But given that they are criminals, they need crime to a extent. I do understand that its not fun to play against them. That would give the megacorp the incentive to specialize the holdings towards the planets and in turn both profit more.Ĭriminal megacorps are entirely different. Or when the planet has the mining specialization. the mining consortium generates more minerals, the more mining districts are on the planet, for example. However I, as the megacorp, have no incentive to build a mining consortium on your mining world. if you have a mining planet, with lots of mining bonuses, you would want to have the mining consortium because of the additional miner for free. What i agree with, is some rework that incentives the megacorp to build branch office buildings better suited to the planet. And then there are some which just flat out raises your trade vlaue without you needing to do anything. I get 10 minerals (which are created from nothing), you get a miner job, which could create much more than 10 minerals. The ressource the megacorp gets are created out of nothing and not taken from yours. Most times without any drawbacks (it depends on you if you see clerks as a drawback). I do not understand the problem? You are supposed to "want" branch offices because they give you benefit. I wouldn't have a big issue if the game gave me tools to deal with them other than total destruction of every megacorp in the game. You being a corp yourself' can't see how much most regular people HATE Corporations and forcing them on your players just makes some Angry (or a more vehement adjective). Just give us the players the option to kick capitalism in the gonads. The concept of Megacorps is fine, implementation not so much. This is one of the biggest complaint's I see on all the different forums/websites about this game in general. I'll answer that for you NONE! They have no way to make even the slightest foothold. Point in case, How many Mc Donalds or Domino's or Ford dealerships ect ect ect ect ect do you see in North Korea. If I want to play a race that's akin to North Korea and keeps ALL outsiders out I should have the option to include Megacorps in that. But this BS of not being able to stop their expansion unless you completely destroy them is a BAD GAME DESIGN. Make it hurt relation with the Megacorp in question I'd expect that. If i choose as the leader of my empire to make a Megacorp ANY MEGACORP "Persona non grata" in my systems I should have that option. Option 1, mess up your colony's by forcing them to build cop shop's to keep the criminal ones out (doesn't work for non criminal megacorps) The biggest issue IMO, is the removal of branch offices, or more specifically the limited options to remove their offices or even stopping them from opening offices in the first place. So it's been a while since they were released but IMO they are still BROKEN especially the "criminal" Megacorps.
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