While MegaCorps are not that bad, I feel like they’re extremely binary and lack a lot of depth in play. The base factions are pretty good, machine empires add a few strong, unique ways to play, and hive minds, while lacking in civics, I feel overall have solid design and at least two distinct ways to play. But MegaCorps lack real personalities of their own aside from spamming Branch Offices. Pros vs cons:
Pros:
I guess to sum it up, my issue with MegaCorps is that they’re pretty much locked into one style of Xenophilic passive tech rush style of gameplay which is significantly reliant on the RNG of whether there are places to stick down Branch Offices and is honestly beaten by regular Technocrats. It's all about Branch Offices, the actual empire matters little, and as a result, there's little to no variation in gameplay style. (If you want more info, read the spoiler above)
Now, I’m not that experienced with MegaCorps (only a few wins on A and a win on GA) so maybe I’m making some incorrect assumptions here, if so and you’re an experienced player, feel free to correct me, but after some pretty lengthy discussion on the forums and a fair bit of gameplay, this is the conclusion I've come to.
The idea here is to give MegaCorps something economically unique of their own that has a large impact on gameplay. Not like you hedge your bets on Branch Offices and do everything you can to invest in them while hoping for the best; something with actual consistent and long term impact on gameplay. MegaCorps seem to be most focused on generating trade value and then energy. Anyone can do energy, but if MegaCorps were to specialize in trade value and have different bonuses from a regular empire it would make them very unique. It would also allow a variety of different playstyles based on Civics and Trade Policies.
A List of Things to do to Make Megacorps More Solid:
In order to give MegaCorps some additional oomph and expand their playstyles, their civics would need to be buffed rather drastically. In terms of civics, there are two categories of civics that this system would have. There would be game-changers and policy civics. Game changers would heavily impact gameplay; policy civics would slightly change gameplay and also add unique, very strong policies. I’m willing to accept that some of my ideas for Civics/Policies might need some numbers adjusted, but it’s mostly the general framework of Civics/Trade Policies improving gameplay that I’m trying to showcase.
Some ideas for Game Changers:
Pros:
- +20 admin cap at the start
- You can now build Branch Offices
- +50% empire sprawl penalty hits hard since everyone goes over admin cap
- Can’t go fanatic egalitarian or fanatic authoritarian (this is fine)
- Locked into Oligarchy (though I guess that’s not bad/surprising)
- The civics are overall just bad
- There’s not a lot of ways to get more admin cap compared to other empires
(Just as a side note, I’m analyzing MegaCorps primarily for Singleplayer at higher difficulties here, and not really multiplayer at the moment.)
+20 admin cap is nice but you can’t get Imperial Prerogative and your civics don’t give as much admin cap, and you really need that admin cap badly due to the +50% penalty. Honestly, I’d rather have normal empire admin cap as opposed to +20 at the start; it’s easy enough to get admin cap on a normal empire.
Between their lack of good civics, poor ability to gain admin cap, and +50% sprawl penalty, MegaCorps simply can’t keep up with regular empires using standard expansion strategies, whether tall or wide, using regular expansion MegaCorp is easily outcompeted. Of course, that’s not factoring in Branch Offices.
In return for the penalties, MegaCorps get Branch Offices. The question of whether Branch Offices and MegaCorps are good or bad comes down to whether Branch Offices make up for the other ways that MegaCorps are penalized. The answer is something of a mixed response, yes, and no.
It goes without saying that Branch Offices are pretty much the most effective use of admin cap short of pretty much fully populated high tech building worlds or ringworlds and ecumenopolises. And in the early through early mid-game, fully populated high tech worlds, ringworlds, and ecumenopolises aren’t around, so Branch Offices are the most effective usage of admin cap by quite a bit. So in theory by spamming Branch Offices, a MegaCorp should be able to keep up through most of the early and mid game with a regular empire even in spite of its sprawl and subpar civics. After the mid-game, the MegaCorp should then theoretically be teched up to the point at which they can spam repeatables or get more admin cap efficient living space, such as ringworlds and ecumenopolises. The problem is that this theory doesn’t actually translate so seamlessly in-game and introduces a lot of limitations to the style of play of MegaCorps.
