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Quinzal

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Corporate Elitism
"This megacorporation is well known for having a seemingly untouchable executive caste. Shareholders look down on the rat-race from the comfort of climate-controlled mega-suites.

Cannot be Egalitarian
Cannot use Cooperativization civic
  • +10% Ruler Output
  • -15% Worker Happiness
  • Can construct 'Corporate Mega-Suites' on Branch Offices
    • "This miniature arcology is privately owned by a corporate executive, allowing them and visiting shareholders to find peace away from the turbulence of their home worlds."
    • +5% Ruler Output for host world
    • +5% Amenities from Jobs applied to all of the MegaCorp's worlds


Nonprofit Organization
"This megacorporation engages in a multitude of volunteer and philanthropist practices. The smiles (and some small donations) are payment enough."

Cannot be Xenophobic
Cannot use Ruthless Capitalists civic
Cannot use Indentured Servitude civic
  • Changes government type to Megacharity, with a democratic election cycle (10 year ruler term)
    • Has precedence over Megacooperative and Trade League, superseded by Megacollege and Megachurch
    • "This government is structured as a corporate entity, though it's main goals appear to be altruistic in nature. Most of what profit they get goes toward sustaining and expanding their operations."
    • When combined with Criminal Syndicate, becomes 'Corrupt Charity'
      • "This government has been structured specifically to give an outward appearance of altruistic motives, though it's origins and operations are deeply rooted in subversion and criminal activity."
  • -60% Trade Value from Branch Offices
  • Trade Value lost from above modifier is converted into a scaling 'Volunteer Work' opinion modifier, up to +200 Opinion with enough work
  • Can construct 'Donation Collection Hubs' on Branch Offices
    • "This hub is the headquarters for donation campaigning across the planet, encouraging contributions to ongoing volunteer efforts. Most are delighted to contribute."
    • Provides 3 Clerk jobs to host planet
    • Branch Office Trade Value lost to above effects is recovered by this building based on host planet's population and demographics (without effecting 'Voluteer Work' generation), and will rise even above what it would normally be without this civic
      • +1.25% TV returned per Xenophile, Egalitarian, or Pacifist pop on planet
      • +0.75% TV returned per Spiritualist, Materialist, or Militarist pop on planet
      • +0.25% TV returned per Xenophobe or Authoritarian pop on planet
      • +0% TV returned per Undesirable, Slave, Non-sapient, or Pre-sapient pop on planet
  • Some Branch Office buildings are restyled, but have the same effects
  • Fast Food Chain --> Soup Kitchen
    • "Representatives from the megacharity are stationed here to pass out food to impoverished members of the host planet's society. The food is nutritious, although it's deliciousness is subject to debate and peer-reviewed study."
  • Mercenary Liaison Office --> Peacekeeper Corps
    • "On planets that seem constantly embroiled in conflict, Peacekeeper Corps sponsored by the megacharity are stationed to ensure that the sanctity of life is preserved."
  • Executive Retreat --> Arcology Park
    • "A sprawling park, terraformed with shining examples of the host planet's ecology and maintained by representatives from the megacharity, is a popular destination for both planetbound citizens and travelers from abroad."
  • Private Research Enterprises --> Crowdfunded Research Initiative
    • "Using the power of crowdfunding, scientists on this planet are given voices that they may not have had before, enhancing the sciences both on and off world."
  • Private Military Industries --> Charity-Sanctioned Megaforge
    • "Built by the megacharity, this forge provides grueling, yet fulfilling labor to those who may have found themselves unemployed for large amounts of time."
  • Private Mining Consortium --> Charity-Sanctioned Excavation Site
    • "In order to supplement charity efforts on this planet, this excavation site mines valuable minerals from an area designated by the host planet's government."



Building Better Worlds
"This megacorporation built itself on industrial, residential, and ecological development. With enough credits, worlds are like clay in their hands."

Cannot use Relentless Industrialists civic
  • -10% Building and District Cost
  • Non-Ship Shelter Capital Buildings provide an extra +1 Building Slot
  • +20% Terraforming Speed



Curatocracy
"This megacorporation focuses on trading and collecting ancient and valuable relics. Individuals have long used them in lieu of fiat or hard currency."

