Stellaris

Stellaris

巨型企业重制 Megacorp re-balance by IPC
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Update: 21 Jun @ 8:05am

For V4.0.21

Do you feel powerless due to the lack of cooperation from the departments of the Company? Are you frustrated by the inefficiency of trade districts and branch office buildings? Do you feel disheartened that the corporation you've worked so hard to lead is falling behind in interstellar competition? Worry no more!

In accordance with the latest resolution of the Interastral Peace Corporation (IPC) Board of Directors, the Strategic Investment Department has made significant investments in redesigning the company's trade facilities, achieving remarkable results. The revamped system is as follows:

(If you like this mod, I'd greatly appreciate a thumbs-up—it's a huge encouragement for my hard work!)
(Rest assured that most of the changes in this mod will not be used by the AI ​​empires)

1. Corporate Government
Election rules: Elections are changed from 20 years to 40 years, and the current ruler is allowed to run again. The election candidate can only be one of the company leaders. The number of election candidates is increased from 4 to 7
Country type bonus: The trade bonus generated by the post is increased from 10% to 20%, and the number of foreign leaders that can be recruited is increased from +1 to +3

2. Mercantile Tradition
Mercantile Adopting Effects: -10% Trader Upkeep, +15% Economic Diplomatic Weight, -25% Border Tension, +20 Trust Cap, +20% Trust Growth

Adopting Mercantile Traditions will give the options of s series of key technologies, such as:
Space Trading, Interstellar Economics, Galactic Stock Exchange, Rare Crystal Mining & Synthesis

Tradition - Market Insights (Corporate Building Bonus): +15% Trade Value from Trader Jobs, -30% Broker Fees

Completing the Mercantile Tradition unlocks the Trade League Policy (0.5 trade, 0.1 energy, 0.2 consumer goods, 0.2 unity).

3. Diplomacy Stances
Now, Megacorp can apply two types of diplomacy stances—"Fair Trade" and "Interstellar Monopoly".
"Fair Trade" and other normal diplomacy stances will allow the company to apply edicts and buildings with more balanced/fair numerical values.
"Interstellar Monopoly" stance will allow the company to use the powerful version of edicts and buildings. In addition, this stance +2000 Trader jobs on the Capital Planet. Note that branch office buildings built under the "interstellar monopoly" and other stances will not automatically transform into each other.

4. Company Departments Projects
A total of 40 proposals, projects, and resolutions from seven departments and boards have now been presented in the form of edict. The effects cover all areas of the company's business, including but not limited to exploration, expansion, economy, military, research, and management optimization. This will effectively help you expand your interstellar business.

5. Trade Buildings
Commercial Zones:
After adopting Mercantile , planet trader workforce bonus 5% and +200 Trader jobs.
After finishing Mercantile Tradition, if "Interstellar Monopoly" is applied, provides +200 Trader jobs.

Commercial Megaplexes (Empire limit 7):
Removes planet limit
Add planet trader workforce bonus 5%. Reduces Trader upkeep bonus to 5%. Country trade produce +5%.
After adopting Mercantile Tradition, +400 Trader jobs.
After completing Mercantile Tradition, if "Interstellar Monopoly" is applied, provides +400 Trader jobs.

Galactic Stock Exchange (Empire limit 1):
Country trade produce +15%.
After adopting Mercantile Tradition, provides +10% planet trader workforce bonus and +800 Trader jobs.
After completing Mercantile Tradition, if "Interstellar Monopoly" is applied, provides +10% planet trader workforce bonus and +800 Trader jobs.

6. Ascension Perk: Galactic Trade
+7 Imperial Administrators, -50% Empire Size from Colonies, -30% Branch Office Construction Cost, +50% Immigration rate.

7. Branch Office Buildings
Influence cost removed—now uses Trade Value for construction and upkeep.
All branch buildings have been rebalanced for profitability
All branch building slots are now unlocked upon establishing a Planetary Capital

The following are all "Interstellar Monopoly" buildings. The "Fair Trade" version appropriately reduces output and modifier for corporate empire. The "Fair Trade" normal business buildings and all "unconventional business buildings" are not shown here due to the limitation of words.

Interstellar Mining Consortium (800 Trade cost, 40 Trade/month upkeep). Local planet: Miner jobs +500, planet Miner workforce+5%. Megacorp: +60 Minerals/month.

