Stellaris

Stellaris

Interstellar Incorporated: Space Corp [2.8 LEGACY]
123 Comments
TequilaSe'lai 17 Apr, 2021 @ 10:59am 
@mr_trousers yeah that makes sense about the empires taking up slots, but you can easily get around that by playing on a larger map/using mods that increase the total number of slots.
TheFlyingPotato  [author] 17 Apr, 2021 @ 9:21am 
Okay everyone! We uploaded the new version!
As previously stated, we made a separate upload to leave this one as a legacy for 2.8 players.
If you want to play this mod on 3.0, head HERE
We also added support for the brand new Dynamic Mod Menu which removes the "open mod menu" edict to clear a bit the edict list ;)
TheFlyingPotato  [author] 17 Apr, 2021 @ 9:18am 
Haha nice :P
Spikem59 17 Apr, 2021 @ 9:17am 
Yep, almost immediately after posting that they cropped up haha.
TheFlyingPotato  [author] 17 Apr, 2021 @ 9:12am 
@Spikem59 Make sure to have at least 2 systems, one planet with 10+ pops (capital should do the trick), and NOT be a subject (so scion is a big nono). After you fulfill these requirements, a corp should spawn in the next 2 years
Spikem59 17 Apr, 2021 @ 9:07am 
How long does it take for a corp to appear? I'm a few years into my game and so far haven't seen any corporation related stuff. Contact screen is still empty.
Proxy 17 Apr, 2021 @ 1:00am 
Revolutions and Ethics is what creates infinite screens to pop up.....
mr_trousers  [author] 16 Apr, 2021 @ 8:16pm 
It is very unlikely it was this mod causing the empty event screens, probably a different mod that was not yet updated for 3.0. We haven't gotten that issue at all in our updating for 3.0 as Potato said, but it *is* a possible issue when new updates come out, and certain mods are broken in certain ways.

@CactusJuice This would probably be possible to implement, but I see one major problem with it, in that if you force spawn these corporate empires and then the mod turns them into sub-national corp subjects, they still took up spots as full empires during game init and you're now out however many empires in your galaxy as you force spawned corps. That seems like a big downside.
TequilaSe'lai 16 Apr, 2021 @ 5:27pm 
Would it be possible to add an option to make two force-spawned empires have a parent nation-subject corporation relationship?

For example you could force spawn UNE, but then also create a custom empire that is "tied" to UNE when it spawns via a pair of civics or origins. Mods like Distant Origin and Federation Origins have similar features, but they let you spawn independent nations/federations, not corporate subjects like this mod does.

The idea of having randomly spawning corporations is interesting, but I'm curious if it'd be possible to customize those corporations in the empire creation, and then force spawn them.


Malkrie 16 Apr, 2021 @ 5:21pm 
I've seen the empty screen thing before with cbshing's origins mod from back before origins were a vanilla thing. It was tied to a setting/condition iirc, a specific species trait. Even if this mod doesn't deal with species traits (it probably doesn't, but I don't know what janky things may be going on in the background), it may be some other setting causing it. Also, take this with several grains of salt because I am just trying to remember that from 1-3 years ago off the top of my head. I can probably head back to the mod page and find my conversation regarding it, if necessary.
TheFlyingPotato  [author] 16 Apr, 2021 @ 4:53pm 
Wow that's new. I never even had that problem while working on the update haha
Anyway, we think that we should be ready to upload tomorrow (#nopromises)
We are also thinking of letting this mod for 2.8 and uploading a new one for 3.0 (because there will be people that don't like the 3.0 update, so letting them at least have the actual version of the sounds nice)
슈팅스타 16 Apr, 2021 @ 4:47pm 
currently not compatible with 3.0.1. it triggers infinite empty event screen every day
Instant Caulk 16 Apr, 2021 @ 3:56pm 
Wow this looks really awesome! thank you for this, it looks like alot of fun!
mr_trousers  [author] 16 Apr, 2021 @ 3:54pm 
@EchoDelAbyss Currently just random. We will be looking at how to flesh out different corp types further in future updates.

