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Updated to generate a game-start middle paragraph unique to this government type.
Same thought to the research pact, if moddable make the research bonus to the player zero and it's only a percentage Tradevalue pact, basically EU4 style Knowledge sharing.
As to the AP perk, it might actually be a very interesting balance in itself, since you as a Tech Corp are now giving research bonuses to every Empire you have a Research Pact with. All of a sudden AI has a lot more power than normal.
Technocracy is pretty powerful IMHO, and all it does is add 1 Unity to Researchers, and replace 1 Admin with 1 Science Director, trading 3 unity and 3 amenity production for 5 of each Science (which is a very large gain), until you get to higher levels of the capital, when it grains 2 SD.
Already with Planetary Capital, this mod's bonus currently provides a +6 to each Science (+9 to Society actually), with zero trade-offs/losses. It would be tough to justify additional bonuses without the civic being totally OP, but if I can figure out how to make some of these suggestions happen (much harder for me personally), I will make a second version that is OP!
I really like the idea of an additional Trade Policy, but it seems like it would be REALLY strong since you're essentially taking a shortcut turning energy into research without first turning energy > minerals > consumer goods > research points.
Another idea is to perhaps also change the returns on the Commercial pact and the Research pact to allow either to have some benefits of the other.
Last idea I have is to modify the Megacorp Ascension Perk to make Research pacts influence free like the Commercial pacts, or to make that a Second tier Megacorp Perk. This being said a suite of Megacorp Ascension perks for better pacts, Increased Trust Cap (To help with Diplo Vassal), Or CBs based on Branch office locations (Thinking like the CK2 Republic TP>City>County CBs)