Cannot be Xenophobic
  • Empire starts with 10 Minor Artifacts
  • Can buy and sell Minor Artifacts in Trade Offers to other empires
  • +0.5% Trade Value per stored Minor Artifact
  • 1.5x Triumph Effects
    • e.g. +450% Megastructure Build Speed for Contingency Core, -30% Ship Upkeep for Cryo Core, 4 pops for Omnicodex, etc.
    • Prethoryn Brood-Queen, Javorian Pox Sample, Psionic Archive, The Last Baol, the Head of Zarqlan, and the Surveyor are unaffected



Blue Collar Corporatism
"This megacorporation has it's business largely pivoted toward the harvesting of raw resources and the production of goods, leading to the vast majority of those under their payroll being considered 'blue-collar' workers."

Cannot use White Collar Corporatism civic
  • Districts and Buildings that produce non-ruler 'Blue Collar' jobs produce one extra of each
    • Artificer, Artisan, Catalytic Technician, Chemist, Gas Refiner, Medical Worker, Metallurgist, Roboticist, Translucer, Crystal Miner, Farmer, Gas Extractor, Miner, Mote Harvester, Scrap Miner, Soldier, and Technician jobs are affected by this
  • Districts and Buildings that produce non-ruler 'White Collar' jobs produce one less of each, unless they already only produced one to begin with
    • Bureaucrat, Culture Worker, Death Chronicler, Manager, Priest, Researcher, and Clerk are affected by this
  • Some corporate buildings grant 1.5x output, determined more by flavor than actual output
    • Fast Food Chain, Private Military Industries, Private Mining Consortium, Mecenary Liason Office, Bio-Reprocessing Plants, COncealed Drug Labs, Wildcat Mining Operations, and Wrecking Yards are affected by this


White Collar Corporatism
"This megacorporation has it's business largely pivoted toward managing the flow of information and the providing of services, leading to the vast majority of those under their payroll being considered 'white-collar' workers."

Cannot use Blue Collar Corporatism civic
  • Districts and Buildings that produce non-ruler 'White Collar' jobs produce one extra of each
    • Bureaucrat, Culture Worker, Death Chronicler, Manager, Priest, Researcher, and Clerk are affected by this
  • Districts and Buildings that produce non-ruler 'Blue Collar' jobs produce one less of each, unless they already only produced one to begin with
    • Artificer, Artisan, Catalytic Technician, Chemist, Gas Refiner, Medical Worker, Metallurgist, Roboticist, Translucer, Crystal Miner, Farmer, Gas Extractor, Miner, Mote Harvester, Scrap Miner, Soldier, and Technician jobs are affected by this
  • Some corporate buildings grant 1.5x output, determined more by flavor than actual output
    • Amusement Megaplex, Private Research Enterprises, Public Relations Firm, Virtual Entertainment Studios, Xeno-Outreach Agency, Illicit Research Labs, Pirate Free Haven, Smuggler's Port, Syndicate Front Corporations, and Disimfortmation Center are affected by this



Galactic Travel Agency
"This megacorporation, having grown from a business that managed planetside travel in the past, now seeks to facilitate travel on a galaxy-wide scale for ever bigger profit."

Cannot be Xenophobe
Cannot use Criminal Syndicate civic
Cannot use Gospel of the Masses civic
Cannot use Research Conglomerate civic
  • +50 Immigration Pull
  • +50 Emigration Push for xeno pops
  • +100% Resettlement Chance
  • Migration Treaties cost no Influence
  • Can construct special buildings (Branch Office and otherwise) befitting a travel agency
    • Planetside Travel Network
      • "This bureaucratic complex manages the parent travel agency's efforts on this planet. From individuals going on vacation to entire communities migrating to other worlds, someone here is ready to assist you."
      • +100% Resettlement Chance
      • +3 Clerk Jobs
      • +10% Trade Value from Branch Office (Branch Office Only)
      • Parent MegaCorp gains 100 Energy Credits whenever a pop migrates to or from this world (Branch Office Only)
    • International Spaceport
      • "This massive planetside spaceport is a landing pad for any and all registered ships, greatly streamlining civilian and commercial travel."
      • +50 Emigration Push for xeno pops
      • +50 Immigration Pull
      • Pops that can freely migrate can automatically resettle to any world, within the same empire or not, that also has this building
      • +3 Clerk Jobs (Branch Office Only)
    • Traveller Accommodations
      • "More colloquially known as a 'hotel', this complex can house a multitude of individuals away from home travelling, awaiting accommodations, or simply needing a place to spend a night. Advanced technology allows rooms to adapt to the biological requirements of their guests."
      • +5 Housing
      • +3 Clerk Jobs
      • +5% Habitability (Branch Office Only)
      • +10% Trade Value from Branch Office (Branch Office Only)
      • Replaces Luxury Residences (Owned Planet Only)
  • Mercenary Liaison Office, Private Military Industries, and Private Mining Consortium cannot be constructed


Cooperativeization
"This megacorporation styles itself as a 'megacooperative', with every employee being a stockholder in the business from birth."

