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Part 1

Lazy Name

Captain
Apr 26, 2020
402
1.144
Part 1 | Part 2

Some of my proposed Megacorp civics, both more standard minor civics and more complex ones. Credit to @Tamwin5 for some of the edits.

Minor Civics
Corporate Heir (Edited)
This Megacorperation is run by a single family, which goes to great lengths to perfect their offspring and further their legacy.
Increased Ruler experience gain and increased Ruler level cap. Uses Imperial leader system.​

Employee Benefits (Edited)
This Megacorperation has built up a reputation for its lavish benefits, which does wonders for raising employee satisfaction.
All free pops have increased Consumer Goods upkeep, and must use Social Welfare or higher Living Standards. Amenities output increased. For every X pops creates the "Paid Leave" job, which produces Amenities, Unity and Trade Value.​

Eccentric Founder (Edited)
This Megacorperation is centered around the vision of its unusual and charismatic founder, whos legacy continues to steer it into the future.
The first ruler starts with a slightly higher level and has the Charismatic trait. They will have the unique "Build Legacy" Agenda, which increases stability, resources from jobs, and monthly Influence. Uses Dictatorial leader system. Could also work as an origin.​

Prestigious Reputation (Edited)
This Megacorperation enjoys a reputation for prestige and greatness, and is able to pick from the cream of the crop across the galaxy to serve in their workforce.
Has reduced migration pull. For every Migration Pact active, receives a small boost to specialist output. Increased opinion with other empires. Cannot be Xenophobic.​

Worker Cooperative (Edited)
This Megacorperation is jointly owned and run by its members, each of whom is simultaneously employee, owner and consumer.
Must be Egalitarian. Can use the Shared Burdens living standard. Must use either Shared Burdens, Utopian Abundance, or Chemical Bliss, and uses the Democratic leader system. Increased happiness, and decreased pop demotion time.​
Major Civics
Capitalist Saviors
Having risen to the occasion when their local governments could not, this Megacorperation will always be there for you in your time of need. They make sure of it.
Can create Protectorates. Protectorates of this empire give them 25% of their energy output, and at less than 50% Technological Level difference will turn into a Subsidiary. Any subject empire that is or was once a protectorate has significantly increased loyalty with this Megacorp.​

Joint Venture (Edited)
Being composed of multiple formerly independent companies, this Megacorperation knows the benefits of cooperation quite well. With meticulous coordination, they and their partners will access greater markets then either of them could've reached alone.
Is capable of signing a unique pact, a "Cross Promotion Agreement," with other Megacorps. Empires under a Cross Promotion Agreement have less effective Branch Offices, but gain the equivalent of half of their partners Branch Office output (e.g. Branch offices only access 40% of a planets Trade Value, but if your partner creates a Branch office you also access 20% of that planets Trade Value). Cannot be Xenophobic.​

Insurance Group (Edited)
This Megacorperation is skilled at convincing others of the dangers of the galaxy. Wouldn't it be nice to have someone on your side, just in case?
Using "Guarantee Independence" on an empire this Megacorp has a commercial pact with increases the percentage of Trade Value this Megacorp gets. This Megacorp can guarantee the independence of up to 5 empires. Greatly reduced Influence cost for using Guarantee Independence.​

Offworld Mining Company (Edited)
This Megacorperation originated from a mining company which gained a complete monopoly over the market for natural resources, eventually taking control over the rest of society as well.
Branch Offices access a smaller percentage of a host worlds trade value, but also provide this Megacorp with a percentage of the host planets minerals output. Minerals from Miners and Private Mining Consortiums is increased.​

Mercenary Establishment
This Megacorperation specializes in loaning out its fleets, willing to battle anyone for the right price.
Must be some degree of Militarist. Commercial pacts with this Megacorp force it to join the other empire in all wars. The other empire pays the Megacorp a percentage of their energy as long as the commercial pact is active. Empires with neutral attitude are willing to create commercial pacts if they are at war, but are less willing when they are at peace and may break off commercial pacts then.​
 
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Megabank
Receive unity equivalent (but scaled) relative to the amount of energy you have stored.
 
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Offworld Mining Company
This Megacorperation originated from a mining company which gained a complete monopoly over their worlds natural resources, eventually taking control over the rest of society as well.
Branch Offices will give this Megacorp minerals instead of energy, based on the amount of minerals output by the target planet. Private Mining Consortiums are more effective.
Instead of all minerals it should be "The megacorporation gets 25% of the mineral output of the planet and 25% of the trade value converted into energy
 
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Just throwing out a couple random civics I thought of for Megacorps, to add more diverse flavors. Some of these could also work as origins.
Corporate Heir
This Megacorperation was first created under an elite family, which goes to great lengths to perfect their offspring and further their legacy.
Leaders are less likely to have negative traits. Uses Imperial leader system.

