Your own global +% modifiers no longer affect branch office buildings. Intentional or not?

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GuardianGI

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Jul 18, 2015
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It is now affected by the AI bonuses that the branch office resides in which is usually a measly 5% or 10% unity. This seems to be a new change with the holdings overhaul, but is an annoying nerf for spiritualist megacorps that liked building +6 unity branch office buildings. I have almost 100% global unity bonus that now has zero synergy with branch offices.
 
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DeanTheDull

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Aug 21, 2021
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Your synergy is that the branch offices allow you to build more unity workers. That's always been the synergy of MegaCorps- their branch office and subsidy-tributaries provide the basic resources for 100% specialist employment. With Overlord, the only thing you can't get via subjects at a meaningful scale is unity, which was always better produced by your own pops than via Branch office.

Branch Offices builds should be upkeep resources, not abstract resources. Before you build the Unity building, you should be employing the CG building to substitute an artisan for a unity worker. Before you employ the CG building, you should build the mineral building to replace the miners.
 
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Varren

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I mean, it seems reasonable. Assuming you're not Criminal Heritage, your branch offices are subject to and staffed by the host empire. For the most part, it makes sense that they'd use the host's modifiers, rather than your own. Plus, from a gameplay perspective, it means you should tailor your branch offices to work with your partners' strengths.
 
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zZander56

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Jan 4, 2019
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Since release it has used the modifiers of the host empire. One little wrinkle is that way back when, if I'm remembering correctly, there were far more global resource modifiers that *would actually apply*. Now that most resource modifiers apply to jobs, they don't apply to branch buildings, and so even if you build your Private Mining Consortium on the most Dwarven of Subterranean mining specialists, you'd be lucky to see +10% to the mineral production. Unity happens to be the one resource that most empires have a few global modifiers for.

It really is a shame, as making more modifiers apply to branches would make where to build them and what to build on them an interesting choice, rather than always the same.

If you ask me, Branch Buildings should do something similar to the new Overlord Holdings. Provide a job that the host can choose to work, which gets all appropriate bonuses, and give the Megacorp a cut. This makes Megacorps more useful in actually providing jobs, allows bonuses to apply properly, and is satisfying thematically.
 
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