space and could defend against some pirates. Or simply give them bording drill!
"Okay cool Kael, but what has this done with Corporate Wars now?"
We get to it soon. But we arent done with the basics yet!
The Branch System
I like the Idea of Branches itself. But i also think the implementation was some kind of lazy. In general its: Hey i got some building slots for free! NOICE!
So i would make it this way:
Instead of having 1 to 4 Building Slots - when you open a Branch you get 'Branch-Land'.
One of the other things is also: 2 Players could get some Corp. Land but have to 'split' it between each other.
This Land is more likely to be a small planet with the Size of 3 or 4 and with 3 building slots to a total of 6.
They are not named discript but Corporations. So a Mining District is a Mining Corporation you implement. Housing Districts are motel districts and so on. With building one, you give the planet user some worker-places or specialist places for it and also gain something for yourself.
Then yo can still use the building slots. You start with 4. These Slots do the special things but cheaper and not as 'efficient' as in the actual meta. You can also place defense positions here. The Branch-Land expands with the pop grow of the planet and freed disctricts. Maximal 6 Discricts and maximal 8 buildings
Oh - and i think you should be able to get smaller Branches on Hive-Worlds and Gestalt-Worlds. But not as efficient as named above. but why you cant ge some food for the Hive and some Money from them and why not getting some Alloys for the Robots! THEY WOULD BE HAPPY!(if they could feel happiness)
And what about now with the Corporate Wars? DUDE I WANT TO KNOW IT!
Its fine... its fine ... now is the time... to ask you about your car insurance
And to tell you how corporate wars work!
As mentioned earlier - we have the problem with the wars itself and how you get something. This is the explanation how you could fix this.
How it should work:
You are a MegaCorp and dont have a Branch. But you are very mighty! And you want to enforce some Branches on some players.
There is a player next to you but he has already Branches everywhere. BUT you also have a commerce pact with him. So... legitimately said: you have the RIGHT to have a branch there! I mean you are a Megacorp. But how you would do it?
First: You look which is the player who has a Branch there. Then you open the Menue and 'declare Branch-War' on him. This System works nearly the same as some colonial wars in other Paradox Games.
BUT - the Guy who has the planet doesnt get into the war. Also: You are not allowed to do Space Fighting in his area. I mean: this is a branch war and not a total war. You dont want any planets from someone and you dont want to destroy.. okay you want to destroy someone. But first you are there to get influence and a branch.
Then the Armies come to place: Armies can land on the Planet of the player who has the branch office. These Armies then start fighting with the armies from the other MegaCorp Player. Maybe he has done some defensive buildings there and so got some Security Staff to defend against you.
But more importantly: Branch Wars doesnt trigger Space Battles! They really ONLY appear on the planets. You cant just fly into the space of the other corp and attack them with your fleet. Because Branch-Wars arent any kind of 'real war'. They are more like military competition on a planet.
How does it affect the Planet?
When the troops are fighting on your planet something happen.
1. Criminality goes up as long as the battle happen (when the first battle starts, instantly 2,5% and then stays the whole time till the war ends)
2. stability goes down as long as the battle happen(because of criminality)
3. Production from workers goes up to nearly 5% or 10%
4. Energy gets up to 5 to 10%
6. Research goes up from 2,5 to 5%
7. Devastation of the planet can go up to maximal 25%
What are the reasons for this?
Criminality
I mean, for real, they are fighting, killing each other... really need to explain?
Production, Energy and Research:
Passively many things happen in your planet then. The soldiers go into brothels, they bribe politicians, they want ammunition and all some sort from YOUR planet because: Its not a war. So your
economy gets a HUGE BOOST with this wars. But on the other hand the stability goes slowly down.
Devastation:
This should only happen if the war is REALLY intense. With that i mean: Both players are sending army after army on your planet that both have like 5k or more there. (even when its not worth the cost). Your planet can get into a real battlefield.
How to prevent/act in Branch-Wars
If you are mighty enough you could do some things to prevent/act this war:
1. Dont go into commerce pact with many players
2. When the war starts, commerce pacts cant be declined. But you could still declare war on the attacking MC Player. Which then makes everything he does on your planets illegal. (but on the other hand, if he already has many armies on your planet he simply overtake them without the need of destroying starbases).
3. You could lend troops to one of the MC to end this more quickly and more indirect.
How to minimize damage
By implementing Enforcer or Strongholds on your planet you should be able to minimize it.
How to escalate the conflict:
You could escalate the conflict as a MC by simply declaring a 'REAL WAR' against your opponent. then everything works as usual. Its a regular war.
So...That is the 'base-idea' i had to reform the MegaCorp Gameplay... Its not completly rounded but i think the base idea behind it is some kind of nice.
- 1