Employee Benefits
This Megacorperation has built up a reputation for its lavish employee benefits, which does wonders for attracting applicants.
Increased immigration pull. Increased Consumer Goods usage. Cannot use the Basic Subsistence living standard.

Eccentric Founder
This Megacorperation is centered around the vision of its unusual and charismatic founder, whos legacy continues to steer it into the future.
Higher ruler level cap. Uses Dictatorial leader system, and the first ruler always starts with the Charismatic trait.

Prestigious Reputation
This Megacorperation is renowned for its quality and its employees skill, and a job there is an envy among academic individuals across the galaxy.
Specialist output increased, pop growth from immigration is decreased.

Company Culture
To this Megacorperation, every employee is to be treated as part of the family, no matter how insignificant.
Increased happiness. Can use the Shared Burdens living standard. Must use either Shared Burdens, Utopian Abundance, or Chemical Bliss. Must be Egalitarian.
Capitalist Saviors
Having risen to the occasion when their local governments could not, this Megacorperation will always be there for you in your time of need. They make sure of it.
Can create Protectorates. Any subject empire that is or was once a protectorate has significantly increased loyalty with this Megacorp. Protectorates of this empire give them 25% of their energy output, and at less than 50% Technological Level difference will turn into a Subsidiary.

Joint Venture
This Megacorperation first came to power through a joint venture between major companies. They know the benefits of cooperation better then anyone, and they're quite willing to share them.
This empires Commercial Pacts give the other side a greater percentage of trade value then they themselves get. Can place Branch Offices in other Megacorps. All empires have an increased acceptance rate for Commercial Pacts. Must be some degree of Xenophile.

Insurance Group
This Megacorperation is skilled at convincing others of the dangers of the galaxy. Wouldn't it be nice to have someone to help you, just in case?
Using "Guarantee Independence" on an empire this Megacorp has a commercial pact with increases the amount of trade value this Megacorp gets. This Megacorp can guarantee the independence of up to 5 empires.

Offworld Mining Company
This Megacorperation originated from a mining company which gained a complete monopoly over their worlds natural resources, eventually taking control over the rest of society as well.
Branch Offices will give this Megacorp minerals instead of energy, based on the amount of minerals output by the target planet. Private Mining Consortiums are more effective.

Mercenary Establishment
This Megacorperation specializes in loaning out its fleets, willing to battle anyone for a sufficient price.
Commercial pacts with this Megacorp force it to join the other empire in all wars. The other empire pays the Megacorp XX% of their energy as long as the commercial pact is active. Empires with neutral attitude are willing to create commercial pacts if they are at war, but are less willing when they are at peace and may break off commercial pacts then. Must be some degree of Militarist.
I really really really like this, all it needs is a few tweaks and yeah it's good to go
 
Just throwing out a couple random civics I thought of for Megacorps, to add more diverse flavors. Some of these could also work as origins.
Corporate Heir
This Megacorperation was first created under an elite family, which goes to great lengths to perfect their offspring and further their legacy.
Leaders are less likely to have negative traits. Uses Imperial leader system.

Employee Benefits
This Megacorperation has built up a reputation for its lavish employee benefits, which does wonders for attracting applicants.
Increased immigration pull. Increased Consumer Goods usage. Cannot use the Basic Subsistence living standard.

Eccentric Founder
This Megacorperation is centered around the vision of its unusual and charismatic founder, whos legacy continues to steer it into the future.
Higher ruler level cap. Uses Dictatorial leader system, and the first ruler always starts with the Charismatic trait.

Prestigious Reputation
This Megacorperation is renowned for its quality and its employees skill, and a job there is an envy among academic individuals across the galaxy.
Specialist output increased, pop growth from immigration is decreased.

Company Culture
To this Megacorperation, every employee is to be treated as part of the family, no matter how insignificant.
Increased happiness. Can use the Shared Burdens living standard. Must use either Shared Burdens, Utopian Abundance, or Chemical Bliss. Must be Egalitarian.
Capitalist Saviors
Having risen to the occasion when their local governments could not, this Megacorperation will always be there for you in your time of need. They make sure of it.
Can create Protectorates. Any subject empire that is or was once a protectorate has significantly increased loyalty with this Megacorp. Protectorates of this empire give them 25% of their energy output, and at less than 50% Technological Level difference will turn into a Subsidiary.

Joint Venture
This Megacorperation first came to power through a joint venture between major companies. They know the benefits of cooperation better then anyone, and they're quite willing to share them.
This empires Commercial Pacts give the other side a greater percentage of trade value then they themselves get. Can place Branch Offices in other Megacorps. All empires have an increased acceptance rate for Commercial Pacts. Must be some degree of Xenophile.

