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Nice to hear it's fun to play Syndicate again.
Any suggested Origin, traits and Civics for a Criminal Syndicate?
Criminal Heritage + The Angler Version of a Mega Corp (forgot the name)
positive: aquatic, dorsile, traditional
negative: weak (nah, we don´t work ourselves), not adaptable (because you are locked for ocean worlds anyway)
If you try it, don´t forget to spare some civilisations with your branche offices, so you can still make war- If you have somethings on their planets you cn not attack them. In this case you must shut down your offices before you attack them.
Now, against players they are a metric pain in the butt, effecting trade, stability, recourse production, and pretty much every aspect of planetary production. So, if your into PVP, then they are great. If your into the standard PVE experience, they are the most useless faction in the game.
Also, make sure you never spawn an AI syndicate into your game, or, if you do, make sure you form trade deals with regular megacorperations pronto. Otherwise they AI syndicate will focus you, AND ONLY YOU, and use its unlimited influence and credits to spawn branch office after branch office on every world you own even if you have enough enforcer squads on that world to make judge dread blush.
Normal Megacorps is the way to go for playing alone?
With how much the AI tries to keep Crime down, it's hard to really get a reasonable benefit out of them in a cost-efficient manner. You do hurt the AI by making them spam Enforcers, but why would you spend your resources hurting a single AI when you could also spend them to scale up? Especially when you can't even attack them until you've closed your Branch Offices.
They can be fun when played right, but their playstyle just isn't cohesive. They're not entirely useless - +1 Codebreaking helps greatly with speeding up first contact and making sure you're the one who gets the Influence (Ruthless Competition brings this benefit too, though), and +1 Cloaking Strength can be quite neat at certain breakpoints in the game, but their actual mechanic just doesn't work well.
So what would be the most fun way to play a Megacorp with the current patch?
I've been away from Stellaris for over a year.
I see some people swear to Aquatic origin and some swear to Voidborne, and then I see a couple of threads where a bunch of people swear to the origins who lets you start in a federation or together with a big brother AI who protects you early game.
Any suggestions?
If you were to boot up Stellaris, assuming nothing had changed from last time you played, for the pure reason of "I want to have fun the way I did a year ago", what would you do?
Start with that, but with Megacorp authority. That's basically it, as a starting point, then you expand outwards.
I like to play weird factions in games that play totally different to the game's more normal factions.
I really dig the branch office playstyle of the Megacorps, and I was hoping the criminal syndicate had something that could suddenly sabotage a lot of navy right before an attack, but I guess stuff like that's impossible as you need to close the offices before attacking.
The RP part is fun ofc, but I feel I need to find that balance between a Megacorp that is fun to play and a Megacorp that has a fair chance of winning, where Criminal Syndicate (according to many posters) only seem to only work for the role players as it sounds like a very weak choice winning vise.
Complete untrue, AI planetary building optimization is complete trash, yet I see plenty of AI factions keep up well into the late game with player empires with perfect optimization. This becomes further obvious when fighting with AI enemies during wartime. I have personally trashed AI factions in direct combat to the point of leaving only a single star system only to watch as they spit out another 15k fleet in 3-4 in-game months with no feasible way to fund them as soon as the war ends.
Same thing goes with Criminal syndicate AI factions. For players, putting a syndicate branch office on a planet halfway across the galaxy is ludicrous, and takes easily between 4-5 hundred influence per office. Yet, time and time again I watch AI criminal syndicates drop them four or five at a time across various worlds.
Mind you, the AI does not always flaunt this fact and it can be fairly easy to surpass their allocated budget through sheer brute force efficiency, but it does mean that actions to suppress their economy through clandestine actions are both physically impossible and pointless to attempt as they are not concerned with general income and their economy physically can not crash.
With very minor exceptions, the AI is bound to the same economic rules as the player, meaning they have to collect and spend resources, pay upkeep for stuff, will experience deficit situations when it lacks a resource, etc. The only thing that really allows them to do things that the player can't, are the economic modifiers they get on higher difficulties.