Stellaris

Stellaris

110 ratings
MegaCorp+
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File Size
Posted
Updated
13.379 MB
6 Feb, 2023 @ 10:48pm
7 Jun @ 2:22pm
110 Change Notes ( view )
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MegaCorp+

Description
Description
MegaCorp+ aims to add content for mega-corporations, such as civics, edicts, technologies, origins, etc.

Overview of the Content
- 🏆Civics: 10 new civics
- 📜Policies: 1 new policy
- 🏛️Edicts: 3 new edicts
- 🔬Technologies: 13 new technologies
- 🏢Corporate Buildings: 12 new buildings
- 🏬Branch Office Buildings: 8 new building
- ⭐Ascensions: 2 new ascension perks
- ⭐Districts: 2 new districts
- 🌍Origin: 1 new origin
- 🌿Tradition: 1 new tradition
- 🧬Traits: 2 new traits
- 🏢Several new events

Detailed content
MegaCorp+ Content[docs.google.com]

Compatibility
Regarding compatibility with other mods, I will be completely honest with you. I don't really care about it. If you want to create patches to make my mod compatible with others, feel free to do so. Personally, I am only focused on the development of MegaCorp+.

Localisation
- English
Popular Discussions View All (1)
9
27 May @ 9:09am
Bug Report
BlaadFrost
140 Comments
Machoman Adam Savage 23 Jun @ 7:43pm 
I think the titan project chain is broken? I'm on phase 3 and have about 8 branch offices, yet the situation still says i have zero. I do have a lot of mods on so it could be some incompatibility with another mod.
BlaadFrost  [author] 23 Jun @ 7:58am 
Hi @Don't even Try it. I’m not certain it’s truly required—the tradition tree in my mod changes the leaders, but I think we can play without it. Still, to be safe, I’d prefer to include it.
Don't even Try it 23 Jun @ 12:14am 
Sorry to ask this, but sometimes mods have weird rules on how "needed" their prerequisites are, is Galactic Paragons required for the mod to function- or is it a case of mechanics that just won't be usable?
Escaton 14 Jun @ 8:17pm 
Your trade policy sounds fun at all, but it is not even working, its just the vanilla policy. your value's do not apply at all.
BlaadFrost  [author] 28 May @ 11:51pm 
It should be compatible, since I gave unique names to all my civics anyway, so the only compatibility issue you might run into is if two civics from two different mods have the same effects or something like that.
AltoidsMaximus 28 May @ 5:57pm 
For those who care about it, is this compatible at all with other civic-related mods?
BlaadFrost  [author] 26 May @ 12:02pm 
@mr_ubik Indeed, I’ve made a lot of fixes—I really misunderstood how districts work in the new version! I’ve updated the mod with quite a few corrections. 🙂
BlaadFrost  [author] 26 May @ 9:08am 
Normally, I’ve renamed all the scripted variables correctly.
喵小夕 · F_thx 25 May @ 7:59pm 
Please provide a scripted_variables identifier to enable compatibility with the BPV More Building Slots mod.
mr_ubik 12 May @ 12:03pm 
@BlaadFrost the Trade Districts seem to still need to be adapted to 4.0 amount