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The megacorps themselves are very bland: they are basically oligarchies that have increased penalties to tech/unity from expanding beyond their Administrative Capacity, have a lot of re-flavored text for civics and stuff, and can set up "branch offices" on other empires' worlds, which allows them to construct buildings on those worlds in special slots (unlocked by the number of pops on that planet, and giving flat bonuses), as well as a certain amount of energy income based on the amount of trade income that planet is generating.
Honestly, Synthetic Dawn added significantly more "themed" content, while Megacorp is a semi-random grab-bag of stuff that's behind a DLC wall.
Building branch offices everywhere is a really strong perk and you can effectively counter the weaknesses of a tall empire with that.
Unless the enemy empires are Gestalt or purifiers. Then you are screwed :')
The branch offices can generate a massive income if placed right
if you decide to go megachurch you can also influence the enemy so there are more spiritualists
or if you are a crime syndicate you can destabilize the enemy by inducing crime
all megacorp options
the additional galactic wonders and the city planets are also neat
must updates are in the patch though - and that is where the people go apart
and ugly ecumenopolis
However a big part of them requires other empires to trade with, or to vassalize (with their unique subsidiary).
This lets Megacorporations put down trade branches which give you tons of trade value and other resources later on. (or minor boosts from capitals early in the game).
This is an essential empire for anyone who likes playing co-op and working with allies.
This works especially great when playing a Megachurch, and allying with someone who is a spiritualist empire. Doing this you can help both players tremendously as you can boost their trade value from spiritualist pops, and get tons of resources yourself.
For every planet they take.. you can lay a trade branch on it. Essentially both benefiting from one player's conquering.
The idea behind them is to play small, build up, and either have lots of trade pacts.. or lots of subsidiaries bend the knee to your empire.
Note: They are very planet based with their trade branches.. as well as said trade branches not being able to work with machine intelligences, hiveminds, and other Megacorporations. (so you want some idea of who the people in your game might be.. well, sometimes).
For anyone who loves having a vassal swarm though, they are wonderful.
I'm liking them so far though.
you want to make a commercial pact first, though
playing a megacorp is like a mix of playing venice in CK2 and Prussia in EUIV tall with lots of money
Oh good to know I didn't know how and assumed it was a tech. Thanks!
best guy for stellaris info.. the first 30-60 seconds are not as much about the xpac however, but still interesting too.