Stellaris

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Tips on Corporations?
I'm not asking for any builds but I'm interested in making a Corporation with Undead Armies.
Should I try to boost anything that has to do with trade in order to cover CG costs?
What kinds of things are different with Corporations?
I could just watch youtube but I'd like to hear from people that play them often. Or at the very least know how they work.
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Showing 1-9 of 9 comments
HappySack Mar 30, 2022 @ 10:44pm 
Only normal empires can get reanimated armies, MegaCorps only get zombie pops with their version.

Death Cults are the only thing that's shared between them.

Once you get the important parts in the Mercantile tradition you don't ever need to produce CGs anymore for the rest of the game so long as you have enough trade.
Last edited by HappySack; Mar 30, 2022 @ 11:35pm
lemurs2 Mar 31, 2022 @ 4:20am 
Kind of like Apple or Disney?
DiscoShark Mar 31, 2022 @ 7:21am 
The big thing with corporations is the rush to create commercial pacts with empires you encounter. Doing this allows you to build branch offices on their planets. If you encounter another megacorp empire consider waging war with them to "seize their assets" and take control of their branch offices as well. The actual distribution of resources doesn't change all that much but megacorps have a lower admin cap than other empires to incentivize tall play.
Last edited by DiscoShark; Mar 31, 2022 @ 7:21am
mss73055 Mar 31, 2022 @ 7:24am 
As soon as you enter a trade league your worries for Consumer Goods are over.
No zombies required, decadent living style is not an issue.

I like my corporations psionic. Next to psionic armies no niche for other units.
Zombie assemblaged clerks is a thing I need to try out. Dunno if you can have psionic zombies.
ImperialForce9 Mar 31, 2022 @ 8:56pm 
Originally posted by DiscoShark:
The big thing with corporations is the rush to create commercial pacts with empires you encounter. Doing this allows you to build branch offices on their planets. If you encounter another megacorp empire consider waging war with them to "seize their assets" and take control of their branch offices as well. The actual distribution of resources doesn't change all that much but megacorps have a lower admin cap than other empires to incentivize tall play.

Do you to go to the branch offices of the other corporation yourself? Or does it get taken down after the war?
Mennan Mar 31, 2022 @ 9:31pm 
Originally posted by ImperialForce9:
Originally posted by DiscoShark:
The big thing with corporations is the rush to create commercial pacts with empires you encounter. Doing this allows you to build branch offices on their planets. If you encounter another megacorp empire consider waging war with them to "seize their assets" and take control of their branch offices as well. The actual distribution of resources doesn't change all that much but megacorps have a lower admin cap than other empires to incentivize tall play.

Do you to go to the branch offices of the other corporation yourself? Or does it get taken down after the war?
You get full control of another Mega corps branch offices if you win the war with a "Hostile Takover" wargoal.
ImperialForce9 Mar 31, 2022 @ 9:32pm 
Originally posted by ayonked:
Originally posted by ImperialForce9:

Do you to go to the branch offices of the other corporation yourself? Or does it get taken down after the war?
You get full control of another Mega corps branch offices if you win the war with a "Hostile Takover" wargoal.

Are you only allowed to have 1 branch office per Empire? Or does it cost influence to have 1 per planet?
Mennan Mar 31, 2022 @ 10:21pm 
Originally posted by ImperialForce9:
Originally posted by ayonked:
You get full control of another Mega corps branch offices if you win the war with a "Hostile Takover" wargoal.

Are you only allowed to have 1 branch office per Empire? Or does it cost influence to have 1 per planet?
Your allowed to build 1 per planet, The influence and base energy credit cost increase as the planet is further away from your empire.
You want to build your branch offices on their most populated planets so you can build more branch office buildings.
As a normal corporation you can only build branch offices with empires you have commercial pacts with that are not Mega corp or Gestalt consensus.
You also cannot build a branch office on a planet another Mega Corp has built a branch office on which is why you would want to use the "hostile Takeover" cause Beli

As a criminal heritage you can criminal build branch offices on any empire's planet with exception of Mega corp or Gesalt consensus, and planets that have another empire's branch office.
However if the empire raises their police force enough then eventually your criminal branch office will be forced to close.
mss73055 Apr 1, 2022 @ 4:20am 
Psionics is nice with megacorpses, because you can jump farther for take overs.
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Date Posted: Mar 30, 2022 @ 10:05pm
Posts: 9