Insurance Group
This Megacorperation is skilled at convincing others of the dangers of the galaxy. Wouldn't it be nice to have someone to help you, just in case?
Using "Guarantee Independence" on an empire this Megacorp has a commercial pact with increases the amount of trade value this Megacorp gets. This Megacorp can guarantee the independence of up to 5 empires.

Offworld Mining Company
This Megacorperation originated from a mining company which gained a complete monopoly over their worlds natural resources, eventually taking control over the rest of society as well.
Branch Offices will give this Megacorp minerals instead of energy, based on the amount of minerals output by the target planet. Private Mining Consortiums are more effective.

Mercenary Establishment
This Megacorperation specializes in loaning out its fleets, willing to battle anyone for a sufficient price.
Commercial pacts with this Megacorp force it to join the other empire in all wars. The other empire pays the Megacorp XX% of their energy as long as the commercial pact is active. Empires with neutral attitude are willing to create commercial pacts if they are at war, but are less willing when they are at peace and may break off commercial pacts then. Must be some degree of Militarist.

To start off, I'd drop (almost) all the references to how the company was started, as you can swap into a civic mid-game. The current MegaCorp civics suffer from this problem, and while it isn't a big deal it still bugs me to no end.

Corporate Heir - I'd re-flavor this slightly to be that the entire company is owned by a family line, a "Merchant Prince". The bonus is also way too weak, the "rulers can't gain negative traits" was thrown onto philosopher king and I don't think it even changed its place in the tier list. Something like +50% ruler xp gain and +2 ruler level cap wouldn't be too much.

Employee Benefits - This civic is actually worse than nothing. The only time migration attraction matters is when you are in a migration pact with another empire, and even then it doesn't do a whole lot, much less compensate for increased CG upkeep. I'd change this to a buff to happiness or amenities production, then give them a special feature where any unemployed pops instead get the "vacationing" job which produces unity and trade value.

Eccentric Founder - This one I think should be changed to an origin, because that's where most of the flavor of this one is. It would need some more bonuses or extra mechanics though, just starting out with charismatic is no where near enough.

Prestigious Reputation - did you mean to say "pop growth from immigration is increased" instead of "pop growth from immigration is decreased"? Would fit the flavor a lot better, so I'm going to assume that's a typo. Regardless, I don't like pop growth from immigration as a modifier (it just magically creates extra pops, and migration has a cap), and it doesn't make sense why having a prestigious reputation would increase specialist output. Not really sure how to change this one, nothing really jumps out at me as an obvious direction to go in.

Company Culture - I don't think "treating everyone as family" is enough justification for a shared burdens port. I'd re-flavor this as a true cooperative, where the company is entirely owned by the workers. That way it's an actual direct parallel with shared burdens.


Capitalist Saviors - Can megacorps not make protectorates? That seems more like a bug/missing feature than anything. If something is done to let megacorps use protectorates or give them a special version of protectorates, it should be for all of them, not locked behind a civic.

Joint Venture - Not really a good enough flavor justification for allowing branch offices in other megacorps imo. I also don't really see a reason to give your trade partner a benefit you don't get. I'd change this is just increase the amount of trade value BOTH parties get from a commercial pact, and then maybe some other bonus on top? Doesn't cost your partner as much influence to keep the pact up? I also don't think the xenophile ethic is a necessary restriction.

Insurance Group - I really like the idea of incentivizing a play style around guaranteeing a bunch of other empires, but I don't think this goes far enough to really make that work. It'd need a reduction on the influence cost of guaranteeing independence (would free be too much?), and then maybe also generate favors or something in addition to the trade value.

Offworld Mining Company - I'd make it based on the TV you generate just to keep the balance nice (half of your branch office income is as minerals) and then also have it give +1 minerals from miners, as a mirror to mining guilds. Might need to re-flavor the "Offworld" part of it though if you did that.

Mercenary Establishment - I don't like this in it's current implementation. I'd rather see it as either an expansion of the diplomacy where you go to war (they ask you to join a war, you set a price, they either say yes or no), or just be a system where you can directly sell fleets to other empires. I also think this should be merged into the naval contractor civic, as it needs more to properly flesh it out and this mechanic would make perfect sense for them.
 
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Megabank
Receive unity equivalent (but scaled) relative to the amount of energy you have stored.
Would be cool if megabanks could lend resources to other empires and receive interest from the debt.
 
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Eccentric Founder - This one I think should be changed to an origin, because that's where most of the flavor of this one is. It would need some more bonuses or extra mechanics though, just starting out with charismatic is no where near enough.
Perhaps the first ruler could also have a unique agenda with a particularly strong buff?

