Stellaris

Stellaris

Expanded Megacorp Civics
83 Comments
1724195463 May 11, 2023 @ 8:52am 
what about a robot company? or ai company
salvadore Feb 24, 2023 @ 7:47am 
IF you delete the 00_policies.txt this mod still works, check 00_policies.txt from vanilla and compare it to the one from this mod, it doesn't seem to add anything in particular, however it will revert policies.txt back 2019, otherwise the mod touches no files and only adds custom things that don't look as if they changed at all from how they worked then to now.
Beast-Storm May 8, 2021 @ 6:06pm 
When can we expect this mod to be updated?
G_S_Palmer Sep 26, 2020 @ 12:01pm 
Hey @MadeinCanada10, would you be interested in the civic icons I made for @mouseshepherd but they never implemented before abandoning the mod?
MadeinCanada Aug 19, 2020 @ 9:45am 
It seems to me that this mod has been abandoned. Not only that, but it is not compatible with the latest version of Stellaris, due to the policy overwrite not being updated. I am currently in the process of integrating the civics within this mod into the Civics Expanded+ mod, perhaps with a few tweaks.

If @mouseshepherd objects to this, then I will not do so. Keep an eye out for a Civics Expanded+ update in the meantime.
Journeyman Prime Aug 19, 2020 @ 4:17am 
After some rigorous testing, this mod has proven to be incompatible with "Civics Expanded+" by MadeinCanada10 and ElectroHelal. The exact nature of the incompatibility is that when both mods are active, the "Diplomatic Stance" policy option completely vanishes from the "Policies" menu. Seeing as both mods are rather integral to my preferred playstyle, I would appreciate this issue being resolved as soon as possible. Thank you! :)
KingsDieTwice May 5, 2020 @ 4:36pm 
Update soon?
eddiebeast Apr 2, 2020 @ 6:10pm 
Is there any way to use this without also loosing access to the new trade league trade policy?
Skill Less Mar 24, 2020 @ 9:22am 
hi people, this mod is felft for dead
Beast-Storm Mar 20, 2020 @ 11:24pm 
Got another crazy idea for a Corporate Civic....

*Scrap Marketeers*

"We Buy, Sell and Recycle your Garbage... for a price"

This could replace or.... Adds the *Scrap Merchants* that makes amenities and stability to the planet (I'm not sure honestly)

Scrap Yard Building for the Branch Office:

5 Alloy, 2 Consumer Goods and ether Trade Value or Amenities that reasonable but not overpowered

2 Clerks for the Planet Jobs and adds 10% Trade Value to Branch Office

This could be a separate mod (that still requires this mod) or you can add it to this mod

Ether way I created a Corpo. Civ that deals with making money from other ET's Garbage XD

Have fun playing around with this idea @mouseshepherd

Qapla'
Skill Less Mar 18, 2020 @ 8:24am 
hi there, the trade policy overwrite needs an update for federations dlc. Is this mod still maintained?
Sjru 🐲 Mar 17, 2020 @ 8:02pm 
Will this be updated ?
_b1ack0ut Jan 15, 2020 @ 9:34am 
lol all i want is a game without Criminal Syndicate AI everywhere lol
perl Dec 26, 2019 @ 7:16am 
Can you let the AI use these civics too when they randomly generate their empires? All I see are criminal syndicate AI empires
Avioh Oct 26, 2019 @ 10:57pm 
Oooohhhhh I really like the sound of Corporate Locusts, can't wait to see that. Keep up the good work!
Allikrid Oct 12, 2019 @ 10:13am 
It was on my end. It's incompatible with expanded authorities.
Allikrid Oct 12, 2019 @ 7:44am 
I can't see R&D Focus in the trade policies. (2.4). Is it a mod conflict ?
Journeyman Prime Oct 10, 2019 @ 8:40pm 
Idea:

Hyper-Vigilant Consumer Base

Description: This Megacorp caters to a consumer base that is organized and knows how to apply economic pressure to control company decisions. Boycotts and strikes are wielded as weapons by employees and consumers to influence company policy. Upper management is constantly petrified of consumer backlash.