As outlined above, MegaCorps need to spam Branch Offices to win. But to spam Branch Offices, there need to be empires who will let you make commercial pacts with them so that you can build Branch Offices on their worlds. This pretty much locks MegaCorps into a Xenophilic build, meanwhile, their Sprawl locks them into a tech rush/economical build. To get those commercial pacts you need high opinion which usually requires Independence Guarantees and gifts. But the cost of maintaining all those commercial pacts and guarantees is not cheap in terms of influence, so if you don’t take xenophile, you probably won’t even have any influence to build the Branch Offices.
Also, going to war just generally isn’t practical for MegaCorps in the early game. It’s not like you need to humiliate since you don’t really need to expand. Subsidiaries only give Energy, and Energy, while nice to have, economically is not half as useful as Minerals; ultimately winning a war is not worth the investment in Alloys that could otherwise be going into CGs and tech/infrastructure. And conquest is a bad idea since going over your admin cap hits you rather hard. So generally, playing it passive and tech rushing as a MegaCorp is the way to go since none of the war options are great for MegaCorps in relation to what they give MegaCorps.
I’d imagine that most successful MegaCorp players are going some mix of Materialist or Egalitarian or Authoritarian with Xenophile. While there are minute variations, all the strong playstyles of MegaCorp are pretty much the same thing; builds that are meant to tech up while also building Branch Offices wherever they can in the Galaxy.
And the reliance on Commercial Pacts and Branch Offices with other empires introduces some serious RNG factors. Machine, Hiveminds, other MegaCorps, and empires with diametrically opposed ethics will usually be impossible (or nearly that) to get Commercial pacts with. That’s maybe 3-4 out of 5 empires that won’t be willing to Commercial Pact with you. But then, there’s also the distinct possibility that empires that seem like they should want to Commercial Pact with you simply won’t want to, eliminating maybe another 1 out of two empires that would’ve done a Commercial Pact with you. That leaves maybe 1 in 10 to 1 in 5 empires in the galaxy that you can get Branch Offices in, and if you can’t get those Branch Offices, you’re just screwed. And that’s not even accounting for the possibility a Criminal Syndicate or other MegaCorp has already placed a Branch Office down on their capital.
+20 admin cap is nice but you can’t get Imperial Prerogative and your civics don’t give as much admin cap, and you really need that admin cap badly due to the +50% penalty. Honestly, I’d rather have normal empire admin cap as opposed to +20 at the start; it’s easy enough to get admin cap on a normal empire.
Between their lack of good civics, poor ability to gain admin cap, and +50% sprawl penalty, MegaCorps simply can’t keep up with regular empires using standard expansion strategies, whether tall or wide, using regular expansion MegaCorp is easily outcompeted. Of course, that’s not factoring in Branch Offices.
In return for the penalties, MegaCorps get Branch Offices. The question of whether Branch Offices and MegaCorps are good or bad comes down to whether Branch Offices make up for the other ways that MegaCorps are penalized. The answer is something of a mixed response, yes, and no.
It goes without saying that Branch Offices are pretty much the most effective use of admin cap short of pretty much fully populated high tech building worlds or ringworlds and ecumenopolises. And in the early through early mid-game, fully populated high tech worlds, ringworlds, and ecumenopolises aren’t around, so Branch Offices are the most effective usage of admin cap by quite a bit. So in theory by spamming Branch Offices, a MegaCorp should be able to keep up through most of the early and mid game with a regular empire even in spite of its sprawl and subpar civics. After the mid-game, the MegaCorp should then theoretically be teched up to the point at which they can spam repeatables or get more admin cap efficient living space, such as ringworlds and ecumenopolises. The problem is that this theory doesn’t actually translate so seamlessly in-game and introduces a lot of limitations to the style of play of MegaCorps.
As outlined above, MegaCorps need to spam Branch Offices to win. But to spam Branch Offices, there need to be empires who will let you make commercial pacts with them so that you can build Branch Offices on their worlds. This pretty much locks MegaCorps into a Xenophilic build, meanwhile, their Sprawl locks them into a tech rush/economical build. To get those commercial pacts you need high opinion which usually requires Independence Guarantees and gifts. But the cost of maintaining all those commercial pacts and guarantees is not cheap in terms of influence, so if you don’t take xenophile, you probably won’t even have any influence to build the Branch Offices.