Must be Egalitarian
Cannot use Ruthless Capitalists civic
Cannot use Indentured Servitude civic
Cannot use Corporate Elitism civic
Cannot be Criminal Syndicate
  • Changes government type to Megacooperative, with a democratic election cycle (10 year ruler term)
    • Has precedence over Trade League, superseded by Megacharity, Megacollege, and Megachurch
    • "This government is an exceedingly-egalitarian plutocracy, sharing the profits of its various machinations equally with all under it's employ."
  • Unlocks the 'Megacooperative Employee' living standard
    • All strata have equal political power
    • All strata have 0.6x Upkeep, +5% Happiness, and +0.8 Trade Value per Pop
  • Disables Social Welfare, Decent Conditions, and Basic Subsistence living standards
  • +5 Stability
  • -15% Branch Office cost



Research Conglomerate
"This megacorporation came to be when a private university outpaced the scientific development of their homeworld's nation-states, using their technological advantage to subsume all they needed to be self-sufficient."

Must be some degree of Materialist
Cannot use Galactic Travel Agency civic
Cannot use Criminal Syndicate civic
  • Changes government type to Megacollege
    • Has precedence over Megacharity, Megacooperative, and Trade League, superseded by Criminal Syndicate
    • "This government is a form of materialistic plutocracy, sustaining itself by proliferating scientific knowledge and offering higher education in exchange for monetary compensation."
  • Allows the creation of Branch Offices with a Research Agreement as if it were a Commercial Agreement
  • Empire-Wide Trade Value production increased by +0.05% per Researcher job or equivalent within empire
  • Capital buildings replace some Executive jobs with Science Director jobs
  • Can construct' Satellite Campus' Branch Office building
    • +1 Science Director job
    • +1 Researcher job per 15 pops on planet
    • Planet produces 0.5 Trade Value for host MegaCorp per research unit produced by planet
    • "This sprawling campus is a regional alternative for those who are unwilling or unable to travel to the host megacollege for higher education. Not to be confused with a 'campus satellite'".
 
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evilcat

General
Jul 24, 2015
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Gaia Travel Corporate
Travel the Galaxy, see cosmic creatures, meat interesting xenos. Book the cruise now, they will not last forever.
+50 Migration Pull
+15% pops from migration (travel and reproduce)
+10% ammenity production

Must be Xenophile
Cant be crimelord

Having Travel Trourism corporate is fitting.
 
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Reedstilt

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Corporate Elitism
Seems like the Corporate Mega-Suites should be an unique upgraded version of the existing Executive Retreat, which currently provides +5% Trade Value for the Branch office planet and +10% Amenities to your Empire. The suggested +10% Empire Stability could be tacked onto that, or - since excess Amenities indirectly feed into increased Stability, it could boost Amenities further. As part of the Civic itself, Rulers could gain increased Political Power (which means they increase Stability more the happier they are). In that case, I'd have it out-right require Authoritarian though.

Nonprofit Organization
On a similar note, this one might benefit from unique Branch Office buildings. Swap out Fast Food Chains for Food Banks and Mercenary Liaison Offices for Peacekeeper Headquarters. Add in some Free Clinics (provide Medical Worker jobs). Stuff like that. These buildings wouldn't be as profitable as their counterparts (probably have higher upkeep costs - though the Donation Collection Hubs would offset that cost), but help generate extra Opinion and maybe some Diplomatic Weight.

Building Better Worlds
I could see this one getting a unique terraforming Branch office building, though I also imagine it'd be tricky to get it to work right in the game. Perhaps it unlocks a planetary decision for the host empire, allowing them terraform rapidly, with you receiving the bulk of the credits spent on the project. Afterward, the building is removed. Alternatively, perhaps it just out-right boosts habitability so the host doesn't need to terraform. You just reap the profits for helping them out.

Curatocracy
Maybe this one gets a building that can only be built on locations that have an Archaeological Site (both their own planets and their branch offices), providing a tiny trickle of Minor Artifacts (something on the order of 0.1 Artifacts per month). Alternatively - or additionally, they get an Auction House Branch office that converts Minor Artifacts into a whole lot of credits automatically.

