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However I would love to know how to turn off "Criminal Heritage", the AI is broken and freaking annoying.
I play without mod for achievements so I keep them all enabled.
The only thing that's bugging me is playing a mega corp and finding half of the galaxy is also a mega corp and the other half consists of gestalt consciousness critters or fanatic purifiers.
Almost all of them have extra stuff that appears in the galaxy, so disabling them kind of makes the gameplay less interesting.
You know exactly who shows up to the fight and what ethics, civics and pops they'll have.
I like the randomness usually, but I've started 5 mega corp games last week and in all 5 I had nothing but competitors or filthy anti-capitalists spawn.
Maybe 3 or 4 potential customers in all of space, which is really bad because the difficulty of getting a trade deal and the price of opening branch offices depends on distance, so few customers and high competition just adds salt to the wound of paying through the nose for a few measly mega corp branch buildings.
Anything else I don't mind. I don't even care if my direct neighbour consists of the hungry hungry hydras. Just please, not another criminal heritage mega corp.
if an empire has already got a branch office from a megacorp and your competing you have to fight with the others for dominance.
Other than that all administrators are replaced with executives which looks good on outside, but in actuality trading amenities to trade value that doesn't scale over tech like energy does is a sliding game. Half the time you will have executives on a world but you don't get their trade value as the planet hasn't been linked to capital due to pirate causing reasons.
By playing regular empire there is the risk* that a criminal could set up in you, but even their buildings have some sort of value to host still before you throw them out of your world. If you manage to get an official corporate empire to setup shop you get loads of extra jobs and like, the only downside really is maybe giving the corporate empire more resource or energy to maintain fleet with. As far as I can see.
The federation provides you with a massive pool of naval capacity you can use free of charge (barring some alloys for the actual hulls, of course) and your economic power and the extra modifiers from branch office buildings give you the necessary weight to leverage yourself into permanent power both in the senate and the federation.
From there you can wield the federation as a club to create tributaries.
The change in empire sprawl mechanics also makes their harsh penalties to same relatively irrelevant.
If you can get a galaxy that's even half-way decent for it, mega corp can be a fun ride.
The problem is that you really NEED the galaxy to give you at least an inch or two to work with at the start, especially if you built a mega corp that's designed for diplomacy and leveraging branch offices/subjects.
Normally this requires running stratified economy to reduce trade value from pops. Not everyone's cup of tea... just something to be considered. The authority type of empire megacorp is setting up in.
Though cutting down on the profit of, say, a criminal heritage mega corp would still be interesting.