Premium Food Brand Chain (800 Trade cost, 40 Trade/month upkeep). Local planet: Farmer jobs +500, planet Farmer workforce +5%. Megacorp: +60 Food/month.

Universal Consumer Goods Supply Chain (1600 Trade cost, 100 Trade/month upkeep). Local planet: Artisans jobs +300, planet Artisans workforce +5%. Megacorp: +80 Consumer Goods/month.

Alloy Heavy Industry Cluster (2000 Trade cost, 160 Trade/month upkeep). Local planet: Foundry positions +300, planet Foundry workforce +5%. Megacorp: +60 Alloys/month.

Military Service Facility Complex (1000 Trade cost, 50 Trade/month upkeep). Local planet: Soldier jobs +600, branch office value +20%, Army Starting Experience +100. Megacorp: Naval capacity +100, Army&Naval Starting Experience +50

Industrial Production Cluster (2500 Trade cost, 240 Trade/month upkeep). Local planet: Foundry positions +200, Artisans jobs +300, planet Foundry & Artisans workforce +2.5%. Megacorp: +40 Alloys/month, +60 Consumer Goods/month.

Strategic Materials Synthesis Complex (2500 Trade cost, 80 Trade/month upkeep). Local planet: artisans & metallurgists exotic gases produces +1, volatile motes produces +1, rare crystals produces +1; planet exotic gases produces +10%, planet rare crystals produces +10%, planet volatile motes produces +10%. Megacorp: +8 exotic gases/month, +8 volatile motes/month, +8 rare crystals/month.

Galactic Broadcasting Division (1600 Trade cost, 160 Trade/month upkeep). Local planet: Bureaucrat jobs +300, planet Foundry & Bureaucrat workforce +5%, and Xenophile attraction +100% on the planet. Megacorp: +80 Unity/month.

Corporate Research and Development Center (2500 Trade cost, 160 Trade/month upkeep). Local planet: Each kind of researcher job +200 (600 in total), planet Researcher workforce +5%. Megacorp: +80 research points in Physics, Society and Engineering fields per month.

Grand Amusement Complex (800 Trade cost, 40 Trade/month upkeep). Local planet: Amenities +40, Entertainer jobs +300, planet Entertainer workforce +5%. Megacorp: +120 Energy/month.

Branch Business Metropolis (Planet limit 1, 1600 Trade cost, 40 Trade/month upkeep). Local planet: branch office value +50%, Trader jobs +600, planet Trader workforce +5%. Megacorp: Capital Trader jobs +400.

Corporate Embassy (Planet limit 1, 1600 Trade cost, 40 Trade/month upkeep). Local planet: Xenophile attraction +50%, Clerk jobs +200, Merchant jobs +100. Megacorp: Economic Diplomatic Weight +15%, Trust Cap +15, Trust Growth +15%, Envoy +1, +0.5 Influence/month.

Corporate Security Forces (Planet limit 1, 2000 Trade cost, 80 Trade/month upkeep). Local planet: branch office value +20%, Enforcer jobs +600, planet Enforcer workforce +5%, and Stability +10. Your support for justice will provide your empire with 5 stability, -10 crime rate, and 20% mainstream ideology. Monthly income 160 energy.

Temple of Prosperity (Planet limit 1, 800 Trade cost, 40 Trade/month upkeep). Local planet: Priest jobs +300, planet Priest workforce +5%, and Spiritualist attraction +100% on the planet. Megacorp: +80 Unity/month, +20 Energy/month.

Imperial Concession Port (Planet limit 1, 3000 Trade cost, 100 Trade/month upkeep). Local planet: branch office value +30%, Merchant jobs +100. Megacorp: Energy diplomatic weight +20%, Naval Capacity +50, +2 nanites/month, +2 living metal/month, +2 dark matter/month, +2 zro/month

Update: 18 Jun @ 12:48am

Update: 17 Jun @ 9:48pm

Update: 16 Jun @ 8:18am

Update: 15 Jun @ 6:11pm

Update: 9 Jun @ 4:13am

Update: 9 Jun @ 2:01am

Update: 7 Jun @ 8:25am

Update: 4 Jun @ 6:16pm

Update: 3 Jun @ 6:09pm