As for the Triumph effect, I think cheaper activation costs / shorter cool down would be better. That way all Relics can be affected equally.
 

Merch991

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Cooperative Organization
This Megacooperative is based on strong principles of equality and shared profits.

Can use the Shared Profits living standard. (0.6 CG upkeep, +15% happiness for every pop. Unemployed pops generate more Trade Value). Most other living standards are not available.
Holds democratic election but rulers retain Agendas.
Branch Office Cost: -15%
Empire sprawl from pops: -10%
Every Branch Office Building generate +15% Egalitarian Ethic Attraction (local)

Must be Egalitarian.
Cannot be Xenophobe or Fan. xenophobe.
Cannot use Ruthless Capitalists civic.
(As a side note, this Civic changes gov type to Megacooperative)
 
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Quinzal

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I just wished they'd create a Corporate version of the Reanimator Civic.
Why didn't I think of that?

Post Mortem Employment
"This megacorporation practices necromancy in an effort to supplement it's workforce, with necromancers under their payroll receiving the pay of every reanimated employee. Death is no excuse to miss a shift!"
Cannot be Pacifist
  • Military Academies are replaced by Dread Encampment Buildings
  • Commercial Forums are replaced by 'Corporate Reanimation Centers'
    • "This nexus houses a cabal of necromancers under the employ of the megacorporation, helping to supplement their workforce without needing to ship employees from the empire."
    • +30% Branch Office Value
    • +1 Necromancer Jobs for the planet
    • -10% Happiness for pops on the planet if host empire is not a Reanimator
  • 33% chance to gain an Undead Army per killed army
  • Defeated organic leviathans can be resurrected
 
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OnyxAbussos

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Transportation Guild
((Obviously not all of these.. These are just brainstorms in the moment.))

* Migration Treaties do one or more of the following:
* * Cost no Influence
* * Provide a small Unity percent bonus.
* * Give +1 Planetary Stability.
* * Give a Trade Percent bonus.
* * OR... Branch Offices have access to special buildings that increase the planet's Immigration Push or Pull by X%. And some that give a Trade % Bonus based on the planet's total Immigration Push + total Immigration Pull. (Not cancelling each other out, but like adding the absolute values of each, cuz thry do both arrivals and departures).
* * * IF Branch Office is in a system with a functioning Gateway or with the starbase buildings that mess with pop relocation, theres another bonus of some kind.

[[Cannot be added or removed after game start.]]

[[Maybe make it so Commercial & Migration Pacts, while separate, automatically cause the other one too? So like they think they're just doing a commercial pact, but since you're the GUILD, that commercial pact has the effects of a migration pact too, like it or not... maybe?]]
 

ezno

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To have a interesting gameplay, I think nonprofit organisation should get bonuses depending on how many buildings are on the planet
 

Quinzal

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I liked the travel agency and cooperative ideas, so I rewrote them and added them. :oops:
 
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Peter34

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The problem with the corporate Mega-Suites giving +10 Stability (not +10%; it's not a percentage-affected stat) is that a Corporate polity can spam them, getting dozens f instances of cumulative +10 Stability.

Spamming is fine when it's a percentage bonus to Amenities or to Diplomatic Weight, or to Immigration Pull, but this wouldn't be a percentage bonus, it would be a flat bonus, and so it would be ridunkulously easy to achieve 100 Stability on every single planet in your Corporation, even if they're all chaotic shit-holes with no law and order, no Amenities, no nothing, just as long as the Suits don't have to live there more than maybe 2-3 months every 2 years.

So no, that's a very bad idea. I haven't looked at the other contents of your post, but I wanted to speak up about this one.

Also look at the "Venture" mod in the Workshop, which does indeed add a lot of Corporate Civics, including at least a couple that sound like yours.
 