Prestigious Reputation - did you mean to say "pop growth from immigration is increased" instead of "pop growth from immigration is decreased"? Would fit the flavor a lot better, so I'm going to assume that's a typo. Regardless, I don't like pop growth from immigration as a modifier (it just magically creates extra pops, and migration has a cap), and it doesn't make sense why having a prestigious reputation would increase specialist output. Not really sure how to change this one, nothing really jumps out at me as an obvious direction to go in.
The idea was that such a company would be more picky in who they hired, resulting in less people making it through the application process but those that do being more capable. I guess the text doesn't really make it very clear, and modifying pop growth from immigration does feel a bit weird.

Capitalist Saviors - Can megacorps not make protectorates? That seems more like a bug/missing feature than anything. If something is done to let megacorps use protectorates or give them a special version of protectorates, it should be for all of them, not locked behind a civic.
I agree that Megacorps should be able to make Protectorates, but I think they should just get the normal ones. The flavor for this civic is specifically a corporation that would act like a savior to weak empires in order to profit off of them, as opposed to one that would want to help for appearances or out of genuine goodwill.

Joint Venture - Not really a good enough flavor justification for allowing branch offices in other megacorps imo. I also don't really see a reason to give your trade partner a benefit you don't get. I'd change this is just increase the amount of trade value BOTH parties get from a commercial pact, and then maybe some other bonus on top? Doesn't cost your partner as much influence to keep the pact up? I also don't think the xenophile ethic is a necessary restriction.
For the flavor justification, maybe letting two Megacorps place branch offices in each other with some kind of "Cross Promotion" flavor would make more sense? I could see two Megacorps with good relations agreeing to not compete with one another, and I want to have more ways for Megacorps to form business partnerships somehow.

Mercenary Establishment - I don't like this in it's current implementation. I'd rather see it as either an expansion of the diplomacy where you go to war (they ask you to join a war, you set a price, they either say yes or no), or just be a system where you can directly sell fleets to other empires. I also think this should be merged into the naval contractor civic, as it needs more to properly flesh it out and this mechanic would make perfect sense for them.
In my opinion, I think that if they add a diplomacy system where you can give trade deals in exchange for joining a war or use fleets in trades, it might as well be made available for all empires since that type of stuff isn't limited to corperations. I feel a more Megacorp flavored civic should either allow you to rent out ships temporarily, or allow creating a prearranged contract to aid an empire in all of their wars. I kind of like the idea of it having some connection to commercial pacts, since then instead of being a one time transaction it would mean wars directly increase your ability to expand through branch offices. Alternatively, that part could be seperated into an "Arms Dealer" civic?

Otherwise I agree with the rest of your changes, especially for Employee Benefits and Insurance Group.
 
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Perhaps the first ruler could also have a unique agenda with a particularly strong buff?

Or a special trait, or start at a higher level, really there are tons of stuff that could be done. Megacorps are missing unique origins at the moment, so I'd be nice for them to get one.

As an origin though, I'm not sure if it should be a permanent dictatorship, but rather be that your first ruler never goes through elections, and it's only when they die that you move to the normal 20 year elections.

The idea was that such a company would be more picky in who they hired, resulting in less people making it through the application process but those that do being more capable. I guess the text doesn't really make it very clear, and modifying pop growth from immigration does feel a bit weird.

Yeah, migration growth doesn't actually work for that flavor because the vast majority of your growth from immigration will be from other planets in your empire. So the people you'd be turning down would already be your employees.

I agree that Megacorps should be able to make Protectorates, but I think they should just get the normal ones. The flavor for this civic is specifically a corporation that would act like a savior to weak empires in order to profit off of them, as opposed to one that would want to help for appearances or out of genuine goodwill.

Yeah, should just be a base mechanic then. Locking it behind a civic I don't think really makes sense. What I could see is a civic allowing normal vassals and tributaries, as they are more common and enough different to be potentially something you'd want.

For the flavor justification, maybe letting two Megacorps place branch offices in each other with some kind of "Cross Promotion" flavor would make more sense? I could see two Megacorps with good relations agreeing to not compete with one another, and I want to have more ways for Megacorps to form business partnerships somehow.

