Stellaris

Stellaris

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shadowlux Mar 15, 2019 @ 6:04am
what is the megacorp dlc like?
I have stelaris since jan 5 2017, seen many changes (some I agree, some i dont) and am now wondering what megacorp adds to the game.
I like the idea of megacorps and possibly seeing stellaris turned into a tycoon game :coindlc:(is it?) but from those who have exp with the dlc, what can I expect? what can i do, and what does it add?
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stevasaur Mar 15, 2019 @ 6:29am 
The big things added in the DLC are the Ecumenopolis (a mid-game "upgrade" to a planet that gives extremely-efficient Alloy/Consumer Goods production districts, has a +Pop Growth bonus, and can house a massive number of pops at the expense of basic resource generation), and the Matter Decompressor (a Black Hole-only megastructure that produces minerals).

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.
Zane87 Mar 15, 2019 @ 6:55am 
Not wrong what the other guy said but just want to throw in that, while being bland, a mega corp is perfect for tall play and they can become really strong.


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 :')
Tactical Drongo Mar 15, 2019 @ 8:55am 
I think the megacorps are neat, if bland or not is a bit a matter of taste
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
vkobe Mar 15, 2019 @ 9:10am 
Originally posted by shadow lux:
I have stelaris since jan 5 2017, seen many changes (some I agree, some i dont) and am now wondering what megacorp adds to the game.
I like the idea of megacorps and possibly seeing stellaris turned into a tycoon game :coindlc:(is it?) but from those who have exp with the dlc, what can I expect? what can i do, and what does it add?
matter decompressor

and ugly ecumenopolis
Lady Crimson (RIP) Mar 15, 2019 @ 12:23pm 
Megacorps I enjoy immensely, moreso than any other empire build really.

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.
Last edited by Lady Crimson (RIP); Mar 15, 2019 @ 12:28pm
MaGicBush Mar 15, 2019 @ 1:15pm 
Yea I'm finally trying them now that the game is pretty stable it seems and my friend bought stellaris. He's a human though, but I'm pretty sure I'll still be able to put the branches on his planets? We have only made it about 80 years in so far so I have not unlocked them yet.

I'm liking them so far though.
Last edited by MaGicBush; Mar 15, 2019 @ 1:16pm
Tactical Drongo Mar 15, 2019 @ 1:20pm 
branches are availible from the start, you have to pick his planet and then...well just put it there
you want to make a commercial pact first, though
st0ne56 Mar 15, 2019 @ 6:11pm 
Originally posted by shadow lux:
I have stelaris since jan 5 2017, seen many changes (some I agree, some i dont) and am now wondering what megacorp adds to the game.
I like the idea of megacorps and possibly seeing stellaris turned into a tycoon game :coindlc:(is it?) but from those who have exp with the dlc, what can I expect? what can i do, and what does it add?

playing a megacorp is like a mix of playing venice in CK2 and Prussia in EUIV tall with lots of money
MaGicBush Mar 15, 2019 @ 7:15pm 
Originally posted by Seisho:
branches are availible from the start, you have to pick his planet and then...well just put it there
you want to make a commercial pact first, though

Oh good to know I didn't know how and assumed it was a tech. Thanks!
Tactical Drongo Mar 16, 2019 @ 3:16am 
you're welcome
mister_lobos Mar 16, 2019 @ 5:32am 
https://www.youtube.com/watch?v=eSdzbVUnH6E

best guy for stellaris info.. the first 30-60 seconds are not as much about the xpac however, but still interesting too.
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Date Posted: Mar 15, 2019 @ 6:04am
Posts: 11