Also, going to war just generally isn’t practical for MegaCorps in the early game. It’s not like you need to humiliate since you don’t really need to expand. Subsidiaries only give Energy, and Energy, while nice to have, economically is not half as useful as Minerals; ultimately winning a war is not worth the investment in Alloys that could otherwise be going into CGs and tech/infrastructure. And conquest is a bad idea since going over your admin cap hits you rather hard. So generally, playing it passive and tech rushing as a MegaCorp is the way to go since none of the war options are great for MegaCorps in relation to what they give MegaCorps.
I’d imagine that most successful MegaCorp players are going some mix of Materialist or Egalitarian or Authoritarian with Xenophile. While there are minute variations, all the strong playstyles of MegaCorp are pretty much the same thing; builds that are meant to tech up while also building Branch Offices wherever they can in the Galaxy.
And the reliance on Commercial Pacts and Branch Offices with other empires introduces some serious RNG factors. Machine, Hiveminds, other MegaCorps, and empires with diametrically opposed ethics will usually be impossible (or nearly that) to get Commercial pacts with. That’s maybe 3-4 out of 5 empires that won’t be willing to Commercial Pact with you. But then, there’s also the distinct possibility that empires that seem like they should want to Commercial Pact with you simply won’t want to, eliminating maybe another 1 out of two empires that would’ve done a Commercial Pact with you. That leaves maybe 1 in 10 to 1 in 5 empires in the galaxy that you can get Branch Offices in, and if you can’t get those Branch Offices, you’re just screwed. And that’s not even accounting for the possibility a Criminal Syndicate or other MegaCorp has already placed a Branch Office down on their capital.
I guess to sum it up, my issue with MegaCorps is that they’re pretty much locked into one style of Xenophilic passive tech rush style of gameplay which is significantly reliant on the RNG of whether there are places to stick down Branch Offices and is honestly beaten by regular Technocrats. It's all about Branch Offices, the actual empire matters little, and as a result, there's little to no variation in gameplay style. (If you want more info, read the spoiler above)
Now, I’m not that experienced with MegaCorps (only a few wins on A and a win on GA) so maybe I’m making some incorrect assumptions here, if so and you’re an experienced player, feel free to correct me, but after some pretty lengthy discussion on the forums and a fair bit of gameplay, this is the conclusion I've come to.
The idea here is to give MegaCorps something economically unique of their own that has a large impact on gameplay. Not like you hedge your bets on Branch Offices and do everything you can to invest in them while hoping for the best; something with actual consistent and long term impact on gameplay. MegaCorps seem to be most focused on generating trade value and then energy. Anyone can do energy, but if MegaCorps were to specialize in trade value and have different bonuses from a regular empire it would make them very unique. It would also allow a variety of different playstyles based on Civics and Trade Policies.
A List of Things to do to Make Megacorps More Solid:
- Only 2 Ethic Points and fewer/-50% influence from factions but +0.5 Influence, no fanatics, can take opposing civics (auth egal, etc, egal would need a buff though)
- In addition to +20 Admin cap/+50% Sprawl Penalty, +20% trade value/only 1 year to change policies (preferably just trade policies)
- Way more/stronger trade policies
- Strong civics tied to trade, dramatically changing civics
- Wealth Creation: (1.25 Energy)
- Consumer Benefits: ( 0.75 Energy 0.25 Consumer Goods)
- Marketplace of Ideas: (0.5 Energy 0.2 Unity 0.1 Society Research)
- Mineral Multilateral Exchange: (0.8 Energy 0.45 Minerals)
- Agricultural Amortization: (0.8 Energy 0.45 Food)
In order to give MegaCorps some additional oomph and expand their playstyles, their civics would need to be buffed rather drastically. In terms of civics, there are two categories of civics that this system would have. There would be game-changers and policy civics. Game changers would heavily impact gameplay; policy civics would slightly change gameplay and also add unique, very strong policies. I’m willing to accept that some of my ideas for Civics/Policies might need some numbers adjusted, but it’s mostly the general framework of Civics/Trade Policies improving gameplay that I’m trying to showcase.