The way current flavor works is that megacorps already have all of the niches in society where a branch office might operate. Having two megacorps agree to not compete would be the exact opposite of branch offices on other megacorps. Frankly the only way I see branch offices in other megacorps is if the entire branch office system is overhauled to be more in depth (ie. if you could have multiple branch offices on a planet with all but one being "minority holders", then branch offices on other megacorps could just all be minority holders with no majority holder)

In my opinion, I think that if they add a diplomacy system where you can give trade deals in exchange for joining a war or use fleets in trades, it might as well be made available for all empires since that type of stuff isn't limited to corperations. I feel a more Megacorp flavored civic should either allow you to rent out ships temporarily, or allow creating a prearranged contract to aid an empire in all of their wars. I kind of like the idea of it having some connection to commercial pacts, since then instead of being a one time transaction it would mean wars directly increase your ability to expand through branch offices. Alternatively, that part could be seperated into an "Arms Dealer" civic?

That's a good point about a diplomacy system being better to open for everyone. Although an "agree to support wars" button would also be useful for normal empires. Maybe what should be added is a way to pay megacorps directly in order to increase acceptance of stuff, and not just use favors? Personally I dislike the requirement of commercial pacts, as often I want to get commercial pacts with every empire I can, and tying a war mechanic into them would mean I'd need to be much more careful about who I sign pacts with.

Being able to rent out/sell ships should 100% be a megacorp civic. It just fits too well to not be. I also think it'd be cool to have a "headhunter" civic that lets you buy/sell leaders in a similar way.
 
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I agree that Megacorps should be able to make Protectorates, but I think they should just get the normal ones.
From a mechanical perspective, I think you're right.

However from a flavor perspective, I kinda want MegaCorps to get special a "Unpaid Intern" relationship instead of normal Protectorates.
 
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Just throwing out a couple random civics I thought of for Megacorps, to add more diverse flavors. Some of these could also work as origins.
Corporate Heir
This Megacorperation was first created under an elite family, which goes to great lengths to perfect their offspring and further their legacy.
Leaders are less likely to have negative traits. Uses Imperial leader system.

Employee Benefits
This Megacorperation has built up a reputation for its lavish employee benefits, which does wonders for attracting applicants.
Increased immigration pull. Increased Consumer Goods usage. Cannot use the Basic Subsistence living standard.

Eccentric Founder
This Megacorperation is centered around the vision of its unusual and charismatic founder, whos legacy continues to steer it into the future.
Higher ruler level cap. Uses Dictatorial leader system, and the first ruler always starts with the Charismatic trait.

Prestigious Reputation
This Megacorperation is renowned for its quality and its employees skill, and a job there is an envy among academic individuals across the galaxy.
Specialist output increased, pop growth from immigration is decreased.

Company Culture
To this Megacorperation, every employee is to be treated as part of the family, no matter how insignificant.
Increased happiness. Can use the Shared Burdens living standard. Must use either Shared Burdens, Utopian Abundance, or Chemical Bliss. Must be Egalitarian.
Capitalist Saviors
Having risen to the occasion when their local governments could not, this Megacorperation will always be there for you in your time of need. They make sure of it.
Can create Protectorates. Any subject empire that is or was once a protectorate has significantly increased loyalty with this Megacorp. Protectorates of this empire give them 25% of their energy output, and at less than 50% Technological Level difference will turn into a Subsidiary.

Joint Venture
This Megacorperation first came to power through a joint venture between major companies. They know the benefits of cooperation better then anyone, and they're quite willing to share them.
This empires Commercial Pacts give the other side a greater percentage of trade value then they themselves get. Can place Branch Offices in other Megacorps. All empires have an increased acceptance rate for Commercial Pacts. Must be some degree of Xenophile.

Insurance Group
This Megacorperation is skilled at convincing others of the dangers of the galaxy. Wouldn't it be nice to have someone to help you, just in case?
Using "Guarantee Independence" on an empire this Megacorp has a commercial pact with increases the amount of trade value this Megacorp gets. This Megacorp can guarantee the independence of up to 5 empires.

Offworld Mining Company
This Megacorperation originated from a mining company which gained a complete monopoly over their worlds natural resources, eventually taking control over the rest of society as well.
Branch Offices will give this Megacorp minerals instead of energy, based on the amount of minerals output by the target planet. Private Mining Consortiums are more effective.

Mercenary Establishment
This Megacorperation specializes in loaning out its fleets, willing to battle anyone for a sufficient price.
Commercial pacts with this Megacorp force it to join the other empire in all wars. The other empire pays the Megacorp XX% of their energy as long as the commercial pact is active. Empires with neutral attitude are willing to create commercial pacts if they are at war, but are less willing when they are at peace and may break off commercial pacts then. Must be some degree of Militarist.
Do you mind if I implement some of these in a mod?
 
Just throwing out a couple random civics I thought of for Megacorps, to add more diverse flavors. Some of these could also work as origins.
Corporate Heir
This Megacorperation was first created under an elite family, which goes to great lengths to perfect their offspring and further their legacy.
Leaders are less likely to have negative traits. Uses Imperial leader system.