52flyingbicycles

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Corporate Elitism
"This megacorporation is well known for having a seemingly untouchable elite caste. Executives need not leave their climate controlled mega-suites, lest they lay eyes on the unwashed workers below."
Cannot be Egalitarian
  • +10% Ruler Output
  • Worker-class Pops contribute 3x to Crime when under 40% Happiness
  • Can construct 'Corporate Mega-Suites' on Branch Offices
    • "This miniature arcology is privately owned by a corporate executive, to allow them to live a peaceful life away from any turbulence that may be occuring in their home empire."
    • +10% Stability to all Empire worlds


Nonprofit Organization
"This megacorporation engages in a multitude of volunteer and philanthropist practices. The smiles (and some small donations) are payment enough."
Cannot be Xenophobic
Cannot be Criminal Syndicate
Cannot use Ruthless Capitalists civic
Cannot use Indentured Servitude civic
  • Changes government type to Megacharity, with a democratic election cycle (10 year ruler term)
    • Has precedence over Megacooperative
  • -60% Trade Value from Branch Offices
  • Trade Value lost from above modifier is converted into a scaling 'Volunteer Work' opinion modifier, up to +200 Opinion with enough work
  • Can construct 'Donation Collection Hubs' on Branch Offices
    • "This hub is the headquarters for donation campaigning across the planet, encouraging contributions to ongoing volunteer efforts. Most are delighted to contribute."
    • +2.5 Energy Credits per Xenophile pop on the planet, +1 Energy Credits per Xenophobe pop on the planet, +0 from pre-sapients and non-sapient Robots, +1.75 from all other types
  • Some Branch Office buildings are restyled, but have the same effects
  • Fast Food Chain --> Soup Kitchen
    • "Representatives from the megacharity are stationed here to pass out food to impoverished members of the host planet's society. The food is nutritious, although it's deliciousness is subject to debate and peer-reviewed study."
  • Mercenary Liaison Office --> Peacekeeper Corps
    • "On planets that seem constantly embroiled in conflict, Peacekeeper Corps sponsored by the megacharity are stationed to ensure that the sanctity of life is preserved."
  • Executive Retreat --> Arcology Park
    • "A sprawling park, terraformed with shining examples of the host planet's ecology and maintained by representatives from the megacharity, is a popular destination for both planetbound citizens and travelers from abroad."
  • Private Research Enterprises --> Crowdfunded Research Initiative
    • "Using the power of crowdfunding, scientists on this planet are given voices that they may not have had before, enhancing the sciences both on and off world."
  • Private Military Industries --> Charity-Sanctioned Megaforge
    • "Built by the megacharity, this forge provides grueling, yet fulfilling labor to those who may have found themselves unemployed for large amounts of time."
  • Private Mining Consortium --> Charity-Sanctioned Excavation Site
    • "In order to supplement charity efforts on this planet, this excavation site mines valuable minerals from an area designated by the host planet's government, so as to construct bigger and better soup kitchens."



Building Better Worlds
"This megacorporation built itself on industrial, residential, and ecological development. With enough credits, worlds are like clay in their hands."
  • -10% Building and District Cost
  • +2 Building Slots
  • +20% Terraforming Speed


Curatocracy
"This megacorporation focuses on trading and collecting ancient and valuable relics. Individuals have long used them in lieu of fiat or hard currency."
Cannot be Xenophobe
  • Empire starts with 10 Minor Artifacts
  • Can buy and sell Minor Artifacts in Trade Offers to other empires
  • +0.5% Trade Value per stored Minor Artifact
  • 1.5x Triumph Effects
    • e.g. +450% Megastructure Build Speed for Contingency Core, -30% Ship Upkeep for Cryo Core, 4 pops for Omnicodex, etc.
    • Prethoryn Brood-Queen, Javorian Pox Sample, Psionic Archive, The Last Baol, the Head of Zarqlan, and the Surveyor are unaffected


Blue Collar Corporatism
"This megacorporation has it's business largely pivoted toward the harvesting of raw resources and the production of goods, leading to the vast majority of those under their payroll being considered 'blue-collar' workers."
Cannot have White Collar Corporatism
  • Districts and Buildings that produce non-ruler 'Blue Collar' jobs produce one extra of each
    • Artificer, Artisan, Catalytic Technician, Chemist, Gas Refiner, Medical Worker, Metallurgist, Roboticist, Translucer, Crystal Miner, Farmer, Gas Extractor, Miner, Mote Harvester, Scrap Miner, Soldier, and Technician jobs are affected by this
  • Districts and Buildings that produce non-ruler 'White Collar' jobs produce one less of each, unless they already only produced one to begin with
    • Bureaucrat, Culture Worker, Death Chronicler, Manager, Priest, Researcher, and Clerk are affected by this
  • Some corporate buildings grant 1.5x output, determined more by flavor than actual output
    • Fast Food Chain, Private Military Industries, Private Mining Consortium, Mecenary Liason Office, Bio-Reprocessing Plants, COncealed Drug Labs, Wildcat Mining Operations, and Wrecking Yards are affected by this