Some ideas for Game Changers:
- Intrinsic Mercantilism: Clerks Produce an Additional 1 Trade Value and 1 Amenity; all other workers produce one less resource but also 1 trade value.
- Extraplanetary Privatization: Starbase upgrades cost double the alloy cost in energy instead of alloys. Starbases/parts have -60% upkeep; Starbases give +2 to admin cap
- Gospel of the Masses: Can just stay what it is, it'd be hella good
- Private Prospectors: Colony ships can cost 800 energy instead of what they normally cost; +10% to Mineral Output (planetary prospecting costs no influence)
- Indentured Assets: Slaves +20% trade value produced, -50% to resettlement cost, Pop ratio 40%
- Free Traders: +25% to Branch office value, Branch offices add 0 to empire sprawl, sprawl penalty +50%, commercial pacts cost no influence, cannot be added or removed after the start of the game
- Trading Posts: +4 to Starbase Capacity. Border Friction instead increases opinion with factions that can trade. Build outpost influence cost scales 80% less with distance. Starbases give an additional +2 to empire cohesion. (+2 Trade value for each hyper lane connecting to another empire if possible)
- Naval Contractors: +10% to Naval Cap, ship alloy upkeep replaced with 2x the cost in Energy, +15% Research in Propulsion, Particles, and Military Theory (might switch it to something with trade protection/piracy)
- Private Military Companies: Adds Chief Security Officer jobs that replace Executives, (capital building levels) +0 in RSS, +1 in PA, +1 in PC, +2 in PCC, Chief Security Officers add +4 Trade Value, +3 Unity, +3 Planetary Defense Armies, and +100 to army starting experience; Soldiers give +2 Trade Value and enforcers give +3 Trade value.
- Zero-G Production: Mining districts -1 housing -1 job; 4x Starbase Building output; new starbase module: Orbital Fracking Terminal (0.25x system mining station output, 2 energy upkeep); new starbase building 1: Ore Processing Center (doubles Orbital Fracking Terminal output, costs 150 alloys, 2 energy upkeep); new starbase building 2: Zero-G Smeltery (triples Orbital Fracking Terminal output, costs 500 alloys and 50 of each of the rare resources, 2 energy upkeep); new starbase building 3: Matter Manipulation Facility (quadruples Orbital Fracking Terminal output, costs 3000 alloys and 100 dark matter, 10 energy/1 dark matter upkeep). (as a note, the buildings stack multiplicatively, so with all three that's 6x system mining station output per Fracking Terminal).
-
Instead of giving flat amounts of whatever the building usually gave, Criminal Syndicate buildings would instead steal a percentage of whatever the planet was producing and also give extra jobs in that area. For example, Illicit Research labs would instead give 2 researcher jobs, but in return, the Branch Office would produce 20% of the tech produced by the planet for the Criminal Syndicate. Similarly, Wildcat Mining Operations would give 4 Miner Jobs but produce 8 minerals plus 10% of the planet's mineral output. All of the Criminal Syndicate Branch office buildings would be modified to do similarly steal production while providing useful jobs. All the buildings would produce the crime they do now, but none would produce trade value. That, however, would be a little overpowered, so Criminal Syndicate branch offices would now also cost 4 empire sprawl instead of 2. But, the effects of the buildings would scale linearly with the amount of crime on the planet, up to +200% output at 100% crime (+90% output at 45% crime, etc.). Removing a Syndicate Branch Office would also be a decision and not a result of going to 0 crime. It would cost 2000 Energy and 100 Influence to remove the Branch Office which would take 1 year. However, the amount of crime would cause the cost to scale linearly by +400% at 100% crime (10000 Energy and 500 Influence) and the time to scale to +900% to 10 years. Once removed, a Criminal Syndicate Branch office could not be reintroduced for another 20-30 years.