Employee Benefits
This Megacorperation has built up a reputation for its lavish employee benefits, which does wonders for attracting applicants.
Increased immigration pull. Increased Consumer Goods usage. Cannot use the Basic Subsistence living standard.

Eccentric Founder
This Megacorperation is centered around the vision of its unusual and charismatic founder, whos legacy continues to steer it into the future.
Higher ruler level cap. Uses Dictatorial leader system, and the first ruler always starts with the Charismatic trait.

Prestigious Reputation
This Megacorperation is renowned for its quality and its employees skill, and a job there is an envy among academic individuals across the galaxy.
Specialist output increased, pop growth from immigration is decreased.

Company Culture
To this Megacorperation, every employee is to be treated as part of the family, no matter how insignificant.
Increased happiness. Can use the Shared Burdens living standard. Must use either Shared Burdens, Utopian Abundance, or Chemical Bliss. Must be Egalitarian.
Capitalist Saviors
Having risen to the occasion when their local governments could not, this Megacorperation will always be there for you in your time of need. They make sure of it.
Can create Protectorates. Any subject empire that is or was once a protectorate has significantly increased loyalty with this Megacorp. Protectorates of this empire give them 25% of their energy output, and at less than 50% Technological Level difference will turn into a Subsidiary.

Joint Venture
This Megacorperation first came to power through a joint venture between major companies. They know the benefits of cooperation better then anyone, and they're quite willing to share them.
This empires Commercial Pacts give the other side a greater percentage of trade value then they themselves get. Can place Branch Offices in other Megacorps. All empires have an increased acceptance rate for Commercial Pacts. Must be some degree of Xenophile.

Insurance Group
This Megacorperation is skilled at convincing others of the dangers of the galaxy. Wouldn't it be nice to have someone to help you, just in case?
Using "Guarantee Independence" on an empire this Megacorp has a commercial pact with increases the amount of trade value this Megacorp gets. This Megacorp can guarantee the independence of up to 5 empires.

Offworld Mining Company
This Megacorperation originated from a mining company which gained a complete monopoly over their worlds natural resources, eventually taking control over the rest of society as well.
Branch Offices will give this Megacorp minerals instead of energy, based on the amount of minerals output by the target planet. Private Mining Consortiums are more effective.

Mercenary Establishment
This Megacorperation specializes in loaning out its fleets, willing to battle anyone for a sufficient price.
Commercial pacts with this Megacorp force it to join the other empire in all wars. The other empire pays the Megacorp XX% of their energy as long as the commercial pact is active. Empires with neutral attitude are willing to create commercial pacts if they are at war, but are less willing when they are at peace and may break off commercial pacts then. Must be some degree of Militarist.
Would rename corporate Heir to Family buisness, also needs more of a buff, maybe +1 edict capacity or the ability to be fanatic authoritarian

Employee benefits should generally improve pop happiness while consuming more consumer goods.

Eccentric Founder sounds more like an Origin, and not a particularly flavorful one, although Megacorps origins +1

Company Culture I would rename to Worker Coop, a handful exist in the real world and one is the biggest company in Spain. They don't have a hierarchy so I would also rename the leader to spokesperson.

Insurance Group should be about more than just war, it should also be like, oh your running a deficit in a bad time, well you can collect an insurance payout to solve your deficit problems, would need to be paired with a broader reform to the market which is a book that I will not write here. Instead of guaranteeing independence I would create a special kind of tributary that explicitly suggests they are paying for protection.

Offworld Mining Company I would give a special Mining station that can provide them with trade value or more resources, and any empire they have a commercial pact with, they can upgrade their Mining stations.

Mercenary Establishment I would make them like marauder empires in their ability to provide mercenary fleets and leaders, you would just designate one of your fleets as a mercenary force and put a price tag on it, you lose control over that fleet until another empire buys them.
 
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New Civic Ideas:
Monopolistic Intent, gains a Total War CB on other Megacorps and -1k opinion of them, can buy out branch Offices of other Megacorps, has policy undercut the competition, branch offices will cost half as much to build in influence, branch office value is reduced 25%, value of goods produced by corporate buildings reduced 25% and provided to host empire, increases trust for Megacorp. Policy can be flipped with normal operations (which is the currentsystem), and Milk them which increases branch Offices value by 50%, each corporate building will consume the planet's trade value to increase branch office value, and reduces opinion with host empire (this may cause conflict with that empire).

Technical traders: Megacorp gains the ability to trade technologies with other empires, gains trade value from research agreements, requires some level of Materialist.

