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Sharizcobar

Corporal
41 Badges
Dec 24, 2021
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  • Stellaris: Ancient Relics
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Currently, there are 4 Civics for Regular empires that replace half your Politicians with specialist rulers: Aristocratic Elite for Nobles, Exalted Priesthood for High Priests, Technocracy for Science Directors and Merchant Guilds for Merchants. I think it would be interesting if MegaCorps could get a similar set of jobs. I am aware that the MegaCorp authority is essentially one of these Civics, but I don’t think it would necessarily be overpowered. The reason I would like these civics is because I am sure they’re going to add some interesting Council positions in the new DLC, and would love to add them to my corporation’s board. I also think they would give you a chance to specialize your corporation in an rp sense.


Consolidated Holdings:

This corporation’s board has an entrenched conglomerate of shareholders that hold the majority of shares and occupy the influential positions on the board.

Can construct Mogul Estate buildings.
Can construct Mogul Penthouse holdings.
Your capital buildings replace some Executive jobs with Mogul jobs.

Moguls are identical to Nobles, but also produce +4 trade value.

Ecclesiastical Charter:

This corporation’s shares are partially owned by the priesthood, who occupy influential positions on the corporate board.

+2 Trade Value from Priest Category jobs.
Your capital buildings replace some Executive jobs with High Priest jobs.


Research Companies:

This corporations shares are partially owned by a conglomerate of research companies, who use their positions on the board to pursue lucrative scientific advances.

+2 Trade Value from Researcher category jobs.

Increases the impact of expertise on the likelihood of drawing same category research options.
Your capital buildings replace some Executive jobs with Science Director jobs.


Merchant Consortium

A number of powerful merchant consortiums hold a controlling interest in this corporation’s shares, and hold considerable influence over the board.

Capital buildings replace some Executive jobs with Merchant jobs


I modified Executive Priesthood and Technocracy to add some trade value instead of amenities from priests and extra research alternatives, as a way to represent generating trade from religion or from scientific research. I left Merchant Guilds the same - I wanted to give them Unity generation to keep them in line with executives, but this seems unnecessary and was already a nerf from the previous regular empire version of the civic.
 
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