- Military Industrial Complex: Half the Alloy cost of military ships are replaced with four times the original price in energy (100 alloys originally = 50 alloys/400 energy); Industrial Militarization policy: ( 0.2 Energy 0.1 Alloys, -50% energy and alloy cost to ships, -75% ship build time)
- Adaptable Management: Time to change Policies lowered to 3 months; Convoluted Commercialism policy (0.3 Energy 0.3 Minerals 0.3 Food 0.2 Alloys, +5% Amenities from Jobs)
- Media Conglomerate: +5% to pop happiness, -5% to war exhaustion; Pervasive Propaganda policy (0.25 Energy, -50 Crime, +500% Governing Ethics Attraction, -75% influence cost to suppress/promote factions)
- Institutionalized Elitism: Capital Buildings replace some Executive jobs with Noble jobs (exactly like Aristocratic Elite); Peace for the Peasants policy (2.25 Energy, +5% pop happiness, +400% ship upkeep)
- Brand Loyalty: +10% Unity; Encourage Employment policy (1 Energy, -50% time to demote, +50% Governing Ethics Attraction, unemployed pops give +1 trade value)
- Advanced Linguistics Department: +20 Opinion with all other factions, +50 trust cap, +50% Energy from Commercial Pacts and no influence cost for Migration Treaties; Compensated Conversation policy (0.75 Energy +0.2 Unity, +50% Governing Ethics Attraction, +50% pop growth from immigration)
- Ruthless Competition: +10% Output from Rulers, +1 to leader Level cap. Advertise Adversaries policy (0.4 Energy +0.1 Unity, +300% leader experience gain, +100% influence gain from rivalries, -20% claim influence cost)
- Roots in Research: +50% chance of finding rare technologies. Science Ships have -50% upkeep and scientists have -75% upkeep and +10 years to their lifespans. Reward Research policy (0.6 Energy 0.1 Physics/Society/Engineering research 0.1 Unity)
7/7/19
Money for Minerals => Mineral Multilateral Exchange
Indentured Assets also gives +5% happiness for non-slaves
7/9/19
-Consumer Benefits: ( 0.7 Energy 0.25 Consumer Goods) => (0.75 Energy 0.25 Consumer Goods)
Mineral Multilateral Exchange: (0.8 Energy 0.4 Minerals) => (0.8 Energy 0.45 Minerals)
Agricultural Amortization: (0.8 Energy 0.4 Food) => (0.8 Energy 0.45 Food)
-Extraplanetary Privatization: Aside from the first 200 alloy upgrade, Starbase upgrades cost double the alloy cost in energy instead of alloys. Starbases/parts have -80% upkeep; the starbase expansion tradition instead causes starbases to give +2 to Admin Cap
VVVVVVVVVVVVVVVVVVVVV
Extraplanetary Privatization: Starbase upgrades cost double the alloy cost in energy instead of alloys. Starbases/parts have -60% upkeep; Starbases give +2 to admin cap
-Free Traders: 1 Sprawl per Branch Office => No Sprawl
-Trading Posts collection range changed to no change, cost now scales 80% less instead of 100% less
-Naval Contractors: allows the construction of a ship (like Shipyards), increases naval capacity by 2, +5 trade value. => starbase building gives the ability to produce 2 more ships in the system, +3 Trade Protection range and +30 Trade Protection, +10 Trade Value, and +2 Soldier Jobs in the system. costs 350 Alloys
-Private Military Companies: Adds Chief Security Officer jobs that replace Executives, (capital building levels) +0 in RSS, +1 in PA, +1 in PC, +2 in PCC, Chief Security Officers add +4 Naval Cap, +3 Planetary Defense Armies, +4 Trade Value, +3 Unity, -25 Crime, +100 to army starting experience; the civic also adds +20% army damage to empire
VVVVVVVVVVVVVVVVVVVVVV
Private Military Companies: Adds Chief Security Officer jobs that replace Executives, (capital building levels) +0 in RSS, +1 in PA, +1 in PC, +2 in PCC, Chief Security Officers add +4 Trade Value, +3 Unity, +3 Planetary Defense Armies, and +100 to army starting experience; Soldiers give +1 Trade Value and enforcers give +2 Trade value.
