While many people complain about megacorps, they are great for at least one thing, and this is to start a game as a normal empire w/o exclusive civics, like Inward Perfection.
Few reasons why:
1. Megacorp got +20 admin cap. Add Private Prospectors and your up to 60 at game start.
2. You get extra 4 pops and Commercial Center. Even if you aren't into trading and clerks later on, extra pops are nice to have, and some extra development saves on resources.
3. If you start with Private Prospectors, you get Private Colony Ships. 500 energy is much better than 200 of each alloys, CGs and food. And frankly, good corp ethics are rather few in-between to avoid this pick at the start.
4. As Spiritualist with Gospel of the Masses, you earn quite a bit from your pops being of your ethos.
Sure, it costs quite a bit in influence to switch government later on, and double sprawl penalty will hit hard at one point, but for little bit easier start megacorps are great.
Few reasons why:
1. Megacorp got +20 admin cap. Add Private Prospectors and your up to 60 at game start.
2. You get extra 4 pops and Commercial Center. Even if you aren't into trading and clerks later on, extra pops are nice to have, and some extra development saves on resources.
3. If you start with Private Prospectors, you get Private Colony Ships. 500 energy is much better than 200 of each alloys, CGs and food. And frankly, good corp ethics are rather few in-between to avoid this pick at the start.
4. As Spiritualist with Gospel of the Masses, you earn quite a bit from your pops being of your ethos.
Sure, it costs quite a bit in influence to switch government later on, and double sprawl penalty will hit hard at one point, but for little bit easier start megacorps are great.