White Collar Corporatism
"This megacorporation has it's business largely pivoted toward managing the flow of information and the providing of services, leading to the vast majority of those under their payroll being considered 'white-collar' workers."
Cannot have Blue Collar Corporatism
  • Districts and Buildings that produce non-ruler 'White Collar' jobs produce one extra of each
    • Bureaucrat, Culture Worker, Death Chronicler, Manager, Priest, Researcher, and Clerk are affected by this
  • Districts and Buildings that produce non-ruler 'Blue Collar' jobs produce one less of each, unless they already only produced one to begin with
    • Artificer, Artisan, Catalytic Technician, Chemist, Gas Refiner, Medical Worker, Metallurgist, Roboticist, Translucer, Crystal Miner, Farmer, Gas Extractor, Miner, Mote Harvester, Scrap Miner, Soldier, and Technician jobs are affected by this
  • Some corporate buildings grant 1.5x output, determined more by flavor than actual output
    • Amusement Megaplex, Private Research Enterprises, Public Relations Firm, Virtual Entertainment Studios, Xeno-Outreach Agency, Illicit Research Labs, Pirate Free Haven, Smuggler's Port, Syndicate Front Corporations, and Disimfortmation Center are affected by this


Post Mortem Employment
"This megacorporation practices necromancy in an effort to supplement it's workforce, with necromancers under their payroll receiving the pay of every reanimated employee. Death is no excuse to miss a shift!"
Cannot be Pacifist
  • Military Academies are replaced by Dread Encampment Buildings
  • Commercial Forums are replaced by 'Corporate Reanimation Centers'
    • "This nexus houses a cabal of necromancers under the employ of the megacorporation, helping to supplement their workforce without needing to ship employees from the empire."
    • +30% Branch Office Value
    • +1 Necromancer Jobs for the planet
    • -10% Happiness for pops on the planet if host empire is not a Reanimator
  • 33% chance to gain an Undead Army per killed army
  • Defeated organic leviathans can be resurrected


Galactic Travel Agency
"This megacorporation, having grown from a business that managed planetside travel in the past, now seeks to facilitate travel on a galaxy-wide scale for ever bigger profit."
Cannot be Xenophobe
Cannot be Criminal Syndicate
Cannot be Gospel of the Masses
  • +50 Immigration Pull
  • +50 Emigration Push for xeno pops
  • +100% Resettlement Chance
  • Migration Treaties cost no Influence
  • Can construct special Branch Office buildings befitting a travel agency
    • Planetside Travel Network
      • "This bureaucratic complex manages the parent travel agency's efforts on this planet. From individuals going on vacation to entire communities migrating to other worlds, someone here is ready to assist you."
      • +3 Clerk Jobs
      • +50 Emigration Push for xeno pops
      • +50 Immigration Pull
    • International Spaceport
      • "This massive planetside spaceport is a landing pad for any and all registered ships, greatly streamlining civilian and commercial travel."
      • +100% Resettlement Chance
      • +3 Clerk Jobs
      • Instantly gain 50 Energy Credits whenever a pop migrates
      • +10% Trade Value from Branch Office
    • Traveller Accommodations
      • "More colloquially known as a 'hotel', this complex can house a multitude of individuals away from home travelling, awaiting accommodations, or simply needing a place to spend a night. Advanced technology allows rooms to adapt to the biological requirements of their guests."
      • +5 Housing
      • +3 Clerk Jobs
      • +5% Habitability
      • +10% Trade Value from Branch Office
  • Mercenary Liaison Office, Private Military Industries, and Private Mining Consortium cannot be constructed


Cooperativeization
"This megacorporation styles itself as a 'megacooperative', with every employee being a stockholder in the business from birth."
Must be Egalitarian
Cannot use Ruthless Capitalists civic
Cannot use Indentured Servitude civic
Cannot be Criminal Syndicate
  • Changes government type to Megacooperative, with a democratic election cycle (10 year ruler term)
    • Superseded by Megacharity
  • Unlocks the 'Megacooperative Employee' living standard
    • All strata have equal political power
    • All strata have 0.6x Upkeep, +5% Happiness, and +0.8 Trade Value per Pop
  • Disables Social Welfare, Decent Conditions, and Basic Subsistence living standards
  • +5 Stability
  • -15% Branch Office cost
A megacooperative should be allowed to be a criminal syndicate. Like an illegalist ideology
 
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