Effects: Faction Influence Gain: +0.5
Monthly Influence: -1
Requires some level of Egalitarian
mouseshepherd  [author] Sep 23, 2019 @ 8:16am 
@Beast-Storm Your Pharmaceutical idea is more or less what I have in mind for Bio-agriculture giant. The Weapons Manufacturer Contract you propose is actually pretty similar to Spaceship Pioneers as their 20% research bonuses apply to all types of spaceship weapons.
Beast-Storm Sep 20, 2019 @ 6:31pm 
What about a Pharmaceutical and a Weapon's Manufacturer Contract??? For each 1 unit of food you automatically produces 0.5 Consumer Goods and 0.2 Unity for the Pharmaceutical Civic and the Weapon's Manufacturer Civic your Starships have 5% more weapon Damage on all types of weapons with increased research to certain research types related to weapons This is just a rough idea(s) I just felt the need to share since you making this mod, good luck Mouseshepherd
mouseshepherd  [author] Sep 9, 2019 @ 9:06am 
Build 1.5 is complete, adding the Construction Company.
Whether you want a faster start on initial planet structures and expansion, or to speed up your megastructures, Construction Company may be right for you.
mouseshepherd  [author] Sep 8, 2019 @ 9:50am 
@G_S_Palmer
Good work. I'll be happy to integrate these at the next patch, and would love to work with you on further updates (and give you proper credit), if you're available.
G_S_Palmer Sep 7, 2019 @ 4:23pm 
I saw you said you wanted to replace the icons with normal ones but haven't gotten to it, so if you're interested, I made a few mockups for the Entertainment Empire and Family Business civics: Google Drive link [drive.google.com].
mouseshepherd  [author] Sep 5, 2019 @ 6:59am 
@Braidborn the Broken
Um...are you familiar with the Indentured Assets civic? It's exactly that.
Braidborn the Broken Sep 4, 2019 @ 9:23pm 
Might I suggest an Indentured Servitude style civic, Basically a Slavery focused Megacorp specific Civic, If you have seen the show Continuum, the basic idea is the corporations own everything, so you are basically born into debt, and if you fail to adequately pay it off, you get a chip put in your head that basically forces you to work until you drop, becoming little more than an organic robot
Rough Sep 3, 2019 @ 3:15pm 
I dearly hope this is compatible with Civic Virtues
mouseshepherd  [author] Sep 3, 2019 @ 9:43am 
1.4 is now live, featuring the Heavy Industry Titan, so you can buff up your alloy production, and unload any surplus through a network of distributors.

After the lively discussion over the weekend, my plans have changed somewhat, so here is the order of priority:
1. Construction Company (should be fairly straightforward)
2. Vacation Nation
3. Bio-agriculture Giant (might have to be spun off on its own for potential compatibility reasons)
4. Bloodsports (will probably have to be spun off for potential compatibility reasons)
5. Corporate Locusts (will almost certainly be spun off for both potential compatability reasons, and likely needed beta testing)
Starways System Sep 2, 2019 @ 2:28pm 
@mouseshepherd
Casinos always add crime. Just look at Vegas.
mouseshepherd  [author] Sep 2, 2019 @ 12:00pm 
@John
I'm trying not to put more than one new building per civic, but I like for a branch office casino building, though if it's corporately owned and above board I'm not sure why it would add crime.
Resort worlds already inherently add +15 immigration pull to your entire empire, so adding on top of that seems a little redundant. However, doubling the trade value of Resort Worlds and making them accessible from the start seems like an excellent way to incentivize making lots of them and stacking up major immigration and amenities modifiers for your empire very quickly.

@CaptainKampfkeks
I'll take a look at the Galaxy Bank mod. Additional trade attractiveness does sound quite advantageous in single-player games, but has issues with being less useful in multi-player.
Starways System Sep 2, 2019 @ 11:18am 
@mouseshepherd
No no... You're not thinking big enough. Custom buildings like casinos, resorts, and such to build on alien worlds that add culture and income but maybe the casinos add a bit of crime?

Maybe some travel agency buildings for the player's planet to allow for faster immigration to your worlds and add immigration pull, but can only be built on Resort Worlds?
CaptainKampfkeks Sep 2, 2019 @ 9:38am 
There's this awesome mod out there, Galaxy Bank. So I was thinking about a civic that basically excels in credit production & trade, especially with foreign nations. So some huge ass trade activeness for foreign empires, maybe some function that you can give them loans/store their rescources etc.
mouseshepherd  [author] Sep 2, 2019 @ 8:51am 
Okay. I might be extending the time I'm working on this, given the rush of excellent suggestions.

