Stellaris

Stellaris

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Ninethousand Dec 26, 2022 @ 12:53pm
Anyone got a good guide for Megacorps?
I tried playing them. You can't see any planets of anyone, can't establish any branch offices... Then you try to fly there, they close their borders. You are stuck with about 4 systems and 1 planet, unable to expand at all, because your empire just sucks. Then 4 people declare war on you and you die, while your first 2 envoys are STILL trying to reveal the main planet of an enemy that is like... 4 jumps away from your main planet...

Is Megacorp a joke or am i missing something? You have no economy, your ships suck, your research is kinda slow, you have very few pops... Getting a branch office is extremely hard, since everyone closes their borders, even when you assign an envoy to improve relations... I don't get it! It feels like Megacorp was designed for... back in the day, when you couldn't close borders. Wtf is the point of an empire that "lives in other people's empires" if you can't even get there?

And when you finally get a branch office, it costs 1000 electricity and some influence, then you pay 800 minerals for a building, and then the thing gets shut down because your enemy isn't too stupid to build security.

I was actually excited for this before i got the DLC, but jesus christ, this is literally unplayable! Megacorp has NOTHING that allows you to catch up to your enemies, before they decide to murder you for no reason. Honestly don't understand why every other empire is basically "suspicious" in the first minute and then "hostile" after they have known me for longer than a minute...

I could stop enemies from attacking me for a little while, until i reached the starbase and fleet cap for when you have only 4 systems, and then there is nothing you can do anymore. Where other empires get a free planet and 50-100 new pops, you get 10 electricity per month! WTF???
Last edited by Ninethousand; Dec 26, 2022 @ 12:56pm
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Showing 16-30 of 32 comments
HyperKnight Dec 26, 2022 @ 7:57pm 
Originally posted by AdD♛K♛ng♛C♛sper♛ ۞:
No economy? this a joke.
Everytime I do corp im top 3 richest crew in the entire galaxy.
Its actually annoying cause i have to keep selling energy every turn.
He is playing criminal heritage and it is a general consensus that this type of a megacorp is bad.
Kael Dec 26, 2022 @ 8:35pm 
Originally posted by Ninethousand:
I tried playing them. You can't see any planets of anyone, can't establish any branch offices... Then you try to fly there, they close their borders. You are stuck with about 4 systems and 1 planet, unable to expand at all, because your empire just sucks. Then 4 people declare war on you and you die, while your first 2 envoys are STILL trying to reveal the main planet of an enemy that is like... 4 jumps away from your main planet...

Is Megacorp a joke or am i missing something? You have no economy, your ships suck, your research is kinda slow, you have very few pops... Getting a branch office is extremely hard, since everyone closes their borders, even when you assign an envoy to improve relations... I don't get it! It feels like Megacorp was designed for... back in the day, when you couldn't close borders. Wtf is the point of an empire that "lives in other people's empires" if you can't even get there?

And when you finally get a branch office, it costs 1000 electricity and some influence, then you pay 800 minerals for a building, and then the thing gets shut down because your enemy isn't too stupid to build security.

I was actually excited for this before i got the DLC, but jesus christ, this is literally unplayable! Megacorp has NOTHING that allows you to catch up to your enemies, before they decide to murder you for no reason. Honestly don't understand why every other empire is basically "suspicious" in the first minute and then "hostile" after they have known me for longer than a minute...

I could stop enemies from attacking me for a little while, until i reached the starbase and fleet cap for when you have only 4 systems, and then there is nothing you can do anymore. Where other empires get a free planet and 50-100 new pops, you get 10 electricity per month! WTF???


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.
HyperKnight Dec 26, 2022 @ 9:15pm 
Fanatic Militarist is an overkill on Megacorp, your economy and tech is so strong that you can outgun the enemies even without the fire rate bonus. Discount on claims is nice but you can do without too.

I play Authoritarian for 0.5 influence at start and slave market discount, Xenophile for easier commerce pacts and Materialist for guess what.
Last edited by HyperKnight; Dec 26, 2022 @ 9:17pm
Kael Dec 27, 2022 @ 6:28am 
Yea, i do rp mostly With this setup.
yuzhonglu Dec 27, 2022 @ 7:20am 
Megacorp is one of the fastest expanding empires early game due to Private Colony Ships, which cost like a third of the resources of an ordinary colony ship. The trick to mega corp is to colonize a dozen or more worlds before 2220, then switch out of it ASAP.