Pharma background, Megacorp started as a drug company, pharmacist generate pop growth speed, amenities and trade value and replace clerks. If empire allows slavery gene clinics get the Guinea Pig job (slave strata), generates a lot of social research but events can cause Guinea Pigs to die. Branch Offices increase pop growth speed on the planet they are built on, has a special corporate building Pharmacy, adds medical workers jobs to the planet, corporate empire gets social research and trade value.
 
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New Civic Ideas:
Monopolistic Intent, gains a Total War CB on other Megacorps and -1k opinion of them, can buy out branch Offices of other Megacorps, has policy undercut the competition, branch offices will cost half as much to build in influence, branch office value is reduced 25%, value of goods produced by corporate buildings reduced 25% and provided to host empire, increases trust for Megacorp. Policy can be flipped with normal operations (which is the currentsystem), and Milk them which increases branch Offices value by 50%, each corporate building will consume the planet's trade value to increase branch office value, and reduces opinion with host empire (this may cause conflict with that empire).
This sounds like it'll play out similar to Criminal Heritage in terms of getting immediately Expropriated away, which is not great.

Technical traders: Megacorp gains the ability to trade technologies with other empires, gains trade value from research agreements, requires some level of Materialist.
If tech trading gets put in the game, it should NOT be limited to one DLC civic.

Pharma background, Megacorp started as a drug company, pharmacist generate pop growth speed, amenities and trade value and replace clerks. If empire allows slavery gene clinics get the Guinea Pig job (slave strata), generates a lot of social research but events can cause Guinea Pigs to die. Branch Offices increase pop growth speed on the planet they are built on, has a special corporate building Pharmacy, adds medical workers jobs to the planet, corporate empire gets social research and trade value.
Slave isn't a strata.

These events would need to be pretty damn juicy to justify losing a pop.
 
Monopolistic Intent, gains a Total War CB on other Megacorps and -1k opinion of them, can buy out branch Offices of other Megacorps, has policy undercut the competition, branch offices will cost half as much to build in influence, branch office value is reduced 25%, value of goods produced by corporate buildings reduced 25% and provided to host empire, increases trust for Megacorp. Policy can be flipped with normal operations (which is the currentsystem), and Milk them which increases branch Offices value by 50%, each corporate building will consume the planet's trade value to increase branch office value, and reduces opinion with host empire (this may cause conflict with that empire).
I'm assuming the idea is to start out beneficial to regular empires, before switching to the "Milk Them" policy as soon as you're powerful enough? As an alternative to using policies, perhaps it would be better to have Monopolizers be able to demand a unique "Monopoly" subject type which has less restrictions then Subsidiaries and that AI empires are more likely to accept if they don't want a war. That way you can opportunistically leech off of a weakened empire while still staying friendly to stronger ones, and it also helps differentiate this civic from Criminal Heritage. It might also be good to increase the benefits to the host empire for "Undercut the Competition," so that empires have a incentive to build commercial pacts with you even when they know the potential risks.

Technical traders: Megacorp gains the ability to trade technologies with other empires, gains trade value from research agreements, requires some level of Materialist.

Pharma background, Megacorp started as a drug company, pharmacist generate pop growth speed, amenities and trade value and replace clerks. If empire allows slavery gene clinics get the Guinea Pig job (slave strata), generates a lot of social research but events can cause Guinea Pigs to die. Branch Offices increase pop growth speed on the planet they are built on, has a special corporate building Pharmacy, adds medical workers jobs to the planet, corporate empire gets social research and trade value.
These two are coincidentally somewhat similar to two civics I was planning, though our ideas are a little different.

My idea for a tech based Megacorp was a Research Institute civic, where commercial pacts would no longer give the other empire any trade value but instead decreases research cost for technologies the Megacorp has already researched. Possibly some other mechanic where trade value gained is directly proportional to the Megacorps relative tech level, to make this Megacorp reliant on having much higher tech then its allies. I personally feel like direct empire-to-empire trade should be something every empire can do, and Megacorp mechanics should be more focused on passive small-scale trade (branch office and trade value mechanics) or on special business-themed pacts.

I like the Pharma themed Megacorp, but I feel like the "Guinea Pig" part should actually be separated into a different civic because of how widely applicable it could be. It would be nice to be able to roleplay an arms dealer Megacorp that uses live target weapon testing, or a research Megacorp that does Aperture Science style experiments. My idea for this is a Hazardous R&D civic, though it's a bit different in that "Product Tester" slaves produce a smaller amount of research and have a constant chance of death, upon which they produce a larger single sum of research. On top of this they would have reduced pop growth speed, all to incentivize a playstyle of constantly trying to obtain fresh blood in order to maintain your population of tech slaves.
 
I feel like the "Guinea Pig" part should actually be separated into a different civic because of how widely applicable it could be.
To me it reads more like a Research Purge which could be done by a genocidal empire.
 
