Stellaris

Stellaris

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Expanded Megacorp Civics
   
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Aug 16, 2019 @ 1:38pm
Sep 9, 2019 @ 9:01am
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Expanded Megacorp Civics

Description
Reevaluate your portfolio with all new corporate civics.

Current offerings include:

New Civics
-Research Institute: Drive and monetize innovative paradigm shifts through customer education, nudging public discourse in more synergistic directions.
-Entertainment Empire: Capitalize on mythology manufacturing and spectacle production to capture maximum consumer surplus and optimize foreign markets for profitable collaboration.
-Consumer Goods Dynamo: Optimally leverage economies of scale in consumer goods production to undercut competitors even in saturated markets.
-Spaceship Pioneers: Align operations around being first to market in interstellar transport innovation in order to excel in the keystone of every trans-stellar commercial value chain.
-Heavy Industry Titan: Dominate the heavy B2B ecosystem through maximizing alloy throughput.
-Construction Company: Specialize in infrastructure instantiation, both to facilitate commerce and productivity for internal operations and as a monetizable service for external customers.


New Trade Policy
-R&D Focus (Research Institute and Technocracy only.)



Spun-off
Family Business has now been spun off into its own mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1847846720

-Family Business: Keep the company's c-suite among your relatives. They're reliable-ish, or at least social pressure keeps them from screwing up too much, so operations are fairly stable.
Enjoy all the fun of nepotism!

(Both compatible with this mod and functional on its own. However, it may conflict with other mods that alter the Capital Buildings file.)

Coming soon:
-Bloodsports: Score a win-win by monetizing and promoting interpersonal conflict for popular entertainment, while simultaneously either providing security personnel hands-on training/interviewing or downsizing of profit-threatening social elements.
-Vacation Nation: Capture upscale leisure time surplus through a focus on the development of exoplanetary hospitality locations.
-Bio-agriculture Giant: Specialize in biological necessities to ensure low-cost, reliable income sources.
-Corporate Locusts: Rapidly acquire and exploit biospheres to the point of extinction, thus ensuring explosive quarterly returns while enforcing long-term scarcity. (Corporate Genocidal Gameplay)

More civics may be added if anyone has solid suggestions or if I come up with anything, so recommendations and requests welcome!
Popular Discussions View All (1)
1
Oct 5, 2019 @ 5:22am
Bug Reports
mouseshepherd
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'