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I've not tried megacorp but doesn't that build around trade value? I still don't understand trade value. I think trade value is just a fancy way if saying energy right?
So if a building gives 20 trade value, its just giving 20 energy?
It doesn't really. Or at least, not necessarily. Commerce/trade value is nice, but branch offices deliver their returns in cold hard credits.... or well... hot zappy energy credits, I guess. It is complicated though, as megacorp is a whole new playstyle relative to the base game.
Criminal Heritage MegaCorp can be fun now, especially combined Letters of Marque, & the Treasure Hunter Origin. the government type is even called a Pirate haven. It's quite a bit of fun.
You can't pick this civic at the start of the game though can you? I thought you can only get it randomly during an event in game if you're a psionic.
You can build a lotaround trade...
It depends on your trade policy.
You can set it to 1TV gives you up to 0.5 energcredits+0.25 consumer goods+0.25 unity.
Or 0.2 of food, minerals and energy credits+0.1 unity.
And you can use mechanics that dont need population or planets to get trading value.
As a megacorp can create up to 7 mercenary enclaves and get resources, science and free ships out of that in an extreme way.
There are lots of strong strategies.
and breed them worms!
No, no absolutely not. It's right there in the list when starting up. Got a variation for each Authority type too.
Ah, I think I see why. The language confusion between the different meanings of "sovereign" in this case. The psionic and imperial use of the word effectively means "an individual who is a monarch or autocrat", whereas the starting civic uses a meaning that is more "a nation that is self-governed and independent".
But there's more to it than that. Start with a xenophile empire, and between that and a mercantile diplomatic stance, and everyone isn't trying to kill you quite so badly. (Maybe it would be good with federations and whatnot, but I dislike the federation politics of Stellaris, so I never engage.) But it's much easier to make vassals, and megacorp has a unique vassal, the subsidiary. You have to play tall, but you can tax heavily, which gives great income with far less micromanagement. You can make a subsidiary by negotiation or by war.
Another unique thing of megacorp is the ability to build branch offices. The offices produce huge amounts of energy, cumulatively, and in addition provide slots for good buildings, some of course better than others.
Anyway, those are just a few things why this build is quite unique, and, in my opinion, pile of fun. I'm just finishing a game of megacorp with enormous fleets, more influence and resources I know what do to with, I just conquered the FE, and I have three more empires to go. "We will make you buy our products, and you will be happy. Or we will kill you."
Death before satisfaction. Long live the resistance!