The same thing it does to other governments having it.It'd be possible but what does it do to play balance?
Oh I forgot they added that in Nemesis. It's so late in the game I almost forget what it's like to be a different empire.There is a convoluted way to do this:
1. Be a Megacorp
2. Form the Galactic Community
3. Form the council and become a part of it
4. Become the custodian (opening the L-Gate or Destroying some marauders might help here)
5. Proclame the imperium, transforming you into ImperiCorp
6. As ImperiCorp you keep access to the Megacorp mechanics (civics and branch office) but are otherwise a regular empire, so reform your empire and take the civic you want
Note that this is also a way to "fix" the megacorp artificer civic not working on Ecu world by replacing it with the regular one that work fine.
But yes a regular megacorp civic would be nice, in the meantime you have this workaround or it can probably easily be modded in
So my point is that the Megacorp DLC could do with some custodian actually playing as & against Megacorps, then development to streamline; adding civics and cool features with nobody taking care of consequences has created enough mess already, in past DLC has been neglected after its release. Players tend to (if allowed) optimise the fun out of their own game, not having challenges and making everything easy leads to dull play.The same thing it does to other governments having it.
Good post, I liked it .. BUT: As a law abiding Megacorp, you co-opt the host population production where slavery is outlawed, really? I don't agree that indentured assets should apply in any way outside of the corp itself. The problem is that branch office building jobs already don't provide ENOUGH mutual benefit, just look how Criminal Heritage is stomped on because crime now is seriously undesirable, proposals which increase parasitic effects make issues even worse. For Megacorps to be more viable in multi-player you need trade development to be faster and MORE benefit to host empires and corps, not introduce more hesitancy. Otherwise everyone just sticks to their military industrial complex, invasion and vassalisation and there's no wealth to skim.Indentured Assets could enslave a number of pops on the planets the Megacorp has Branches on equal to the number of Branch Buildings they have constructed, and give half of the production of these slaves to the Megacorp. This would make a player really think about what kind of business they want to allow on their planets.
Could we have a megacorp version of the "functional architecture" civic?
The Mercantile tree which enables you to spam merchants lets you set trade policy, so your trade can already be split with CGs or unity, but I do prioritise Diplo tree on friendly contact and try to establish a trade league early to gain both CGs & unity from trade and get merchants on allied colonies.Mega Corps needed changes on day 1 of there launch.
Branch office's have never worked in there current form.
They scale off trade and apart from one building they provide no means to increase the trade on a planet. Go play star net AI to see how garbage mega corp buildings are.
A good player and a good AI works 0 clerk jobs on a planet, so your mega corp building providing 2 clerk jobs increase's planet trade by 0
They provide energy credits which leaves you massively producing energy credits when you don't need them. This is ten times worse in 3.1 since your spamming merchants who are also producing energy credits.
The Fix for this:
Branch offices should provide a percent of the planets resources determined by the branch office building that the megacorp builds.
If you build the mining building, you get a percent of the minerals produced and you increase the miners output on the planet
if you build the food building, you get a percent of the food produced, and you increase the farmers output.
if you build the science building, you get a percent of the science that is produces, and you increase the science output on that world.
if you build the alloy building ...
This allows megacorps to be played either via conquest creating vassals and extracting resources from there vassal planets or peacefully extracting resources via commerce pacts / trade federation
The Mercantile tree which enables you to spam merchants lets you set trade policy, so your trade can already be split with CGs or unity, but I do prioritise Diplo tree on friendly contact and try to establish a trade league early to gain both CGs & unity from trade and get merchants on allied colonies.
I don't know if it was you, but I've seen this exact suggestion in the past and agreed with it then. I'd like to see Branches have utility outside of energy production (with all numbers involved being adjusted as balance demands, of course). What I'd also like to see is the ability to create taller branches, and invest into expanding existing infrastructure instead of building more, similar to the way habitats can be upgraded. A user currently has to decide whether they want to expand existing habs or build more; I see this dichotomy as a strong existing template for tall vs wide balance.Mega Corps needed changes on day 1 of there launch.
Branch office's have never worked in there current form.
They scale off trade and apart from one building they provide no means to increase the trade on a planet. Go play star net AI to see how garbage mega corp buildings are.
A good player and a good AI works 0 clerk jobs on a planet, so your mega corp building providing 2 clerk jobs increase's planet trade by 0
They provide energy credits which leaves you massively producing energy credits when you don't need them. This is ten times worse in 3.1 since your spamming merchants who are also producing energy credits.
The Fix for this:
Branch offices should provide a percent of the planets resources determined by the branch office building that the megacorp builds.
If you build the mining building, you get a percent of the minerals produced and you increase the miners output on the planet
if you build the food building, you get a percent of the food produced, and you increase the farmers output.
if you build the science building, you get a percent of the science that is produces, and you increase the science output on that world.
if you build the alloy building ...
This allows megacorps to be played either via conquest creating vassals and extracting resources from there vassal planets or peacefully extracting resources via commerce pacts / trade federation
Because Master crafters was added. And that easily gets many more "free" slots outside of habs, and other perks besides. It might not be as good off the bat but in the long run they get to have all the slots they want. In light of that Functional needed more ohmp lest it go down to F tier pick in the long run. And since neither is locked picks you can swap them so they do need to be somewhat close in overall power.Agree. These sweet +2 building slots are too addictive, making colony rush so comfortable. And megacorp private colony ships will save even more resources on colonisation.
By the way, I really don't understand why this civic was buffed from +1 building slot to +2. It was fine even with +1. It is the only thing that I can't get in the last balance patch.
Fully agreed.Maybe we should rather take a look at why Functional Architecture is so strong that it becomes a no-brainer in the meta and see if that needs fixing. Because adding it to every type of empire seems kind of boring.
Megacorps should play differently to normal empires to just copying normal civics onto them seems boring.
Well, the main reason is that both Clone Army (strongest origin) and merchant spam (a strong strategy) work off of building slots, while Void Dwellers are desperate for all the building slots they can get. Outside of those three cases, it becomes a whole lot less strong.Maybe we should rather take a look at why Functional Architecture is so strong that it becomes a no-brainer in the meta and see if that needs fixing. Because adding it to every type of empire seems kind of boring.
Megacorps should play differently to normal empires to just copying normal civics onto them seems boring.
But they don't get to build branch offices and skim trade from other planets, nor do they have managers instead of culture workers.Unfortunately, normal empires w/ Merchant Guilds are better at merchant spam then Mega Corps are.
Why? They get +2 build slots from Functional Architecture.
Now I can get it. But it is better to leave Functional Architecture useless in midgame than make it broken in early game. As you mentioned, you are free to reform the government (and you will do it anyway because 3rd civic slot), so declining viability of some civics during the game isn't a big problem.Because Master crafters was added. And that easily gets many more "free" slots outside of habs, and other perks besides. It might not be as good off the bat but in the long run they get to have all the slots they want. In light of that Functional needed more ohmp lest it go down to F tier pick in the long run. And since neither is locked picks you can swap them so they do need to be somewhat close in overall power.
So Functional becomes the choice for immediate gain, or habs. master crafters is the longer term planted focused one.