Stellaris

Stellaris

MegaCorp+
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
BlaadFrost  [author] 7 May @ 5:05am 
Hi, you can change the mod version by going to the changelog.
alijharb 7 May @ 1:39am 
Hello, is it possible to include a link for the mod for those still using the rollback before the 4.0 update? I am a fanatic Megacorp user and your mod is indispendable. I'm still waiting for 4.0 to be patched enough before I migrate. Thank you in advance.
Janlitschka 27 Apr @ 3:07am 
The Trade League Policy is horrible... This really kills the mod for me :c
Mael 17 Mar @ 8:45pm 
How are you supposed to make it past start with the Trade Hub origin? With both Minerals and Food in the negative and Energy being your only halfway decent stat, it seems like I'm missing something
Huangshu 1 Feb @ 10:11pm 
Many thanks to Calvin Dismet for bringing the Chinese translation to help me play such a cool mod
BlaadFrost  [author] 31 Jan @ 9:07am 
For those who might be wondering, I'm not developing anything on the mod for now. With Paradox's announcements about Stellaris 4.0 and the modification of the trade system, there's a good chance that most of my mod will be broken. However, as soon as 4.0 is released, you can bet I'll be working hard on it—especially now that trade will be considered a resource, which will open up incredible possibilities!
BlaadFrost  [author] 31 Jan @ 9:01am 
卡尔文迪斯梅特 Of course !
卡尔文迪斯梅特 31 Jan @ 5:24am 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
perl 12 Jan @ 10:45am 
Cool mod!
BlaadFrost  [author] 17 Nov, 2024 @ 2:24pm 
Hello everyone! I've updated the 7 civics related to ethics:

- Institute of Things
- Private Members Club
- Sharing is Caring
- Antisocial Network
- Universal News Network
- No Guts No Glory
- Question Space

Now, the branch office buildings you unlock with these civics provide more specialized jobs for the planet and more interesting and coherent bonuses for the branch office owner.
BlaadFrost  [author] 9 Nov, 2024 @ 8:15am 
Hello capitalists! I fixed a bug that was preventing stock retrieval. Now, when you establish a commercial pact or a branch office, you will properly receive the resource :)
GoddessGaming1520 2 Nov, 2024 @ 3:48am 
does this work with the latest version?
BlaadFrost  [author] 20 Aug, 2024 @ 3:45pm 
Okay, I managed to fix the bugs. Please make sure you have the latest version of the mod and feel free to give me feedback on whether it works or not, or even on other aspects! I’m really sorry I didn’t catch the bug earlier; I’ve been quite busy this summer. I hope to continue working on the next features I had in mind, such as the ability to buy building plans in the custom shop that allow you to modify certain jobs on a planet so they produce less of their primary resource and more trade value. :D
BlaadFrost  [author] 20 Aug, 2024 @ 3:24pm 
I think the issue arises because, in my code, the event `mcp_titan_project.4` is triggered for the planet owner and not for the branch office owner.
Kitten 20 Aug, 2024 @ 1:00pm 
@BlaadFrost

I attempted to trigger mcp_titan_project.4 on planet to bypass mcp_titan_project.3, nothing happened when it was triggered.

However, upon triggering mcp_titan_project.5 on country, that event did trigger correctly, finishing the chain. It also did apply the intended effects.
BlaadFrost  [author] 19 Aug, 2024 @ 8:46am 
I will try to fix this over the weekend. I don't understand where the problem is coming from, and based on the tests I've done, I don't understand why the counter isn't updating
OMG the EG Guy 18 Aug, 2024 @ 7:03pm 
after some testing ive found the following

the 3rd stage of titan project doesnt track the branch offices (neither normal or criminal ones)