To me it reads more like a Research Purge which could be done by a genocidal empire.
That could work too, though preferably a slower purge type. Flavor-wise for this civic I'd prefer if it felt like the subjects death isn't actually desired, just an unfortunate side effect of the experimentation.
 
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That could work too, though preferably a slower purge type. Flavor-wise for this civic I'd prefer if it felt like the subjects death isn't actually desired, just an unfortunate side effect of the experimentation.
Unfortunate but eventually expected, and that's why they're not using their own pops for this particular research.
 
Unfortunate but eventually expected, and that's why they're not using their own pops for this particular research.
Although come to think of it, making them sustainable slaves would allow the creation of stuff like an empire which raises test subjects from birth to death in a controlled environment, or a Slaving Guild meritocracy that uses the least talented as expendable test subjects. Perhaps it could be like Processing and Livestock, with both a slavery and purge type for the same thing at different levels of sustainability? More options always seems ideal.
 
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I'm assuming the idea is to start out beneficial to regular empires, before switching to the "Milk Them" policy as soon as you're powerful enough? As an alternative to using policies, perhaps it would be better to have Monopolizers be able to demand a unique "Monopoly" subject type which has less restrictions then Subsidiaries and that AI empires are more likely to accept if they don't want a war. That way you can opportunistically leech off of a weakened empire while still staying friendly to stronger ones, and it also helps differentiate this civic from Criminal Heritage. It might also be good to increase the benefits to the host empire for "Undercut the Competition," so that empires have a incentive to build commercial pacts with you even when they know the potential risks.


These two are coincidentally somewhat similar to two civics I was planning, though our ideas are a little different.

My idea for a tech based Megacorp was a Research Institute civic, where commercial pacts would no longer give the other empire any trade value but instead decreases research cost for technologies the Megacorp has already researched. Possibly some other mechanic where trade value gained is directly proportional to the Megacorps relative tech level, to make this Megacorp reliant on having much higher tech then its allies. I personally feel like direct empire-to-empire trade should be something every empire can do, and Megacorp mechanics should be more focused on passive small-scale trade (branch office and trade value mechanics) or on special business-themed pacts.

I like the Pharma themed Megacorp, but I feel like the "Guinea Pig" part should actually be separated into a different civic because of how widely applicable it could be. It would be nice to be able to roleplay an arms dealer Megacorp that uses live target weapon testing, or a research Megacorp that does Aperture Science style experiments. My idea for this is a Hazardous R&D civic, though it's a bit different in that "Product Tester" slaves produce a smaller amount of research and have a constant chance of death, upon which they produce a larger single sum of research. On top of this they would have reduced pop growth speed, all to incentivize a playstyle of constantly trying to obtain fresh blood in order to maintain your population of tech slaves.
Yes you would start out beneficial to worm your way into every planet in that empire and you would rack up positive modifiers with the empire so they like you and look the other way while you purify other Megacorps and establish your monopoly. I wanted it to be a policy to make sure there would be the 10yr minimum before you can change the policy so it can't be abused. When you switch to milk them you should likely have exterminated another megacorp, and have built up a navy capable of winning a war. In a way they are meant to be like Megacorp Purifiers, except its only targeted at Megacorps.

In terms of criminal Heritage I think that civic will be intertwined with the Intel and espionage system that will be added with Nemisis, ideally other empires won't know you have criminal Heritage or Monopolistic Intent without using espionage. Criminal Heritage branch office would be hidden from the empire they are in and you will use the espionage system to find them, either by catching them with counter espionage or by learning by spying on the criminal empire, you can only expropriate the Branch Offices you know about.

Monopolistic Intent will focus on having a large navy, and does not need to be discreet with their branch Offices, they come to power through legal means and maintain it through power.

As for research institute, we already have research pact, maybe the civic can provide a bonus to the research pact and add a bonus to the research branch office in terms of studying the other empires technology. I would however like to give them the ability to create a special research pact or Subsidiary bonus that allows them to provide a bonus to their techs for trade value, all in all the thing I most wanted here was a materialist megacorp civic, that gives them the flavor of being high tech and they sell it for a price.

I like the idea of splitting my pharma civic into 2 civics so that Hazardous R&D could be its own civic. Also to HFY no purge is not the point, it's like while you have it once a year you get a special event, that event can result in getting a lump sum of research, acquiring a new gene trait that you can apply to your pops, Unlocking a special bonus to your pops. These are all nice things to make this civic worthwhile, but also you can have it where nothing special happens, or the Guinea Pig pop can die, if the pop dies you get options to respect his body which gives unity, or disect it for a lump sum of research.