-Industrial Militarization policy: (0.2 Energy 0.4 Alloys, -75% energy costs to ships) => ( 0.2 Energy 0.2 Alloys, -50% energy and alloy cost to ships, -50% ship build time)
-Pervasive Propaganda policy (0.75 Energy, -10% Consumer Goods upkeep cost on pops, +100% Governing Ethics Attraction) => (0.5 Energy, -50 Crime, +500% Governing Ethics Attraction, -75% cost to suppress/promote factions)
-Advertise Adversaries policy (0.5 Energy +0.15 Alloys +0.15 Unity, +100% leader experience gain) => (0.4 Energy +0.1 Unity, +300% leader experience gain, +50% influence gain from rivalries, -20% claim influence cost)
-Reward Research policy (0.6 Energy 0.1 Physics/Society/Engineering research) => (0.6 Energy 0.1 Physics/Society/Engineering research 0.1 Unity)
-Convoluted Commercialism policy (0.2 Energy 0.2 Minerals 0.2 Food 0.2 Consumer Goods 0.2 Alloys, +5% Amenities from Jobs) => (0.3 Energy 0.3 Minerals 0.3 Food 0.2 Alloys, +5% Amenities from Jobs)
7/10/19
-no more taking opposing Ethics
-Trading Posts: +2 to Starbase Capacity. Border Friction instead increases opinion with factions that can trade. Build outpost influence cost scales 80% less with distance. Starbases give an additional +2 to empire cohesion. Starbase building resource/unity/tech output quadrupled.
VVVVVVVVVVVVVVVVVVVVVVV
Trading Posts: +4 to Starbase Capacity. Border Friction instead increases opinion with factions that can trade. Build outpost influence cost scales 80% less with distance. Starbases give an additional +2 to empire cohesion. (+2 Trade value for each hyper lane connecting to another empire if possible)
-Private Military Contractors: Soldiers give +2 Trade Value and enforcers give +3 Trade value.
-Industrial Militarization 0.2 Alloys => 0.1 Alloys, -50% ship build time => -75% ship build time
-MegaCorp base +15% to trade value => +20% to trade value
-Technical Expertise: Generator districts are removed and replaced with City Districts, -2 Housing in city districts; clerks now give +3 energy/+3 trade value
VVVVVVVVVVVVVVVVVVVVVVV
Intrinsic Mercantilism: Clerks Produce an Additional 2 Trade Value; all other workers produce one less resource but also an additional 1 trade value.
-Naval Contractors: +10% to Naval Cap, Shipyards replaced with Contractor Hubs, allows the construction of a ship (like Shipyards), increases naval capacity by 2, +5 trade value. Ship alloy upkeep replaced with 2x the cost in Energy.
VVVVVVVVVVVVVVVVVVVVVVV
Naval Contractors: +10% to Naval Cap, ship alloy upkeep replaced with 2x the cost in Energy, +15% Research in Propulsion, Particles, and Military Theory
-Advertise Adversaries policy +50% rivalry influence gain => +100 rivalry influence gain
7/12/19
-readded opposing civics
-added Zero-G Production
Money for Minerals => Mineral Multilateral Exchange
Indentured Assets also gives +5% happiness for non-slaves
7/9/19
-Consumer Benefits: ( 0.7 Energy 0.25 Consumer Goods) => (0.75 Energy 0.25 Consumer Goods)
Mineral Multilateral Exchange: (0.8 Energy 0.4 Minerals) => (0.8 Energy 0.45 Minerals)
Agricultural Amortization: (0.8 Energy 0.4 Food) => (0.8 Energy 0.45 Food)
-Extraplanetary Privatization: Aside from the first 200 alloy upgrade, Starbase upgrades cost double the alloy cost in energy instead of alloys. Starbases/parts have -80% upkeep; the starbase expansion tradition instead causes starbases to give +2 to Admin Cap
VVVVVVVVVVVVVVVVVVVVV
Extraplanetary Privatization: Starbase upgrades cost double the alloy cost in energy instead of alloys. Starbases/parts have -60% upkeep; Starbases give +2 to admin cap
-Free Traders: 1 Sprawl per Branch Office => No Sprawl
-Trading Posts collection range changed to no change, cost now scales 80% less instead of 100% less
-Naval Contractors: allows the construction of a ship (like Shipyards), increases naval capacity by 2, +5 trade value. => starbase building gives the ability to produce 2 more ships in the system, +3 Trade Protection range and +30 Trade Protection, +10 Trade Value, and +2 Soldier Jobs in the system. costs 350 Alloys
-Private Military Companies: Adds Chief Security Officer jobs that replace Executives, (capital building levels) +0 in RSS, +1 in PA, +1 in PC, +2 in PCC, Chief Security Officers add +4 Naval Cap, +3 Planetary Defense Armies, +4 Trade Value, +3 Unity, -25 Crime, +100 to army starting experience; the civic also adds +20% army damage to empire
VVVVVVVVVVVVVVVVVVVVVV
Private Military Companies: Adds Chief Security Officer jobs that replace Executives, (capital building levels) +0 in RSS, +1 in PA, +1 in PC, +2 in PCC, Chief Security Officers add +4 Trade Value, +3 Unity, +3 Planetary Defense Armies, and +100 to army starting experience; Soldiers give +1 Trade Value and enforcers give +2 Trade value.
