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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
Major Civics
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)
Employee Benefits (Edited)
Eccentric Founder (Edited)
Prestigious Reputation (Edited)
Worker Cooperative (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.
Capitalist Saviors
Joint Venture (Edited)
Insurance Group (Edited)
Offworld Mining Company (Edited)
Mercenary Establishment
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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