@Mauer
I like the biotech agribusiness concept modeled somewhat on Agrarian Idyll. I'm not sure how easy that will be to implement without modifying some of the core files, but I'll see what I can do.

@John
I'm not sure where to go with that one. Perhaps you start out with the Resort World tech and it's such worlds are somehow more productive? Do you have any ideas for the benefits?

@CaptainKampfkeks
I like the idea narratively, but I'm not sure what modifiers that would actually offer aside from increased Trade Value, which is already covered with the Free Traders civic. Do you have any ideas?
CaptainKampfkeks Sep 2, 2019 @ 8:13am 
Oh, what about a banking clan? Like a MC specced as a giant bank.
Starways System Sep 2, 2019 @ 1:14am 
How about a civic that basically turns you into a resort and casino empire?
-=Maure=- Sep 1, 2019 @ 9:43pm 
I'd lke to see Agribusiness corporation civics, like a megacorp version of Agrarian Idyll, or a Biotech one.
CaptainKampfkeks Aug 31, 2019 @ 4:51am 
On the premise of them expanding fast, I'd suggest some building speed boni across the board (planet build, starbase build/building/module/upgrade, NOT ship build tho).
Journeyman Prime Aug 31, 2019 @ 4:13am 
I like that idea. The corporate locusts infiltrate other nations like a criminal syndicate, but only to build buildings that lower planetary production...perhaps by stealing resources from those planets? And just like a syndicate, you have to go to war with those afore-mentioned massive fleets to expel them from your territory for a while before they creep back in.
SoulDev Aug 30, 2019 @ 10:46pm 
Perhaps use the Criminal Syndicate like branch offices, but instead of producing crime, it decreases production. The idea of it that the Corporate Locusts launch these "sabotage campaigns" in order to keep more of a product to themselves. They shouldn't be very powerful at all, just really acting as a way to soften up a planet/nation.
or they could just affect habitability.
mouseshepherd  [author] Aug 30, 2019 @ 8:52pm 
Unlike most Genocidals, I don’t think that Corporate Locusts would directly have bonuses for combat, but they would have ludicrously high production modifiers (at the cost of long-term damage to the planets) coupled with very high naval capacity and greatly reduced starbase influence costs, plus a higher starbase cap. The result being that they expand insanely quickly and use their unsustainably acquired resources to field massive fleets. This would presumably balance out the lack of branch offices (unless playing a Criminal Syndicate.)
mouseshepherd  [author] Aug 30, 2019 @ 8:52pm 
I’m actually thinking that the only ethics requirement would be to not be Pacifist. Honestly I find the idea that there’s so little of an ethical/ideological basis for it to be chilling in its own way. The Fanatic Purifiers are driven by overriding fear and hatred of aliens, the Devouring Swarm by hunger, the Determined Exterminators by buggy overzealous self-preservation protocols.
But these Corporate Locusts? They don’t hate, fear, or hunger after other civilizations, they just see them as potential obstacles to attaining next quarter’s earnings projections, just little hiccups in the production process to be streamlined into annihilation alongside planets and stars.
Journeyman Prime Aug 30, 2019 @ 6:26pm 
So I was wondering if you could, as your next mod (or as the mod after your next one) create a mod that disables migration treaties (for the AI at least) and automatically set the rights of all alien species (again in AI empires) to "Displacement" and lock it in (so that the AI can't change it) so that the xenos will stay in their own nations unless I invite them into my nation and then they can intermingle through me (and me only).

