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Also 1branch office per planet is a big nerf, opening a world to put branch office is very costly (in influence), just for 1branch office make that building extremely costly.
Megacorp replace (partly) colonization with branch office. If that become more expensive than colonisation, then why bother ?
Also, the change to criminal empire is good, but not enough. That civ need love.
Take Trade out of fleet management and then maybe it could be a good thing, but please don't try to use this to solve stacking fleets. That's a game mechanic problem not a player decision one. All you will do is break the AI whilst introducing even more micromanagement for us. Use your resources to redo Fleet instead. Make it function like HoI4 to reduce micromanagement and doom stacking.
Trade as an expression of logistics and acquisition is, well, accurate I guess? Like, if you told me "trade is how you cover for things you aren't producing locally," I'd accept that with zero further thought, because that's... accurate.
Trade as ship upkeep is a little iffier, IMO. The sticking point for me is rationalizing it as loss and hazard insurance; I think a better idea would be to use the already-existing term "force projection" as the value for how long+far+quickly you can, y'know, project force.
For the revamps to megacorps and crimecorps, I like what it sounds like it'd do... having the capital benefit with merchant jobs could emphasize corps being tall, adding actually relevant jobs to the host planets would make them feel more mutual, and having the civics focus on particular buildings could make megacorps feel more internally diverse while also serving as a template for further exploration down the line.
Oh, and... I sincerely hope these new mammalian portraits will inherit the absolutely scathing personalized insults all other mammalian portraits get! (For that matter, why only give mammalians such deeply personal burns? Come on, I wanna hate on everyone with equal panache!)
If you keep trade as a ressource, energy credits should become energy. There is nothing credit left with them stopping being the currency of the game. You can than continue to evolve the system with energy being a system/planetary resource and anti-matter being the empire wide resource you can convert energy to.