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Generally try the Ethic with the Zombies. This will make it MUCH easier.
You build maximal 4 Science ships. 3 are also mostly enough.
The AI tend to make big Empires with MegaCorp. Dont copy them. Just get like 1 full system (Main System +4-5 Sectors away).
As soon as you have positive economics with consumer goods build research.
First Tradition should be Mercantile. There is a Slot which gives you +0,5 energy and +0,25 Units. You want this in the early years.
Second Perk (in my experience) really depend on if you have a friendly neighbor or not. I generally try to go federation tradition simply because it boosts your relations with your neighbours.
If not -> Go Firepower or Defense. Depends on your playstyle.
All building slots should be filled with clerks if you dont have consumer goods ready. if you have consumer goods go research station.
I generally play Autocrat + fanatical militarism, even with megacorp.
If you want to go maximum efficiency go fanatic xenophile + egalitarian. But the buildup should be the same.
important is that you get the unity-slot in tradition.
I play Authoritarian for 0.5 influence at start and slave market discount, Xenophile for easier commerce pacts and Materialist for guess what.
Megacorp with Overtuned origin is very very powerful. Preplanned growth with Incubator means you're getting +60% growth on all newly settled planets.
You could just buy any resource deficits you have using the market because you are that rich and use your federation fleet to muscle you way around the galaxy/protect your federation.
Criminal Syndicates tend to be bad in single player but they are really good at trolling other players in multiplayer because of the early crime that you can create in other empires.
I would say that Megacorps aren't a beginner friendly empire to play as so it takes patience to learn it.
You know... Like real companies!
Just wish the whole Megacorp thing would do a lot more than just give you like... 50 energy if you are lucky, some thing that is even far lower, and like... one lousy job for the planet owner.
Still don't get the point of this though. As assimilator i can conquor the planet faster than i can build a branch office as megacorp...
I feel like "how to play megacorp good" is the same way as "how to play good as diplomat"... Ignore what you are and just play like a warlord!
Also: Now i remember why i don't play with diplomacy EVER! Those 5 billion embassy requests per month are just game breaking...
Yup. With the civic Private Colony Ships you can build colony ships at a third of the cost of regular empires. Combine it with traits that increase pop growth on newly colonized planets and it's very very powerful.
My biggest suggestion is get as many ascentions that give you starbase capacity. The defence tradition line gives you alot also. If you can get the megacorp civic that gives you more thats good too ! if you can get enough capacity you can create a line of starbase to collect trade making trade collection extremely efficient in the early game. Don't have to use fleets to suppress piracy if your string is long enough.
I prefer colonizing planets with landing troops. Far less colonizing time, you already start with buildings, and you get like 40 free pops!
@scream
Yeah, but playing megacorp still feels lame. The worst thing is that i can't even protect my customers because EVERY DAMN THING costs influence!
If influence was just completely removed from the game, and not replaced by anything (so everything that would cost influence is now free), this might actually be interesting, but man... This is just another empire that is limited by influence AND you have to pay influence as upkeep... And looking at my holdings now... They produce less than a planet would, and pretty much ONLY electricity.
Also... Man, it's freaking idiotic how the commercial pacts work. Guy doesn't want another commercial pact because they already have 3... Ok... more envoys, some free food, guarantee independence... "Sorry, we can't take anymore trade deals, we already have 4!" OMG WHAT??? OK!!! MORE ENVOYS! MORE TRADITIONS! MOREEEEEEEE!... "Sorry, we can't take any more deals, we already have 5!" FUUUUUUUUUUUUUUUUUUUUUUU!!!!!
This could be fun if influence AND the entire diplomacy system got completely reworked, but like this... Megacorp just sucks! Fight me!
subjects if you don't want to funding border growth.
Also note diplomatic agreements bleed influence gain.
Thats the way it is, you setup a branch office in the hopes of staying there long enough for the energy income to pay for the setup cost. You can also build buildings to convert energy into other resources and advanced branch office building. Its a good capacity boost. For example building science buildings on branch office negate the sprawl penalty a bit from being a megacorp. Building more buildings requires the empire to level up the capital building on their world. Effectively, the taller their world the taller or higher capacity your branch office can be.
They made too many influence bleeding agreements, the good thing however is their putting so much into agreements they won't have much influence for starbases, spying, or claims.
Again I think its the specific values that need adjustment and not how the system works. But it seems to be playing pretty smooth what they got.
Except the handful of corvettes needed to suppress piracy are a lot cheaper than a line of starbases...
Megacorp is one of the strongest early rush starts because, again, your first two colony ships cost no alloys or consumer goods. With private prospectors it's like starting the game with an extra 600 alloys.
I've conquered close neighbors by 2213.
You can use patrol fleets to make yourself look stronger early game to ai while collecting trade, then re consolidating fleets once the starbase is built.
After a while the upfront alloy cost is nerfed by the amount of fleet capacity lost used doing patrols. Its also to note the energy used for the ships doing patrol cannot be used in front line. So its fleet capacity tied up along with resources.
Of course the gate technology means you don't need the starbase anymore either. Building mostly ship capacity slots on starbase I found was the most useful to reducing how many jobs have to be military ones on planets. Making planets more productive on average. The occasional trade collecting port down the string of starbase lets for collection into the trade string while keeping starbase count lower.
The fleet capacity gain make starbase useful even once you have gates !
Not a fan of gambling. Always instantly murdering the Lootbox people! :P
"TRADEROUTES!"
My what? Does not compute! Initiating planetary pacification process!
"MEGACORP RUSH!"
I am sorry, but i can't hear you over the sound of my machines, assimilating your people...