and i think the stock resource doesnt work (atleast i dont get any on building a branch office, prob connected)
OMG the EG Guy 18 Aug, 2024 @ 4:43pm 
i did establish a couple NEW ones and it was still 0/5 (or whatever the number is) maybe it didnt update (cause i didnt establish 5 new ones, just 2-3 and saw it didnt update)
BlaadFrost  [author] 18 Aug, 2024 @ 3:03pm 
During stage 3, you just need to establish new branch offices in the game. They do not differentiate whether it is a criminal branch office or not, and the ones already present do not count towards the progress of stage 3.
OMG the EG Guy 18 Aug, 2024 @ 2:44pm 
does stage 3 of the titan project not count crime branch office?
kinngrimm 12 Jun, 2024 @ 2:40am 
a stock exchange? 0_0. Like having stock in other mega corps ... and by that being able to influence their diplomacy =)
BlaadFrost  [author] 11 Jun, 2024 @ 9:35pm 
Hello everyone, I have updated the mod with Stocks. I will see how far I can push the mechanics, but it will likely reward capitalist actions.
Old Ways 9 Jun, 2024 @ 11:43am 
I love the way you build the mod and that rare resources are fixed now with trade hub origin but its just unplayable, you are trying balance it but it was never broken at first place, but thats just my opinion. Other then that the new buildings and other stuff for megacorp are really epic, you did awesome job with it. If you want some ideas, maybe you could add some new origin/origins. Maybe some focused on megacorp who can do better at research? That could be interesting.
valhariel 9 Jun, 2024 @ 5:53am 
@BlaadFrost This sounds like an interesting idea, and you could approach it in a few different ways. Maybe correlate stock value with trade value, so X% of trade gets accrued monthly as a certain amount of stocks. You could always bake them into your commercial pacts somehow, as a fixed percentage of the target empire's economy. I have no idea what balancing would look like, though.
BlaadFrost  [author] 7 Jun, 2024 @ 6:56am 
Hello everyone, I want to keep developing this mod, but I'm running out of ideas for what to add that's relevant and doesn't require advanced coding skills in Stellaris. I was thinking of adding a new kind of resource called "Stocks" that could be exchanged for rare resources (living metal, nanites, etc...). These "Stocks" could be obtained by creating branch offices, for example. However, I'm not even sure if I'll be able to implement this trading system successfully. I'm curious to hear what you think or if you have any other ideas :)
jojobe 5 Jun, 2024 @ 1:03pm 
excellent mod
kinngrimm 31 May, 2024 @ 7:02am 
ok got it thx
BlaadFrost  [author] 31 May, 2024 @ 6:57am 
I believe you can still play without any issues. All the content I added does not require the extension at any point. However, if some of my content unlocks through the Machine Age extension, you won't have access to it.
kinngrimm 31 May, 2024 @ 6:54am 
i fear i know the answerm still double checking.
So i do not have machine age, does the mod still work for me. Like it just excludes the machine age parts or is it all or nothing?
KingofApples 29 May, 2024 @ 4:34pm 
Way better thanks so much
Ben_D⚜ 27 May, 2024 @ 11:43am 
You should the patch notes in the appropriate section.
BlaadFrost  [author] 27 May, 2024 @ 10:56am 
KingofApples, I think you will be interested in this balancing update :')
BlaadFrost  [author] 27 May, 2024 @ 10:55am 
Hello everyone, today's update includes the following changes:

- The Investor trait no longer provides 5 societal research for all pops but instead gives 2 societal research for clerks.
- Several adjustments have been made to globally nerf traders, as they were too effective.
- In the Commerce tradition tree:
- Modified the deposits generated on celestial bodies.
- There is now only a 50% chance that this will occur.
- Deposits will only appear on uncolonizable planets.
- Added a popup at the end of the Titan Project to notify you that it's completed.
- Fixed a bug in the ethic civics that wasn't applying the trade boost to pops.
KingofApples 27 May, 2024 @ 10:13am 
Also would like to add: Regarding the trade hub origin - when finishing the titan project, there seems to be no event or popup saying you finished it. It left me pretty puzzled until I found the planet modifier added. Could you make an event popup so this is more clear?
KingofApples 27 May, 2024 @ 10:08am 
Commerce tradition tree is totally overpowered and I want to stop using this mod for that reason alone. Thought i'd post here first and see if you'd tune it down so I can resume using this mod.

1) 2 trade value per celestial body is way too much. Way, way too much. The perk might feel good and balanced if it was something like 3 or 4 trade value per Star.
2) After completing the tree, the 5 society research you get per specialist Population is also way too high. I also don't understand the theme of Specialists having society research in a mega-corp-specific tradition. Would you consider making instead Traders and Managers having 1 society research instead? Would still be viable, probably more balanced, and might fit theme better. Alternatively drop the specialist bonus from 5 to 2.

Thank you
BlaadFrost  [author] 27 May, 2024 @ 12:54am 
Hello everyone, here's another update that adds illustrations for all the events occurring every 10 years that my mod introduces.
BlaadFrost  [author] 26 May, 2024 @ 12:50pm 
Hello everyone, today a little update where I integrate custom icons for AgroCorp, TechnoCorp, and Particular Partner.
BlaadFrost  [author] 25 May, 2024 @ 1:44pm 
Wow, this Discord is amazing, I didn't know about it!
Cosmoros 25 May, 2024 @ 8:52am 
It is not worth creating a dedicated discord. A lot of trouble for little gain. There is stellaris modding den that works fine and you dont need to dedicate to moderate it.
BlaadFrost  [author] 25 May, 2024 @ 5:32am 
Hello, today a small update reduced the size of the ecumenopolis from 30 to 25. The Trade Hub Policy has also been modified, and the effects of events occurring every 10 years have been revised.