Megacorp with Overtuned origin is very very powerful. Preplanned growth with Incubator means you're getting +60% growth on all newly settled planets.
Last edited by yuzhonglu; Dec 27, 2022 @ 7:23am
キールス Dec 27, 2022 @ 7:30am 
Megacorps tend to do well in Trade Federations. Being in a Trade Federation lets Megacorps use the Trade League trade policy to buff their economy and unity output and it also let's you build a federation fleet.

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.
Ninethousand Dec 27, 2022 @ 1:45pm 
I tried regular megacorps now, and obviously... It's much easier and kinda what i thought criminal enterprise would be, except that i thought you would raise crime and... you know... NOT GET CAUGHT!!!

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...
Last edited by Ninethousand; Dec 27, 2022 @ 2:08pm
yuzhonglu Dec 27, 2022 @ 7:29pm 
Originally posted by Ninethousand:
I tried regular megacorps now, and obviously... It's much easier and kinda what i thought criminal enterprise would be, except that i thought you would raise crime and... you know... NOT GET CAUGHT!!!

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.
ScreamCon Dec 27, 2022 @ 9:37pm 
Originally posted by HyperKnight:
Fanatic Militarist is an overkill on Megacorp, your economy and tech is so strong that you can outgun the enemies even without the fire rate bonus. Discount on claims is nice but you can do without too.

I play Authoritarian for 0.5 influence at start and slave market discount, Xenophile for easier commerce pacts and Materialist for guess what.
I played this type of megacorp, fanatic militarist IS good with it if you want to war more effeciently. You can't get national zeal for claim cost reduction like regular empires but you CAN get an ascention that reduces claim cost. Meaning you can still get claim cost relatively low but have the economic abilities of megacorp.

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.
Last edited by ScreamCon; Dec 27, 2022 @ 9:58pm
Ninethousand Dec 28, 2022 @ 12:07pm 
@yuz
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!
Last edited by Ninethousand; Dec 28, 2022 @ 12:08pm
ScreamCon Dec 30, 2022 @ 8:11pm 
Originally posted by Ninethousand:
@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...
I doubt influence is going to be removed, I think the developers made spying cost influence to help with ways to get rid of. Subject agreements also cost influence. You could strip the influence requirement from these but influence still acts as a limiter to border growth early game. Remember you don't need to do spy missions, branch office, or
subjects if you don't want to funding border growth.

Also note diplomatic agreements bleed influence gain.
Originally posted by Ninethousand:
And looking at my holdings now... They produce less than a planet would, and pretty much ONLY electricity.
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.
Originally posted by Ninethousand:
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!!!!!
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.
Originally posted by Ninethousand:
This could be fun if influence AND the entire diplomacy system got completely reworked, but like this... Megacorp just sucks! Fight me!
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.
Last edited by ScreamCon; Dec 30, 2022 @ 8:12pm
bri Dec 30, 2022 @ 9:18pm 
Originally posted by ScreamCon:
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.

Except the handful of corvettes needed to suppress piracy are a lot cheaper than a line of starbases...
yuzhonglu Dec 30, 2022 @ 9:42pm 
Originally posted by Ninethousand:
@yuz
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!

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.
Last edited by yuzhonglu; Dec 30, 2022 @ 9:43pm
ScreamCon Dec 31, 2022 @ 12:11am 
Originally posted by bri:
Except the handful of corvettes needed to suppress piracy are a lot cheaper than a line of starbases...
That is true when you first start collecting trade value. But if you play a heavy trade build you will find the trade value becomes a large number spread over longer distance. Meaning you will need ever more ships to patrol moving faster to reduce more piracy.

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 !
Last edited by ScreamCon; Dec 31, 2022 @ 12:32am
Ninethousand Jan 1, 2023 @ 4:14am 
"You have to HOPE that you get back more than you invest"

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...
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Date Posted: Dec 26, 2022 @ 12:53pm
Posts: 32