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MadCow94

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This requires that a leader (well, envoy, but I'd rather see generals handle espionage and governors handle diplomacy) be allowed to handle counter-intelligence for your empire. If that seems like too much, have the ruler's stats handle it.

Once a Megacorp branch office is opened on a planet it will NEVER close without one of TWO ways:

1) War to expel. - Works for both normal and criminal enterprises. Same as vanilla.
2) Espionage mission to close it down. Can be targeted in your own worlds AND can be targeted by others (so Megacorps can compete with each other).

Note that criminal enterprises do NOT get auto-closed anymore under this system. Here's the balance: Criminal branch offices have "front" buildings that are (or should be anyway) less effective than normal MC branch offices. After all, no commerce agreement needs to be in place. But, just like right now, income is increased based on net crime on the planet. So if the branch office was 50% (example, not nitpicking numbers) as effective as a normal branch but could get up to 100% bonus based on crime... that's nice.

Of course, as we all know, it's easy to curb stomp crime on a planet, so it actually is likely that the criminal MC will often be less effective than a normal MC (after all, just to break even you'd need crime at 50), but that trade comes with not needing the commerce agreements AND no longer just randomly closing down when crime is low.

Thanks for coming to my TED talk.

Edit: I realized generals make more sense for espionage.
 
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legionof1

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Not the only thing about megas that needs addressing but a good idea,
 
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