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If @mouseshepherd objects to this, then I will not do so. Keep an eye out for a Civics Expanded+ update in the meantime.
*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'
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
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.
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.
Um...are you familiar with the Indentured Assets civic? It's exactly that.
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)
Casinos always add crime. Just look at Vegas.
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.
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?
@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?
or they could just affect habitability.
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.
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...
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?
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.
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.
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.
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.