It would really improve my RP experience with some of my games, and the ability to turn this option on-and-off mid-game would be good too. I just hate calling up the Holy Dominion of Ch'Thul (the four-eyed octopus guys) and seeing a Mect-Pux (the Angler Fish guys) as Hierophant...
Journeyman Prime Aug 30, 2019 @ 6:26pm 
As a final thought for today, could I beg a favour of you Shepherd? One of my big annoyances with Stellaris is migration treaties. In some games I don't care if the xenos intermingle, and sometimes I even let them into my own nation (but usually without citizen rights unless I'm doing a xenophile run), but in some games I want the xenos nations to remain just that: xenos nations.
Journeyman Prime Aug 30, 2019 @ 6:17pm 
I'd also recommend making the process of destroying the planet slow, each planet should probably last at least 20-30 years if not more, unless you give us special buildings or tech which make colonization and colony development extremely quick. Furthermore, how would branch offices work? I mean, a megacorp that doesn't use branch offices is kinda...neutered, right? Will it have the ability to build offices without permission? Or will we have to take "Criminal Syndicate" everytime?
Journeyman Prime Aug 30, 2019 @ 6:13pm 
I love this "Corporate Purifier" civic idea, and I get where Sin was coming from with it being fan materialist, as Purifier is locked to fan xenophobe. Personally I think it SHOULD be locked to fan materialist, but I'm not the one writing the code...

It will be interesting to play no doubt, may I also recommend giving it the same military bonuses as Purifier since diplomacy will be off the table?
Journeyman Prime Aug 30, 2019 @ 6:09pm 
Oh the research wasn't coming from the labs ofc, that was a misstep. I had only 4 labs in my empire but was producing 1000 of each research type IN TOTAL. I recognize that the policy just generates research from clerks rather than researchers lol.
mouseshepherd  [author] Aug 30, 2019 @ 5:55pm 
(Sidenote Addendum: It probably won't be tied to Materialist, as Stellaris uses "materialist" in the epistemological sense, rather than meaning obsession with material acquisition, but it will definitely be a civic that you have to start with and that's impossible to remove.)
mouseshepherd  [author] Aug 30, 2019 @ 5:54pm 
@The Face of Sin
What a brilliant an excellent idea! It seems like it might even be the corporate equivalent of genocidal gameplay (i.e. the equivalent of Determined Exterminators, Devouring Swarms, etc.).
Here's how I see it: You're essentially corporate locusts (which is what I'll probably call it), rapidly stripping planetary biospheres of anything useful in them for major resource bonuses, but in so doing give it habitability maluses until it's a tomb world and then a barren world, and once you get a certain tech you can even blow the barren worlds apart for the ultimate strip mining.
Considering that your complete wanton disregard for the planets on which most life depends, diplomacy is effectively impossible (as with all genocidal gameplay.)
I'm not sure how feasible it would implement finally cracking planets for resources, but the other elements should be possible.
This could be great! Thanks for the idea.
SoulDev Aug 30, 2019 @ 5:13pm 
If I may suggest a CIvic?
A civic that you're locked into as fanatical materialists, where all colony production is increassed heavily, perhaps only alloys or minerals, but after x amount of years the planets becomes a barren world.
I'm not sure how easy that would be to make, but the lore behind it is that the Company is quite literally destroying the planet in order to have the best possible production.
Hell, maybe even have the planets become cracked for that extra evil corporation vibe.
It would probably incur an opinion penalty as well, given the fact an empire would eventually have to move onto other planets to harvest.
mouseshepherd  [author] Aug 30, 2019 @ 9:04am 
-Development Update-

The current plan is to finish up Heavy Industry Titan and Construction Company first before moving on to Bloodsports, which will be a bit more complicated, requiring new buildings and several variations based on policy decisions. The current plan is to make Bloodsports available to non-corporate empires as well.
After that (unless there are any other proposals for new civics) l plan to tidy up a few loose ends to polish things off here, and then move on to my next mod.
mouseshepherd  [author] Aug 30, 2019 @ 8:56am 
@MayhemX8
I'm happy to have made something that you (and hopefully others) are enjoying.
I'm still not sure how you could've been getting so much research though from four labs, as the mod doesn't actually boost research output. Were you producing thousands worth of trade and getting research via the R&D Reinvestment Trade Policy?
I tried the combo of Research Institute and Consumer Goods Dynamo myself, and as I thought they do indeed work quite well together, but without getting to a point that I would consider broken. (I still required a dedicated factory world to supply my rather compact empire.)
I agree that it's a pity that the AI can't really take into account trade deals with optimizing their economies in much the same way that real-world ones operate entirely around international commerce. (Though I may be spoiled by games like Offworld Trading Company.) Perhaps we'll see something for it in the perpetually awaited diplomacy update.