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For instance, I am enjoying how Agrarian Idyll now actually makes an empire somewhat functionally different in a way that stays true to the idea of a mostly-rural civilization whose people delight in the simple things. If anything, I wish Agrarian Idyll was x2 effective (-2 housing from cities, +2 housing to production districts)...you know what I mean?
A colonialist megacorp would also be an interesting one. Basically a megacorp that uses its corporate branches to slowly extend its influence throughout the planet, leeching off its resources. sort of like the real life British East India Company.
Basically, you could either have priests with increased society+amenities, or (what would be really cool) is Worker-strata "Priests"
Spiritualists:
Ascetics (worker priest with something special)
Warrior-scholars (specialist enforcers with a side of something else)
Sorcerors/Wizards/Masters (ruler administrators with research or anti-crime bonus)
Seers (specialist researcher/priests)
Egalitarian:
Organizers (worker/technician that adds amenities?)
Lawyers (specialists)
Militant:
Chaplains (specialist priest/soldiers)
Skalds
Authoritarian:
Overseers
Knights
Jesters/Fools
Xenophile:
Diplomats
Xenophobe:
Demagogues
Militia
There is conceptual value to using the Corp mechanics to represent a big labor union, but the limitation on hostile branches means that I can't implement it the way I want. Basically, unions expand without asking permission just by organizing workers, but they don't rely on or increase "crime" in any way that makes sense to me. Now, some kind of corrupt "Vanguard Party" that combines Criminal Heritage with a revolutionary-themed civic? That has potential, because revolutionary parties do act in a "criminal" way as far as capitalist states are concerned, and may even fund themselves with criminal activities. But normal above-the-board labor unions would neither (in my view) increase/rely on "crime" nor would they ask permission to set up shop.
I think if I had to have an argument with PDX, it'd be that they should fill in the wide gaps of fun that a lot of their mechanics almost open up, especially with Megacorps. A trade union "megacorp" would be fun, like you all said. Also, a mechanic to go into the ship production trade, or army production aka mercenaries, or a specifically-focused slaving corp, or a corp that sells robots...
But then filling in holes isn't really PDX's forte. I mean, Hive Minds only have 1 civic that changes functionality, compared to 3 for machines and 2 or 3? for megacorps.
I agree with you about Paradox's design process in a lot of ways. They often seem to sketch out huge swathes of conceptual territory but only fill in a small part of it, in a way. (But this is also to their credit that they are willing to push the boundaries of their own designs so much that it looks like they could do more!) But as a modder I am more annoyed by the inconsistent flexibility. This expansion opened up room for a lot of the existing game to be modded in fun new ways, but the new features are all kept out of reach. What I wanted to see was like:
can_build_branches = true #controls whether you can build branch offices
needs_treaty_for_branch = false #controls whether you need permission for branches
branch_value_scales_with { #properties for trade value to scale with here }
branches_contribute { #things opening a branch office does to a planet here }
As just properties that could be added or changed on civics. The thing is, the branch office interface can still be controlled in the code with a check for the DLC, so I don't fully see the security case for not doing something like this.
On the other hand, I handicap myself because I am very committed to not modifying base game files. Even modifying specific parts of files where I don't have to modify the whole thing bugs me because I worry about compatibility on the specific things I change. So that's on me.
Personally, I'd rather you didn't modify core files, either--it's what has kept this mod compatible with everything. Eventually Alpha will come through and give the core stuff a balance pass+increase immersion. But there are still plenty of interesting empires that can need interesting civics to create cool governments without that.
I started a game with Aristocratic Elite today. I have my little nobles mixing with administrators to make my empire stable and "happy", even though my workers live desperate lives. Now my nobles need knights. So I am hoping, for instance, that you can change Chivalry to grant access to specialist knights, whom I suppose would function something like a x2 or x3 buffed worker soldier, or a buff worker soldier+amenities?. Then change your old Traditional Kingdom (I forget the exact gov't name) to require some combo of Aristocratic Elite and Chivalry. Stuff like that could be cool, and way more immersive than anything pre-Le Guin.