-Industrial Militarization policy: (0.2 Energy 0.4 Alloys, -75% energy costs to ships) => ( 0.2 Energy 0.2 Alloys, -50% energy and alloy cost to ships, -50% ship build time)
-Pervasive Propaganda policy (0.75 Energy, -10% Consumer Goods upkeep cost on pops, +100% Governing Ethics Attraction) => (0.5 Energy, -50 Crime, +500% Governing Ethics Attraction, -75% cost to suppress/promote factions)
-Advertise Adversaries policy (0.5 Energy +0.15 Alloys +0.15 Unity, +100% leader experience gain) => (0.4 Energy +0.1 Unity, +300% leader experience gain, +50% influence gain from rivalries, -20% claim influence cost)
-Reward Research policy (0.6 Energy 0.1 Physics/Society/Engineering research) => (0.6 Energy 0.1 Physics/Society/Engineering research 0.1 Unity)
-Convoluted Commercialism policy (0.2 Energy 0.2 Minerals 0.2 Food 0.2 Consumer Goods 0.2 Alloys, +5% Amenities from Jobs) => (0.3 Energy 0.3 Minerals 0.3 Food 0.2 Alloys, +5% Amenities from Jobs)
7/10/19
-no more taking opposing Ethics
-Trading Posts: +2 to Starbase Capacity. Border Friction instead increases opinion with factions that can trade. Build outpost influence cost scales 80% less with distance. Starbases give an additional +2 to empire cohesion. Starbase building resource/unity/tech output quadrupled.
VVVVVVVVVVVVVVVVVVVVVVV
Trading Posts: +4 to Starbase Capacity. Border Friction instead increases opinion with factions that can trade. Build outpost influence cost scales 80% less with distance. Starbases give an additional +2 to empire cohesion. (+2 Trade value for each hyper lane connecting to another empire if possible)
-Private Military Contractors: Soldiers give +2 Trade Value and enforcers give +3 Trade value.
-Industrial Militarization 0.2 Alloys => 0.1 Alloys, -50% ship build time => -75% ship build time
-MegaCorp base +15% to trade value => +20% to trade value
-Technical Expertise: Generator districts are removed and replaced with City Districts, -2 Housing in city districts; clerks now give +3 energy/+3 trade value
VVVVVVVVVVVVVVVVVVVVVVV
Intrinsic Mercantilism: Clerks Produce an Additional 2 Trade Value; all other workers produce one less resource but also an additional 1 trade value.
-Naval Contractors: +10% to Naval Cap, Shipyards replaced with Contractor Hubs, allows the construction of a ship (like Shipyards), increases naval capacity by 2, +5 trade value. Ship alloy upkeep replaced with 2x the cost in Energy.
VVVVVVVVVVVVVVVVVVVVVVV
Naval Contractors: +10% to Naval Cap, ship alloy upkeep replaced with 2x the cost in Energy, +15% Research in Propulsion, Particles, and Military Theory
-Advertise Adversaries policy +50% rivalry influence gain => +100 rivalry influence gain
7/12/19
-readded opposing civics
-added Zero-G Production
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