@xaviercorothers That could be an interesting idea to explore. Corporate colonies is an idea we're interested in but still thinking about the best way/the feasibility of implementing. I think I'll take a look at if that idea could work!
Oldironking 16 Apr, 2021 @ 3:37pm 
Maybe corporate colonies could work like how primitive civilizations work. Autonomous, but not independent planets within the players controlled space. Corporations could even upgrade (some) of their stations into habitats. (again, limit how many)
EchoesDelAbyss 16 Apr, 2021 @ 1:13pm 
so are corp types random or do certain things get them to form?
TheFlyingPotato  [author] 16 Apr, 2021 @ 11:55am 
Haha we considered using the HQ deposit level as a soft cap indeed :P
Kelp 16 Apr, 2021 @ 11:28am 
I'm sure you guys would have a better more engaging idea; but a thought off the top of my head could be to limit station count to double the HQ level of the corp.
TheFlyingPotato  [author] 16 Apr, 2021 @ 9:44am 
The mod isn't yet updated for 3.0 :P
We are working on it!

@StarKelp Yeah, we are thinking of changing how stations work to remove that issue. Nothing certain yet
LMeire 16 Apr, 2021 @ 9:31am 
Corps of other factions are impossible to contact, which results in an inifinite loop for the first contact process. Not hard to just ignore them, but I doubt the AI is smart enough to clue in to that.
Kelp 16 Apr, 2021 @ 9:14am 
This is working shockingly well in 3.0, consider me impressed. Been using it alongside the new dlc for even more new content.

I don't have too many concrete thoughts so far, other than two things related to them building stations:

A: Perhaps show a base value of some sort in the policy menu?
B: It should maybe get more expensive after each one, beyond the first. If it isn't already. It feels like any secondary corps that spawn in my empire never get a chance to truly claim stations, as the primary corp already monopolized everything.

I think I'll try to boost up the price of them to max from start to see if that helps.
TheFlyingPotato  [author] 16 Apr, 2021 @ 8:39am 
Permissions stuff: Maybe ? It would need some new UI probably and kinda annoying to do. Not sure if that's that useful. Maybe just adding systems that shouldn't be surveyed (like precursor) could do the trick
TheFlyingPotato  [author] 16 Apr, 2021 @ 8:38am 
@Diettinger Glad you love it!

Idea #1 Right now there is no way to affect the market price, and only dirty ways to get the market price. Although converting resources to money using that price could be an interesting idea indeed. (Keep in mind that the corps have no AI, we have to script all of their actions :P)

Idea #2 There is no little profit! And corps have a boost to resource mining (mainly due to not being affected by difficulty bonuses). Making them prioritize bigger sites could possibly decrease performance, we would have to do some tests

Idea #3 IIRC we had a kinda similar idea, but I'm not sure that it would bring a lot of fun to the player (a tiny bit of immersion maybe?)

Request #1 That's really difficult to make it work properly in stellaris while keeping a good performance. The "previous" mod iicso wanted to do that, but Stellaris isn't really adapted for it
Diettinger 16 Apr, 2021 @ 7:56am 
But I love this mod!!!
Diettinger 16 Apr, 2021 @ 7:56am 
Also... perhaps a set of permissions for corporations to perform specific activities. Call them licences. Possibly granted on a system or asset level...
Diettinger 16 Apr, 2021 @ 7:25am 
The below was truncated... :)

Idea #2: corporations only target mines which are of a minimum size. Corporations would naturally try to maximize profit so they would only develop lucrative sites. This prevents them from mining out entire systems which is annoying.

Idea #3: As systems are surveyed by the nation the system could be 'listed' for development and corporations could bid on the system to develop its resources.

Request #1: any chance you could make resource inventories more localized and then use corporate (or nation) shipping to move them about to where they are needed... with a cost and a profit of course.
Diettinger 16 Apr, 2021 @ 7:25am 
Just a suggestion: corps which produce raw materials (minerals, food, etc) ought to sell that product into the market and pay taxes on their income. It would cause a downward pressure on the market price which would affect their incomes and keep those corps under control to a degree.
Corps which make finished products ought to buy their inputs from the market and sell their outputs into the market. This would also affect their P&L and the taxes they pay.
One of the interesting effects this has is that when the player sets a controlled buy in the market it will prompt corporations to increase their mining and manufacturing... and when a controlled sell is placed on the market it would slow the development of corporate mines.

davidsen324 15 Apr, 2021 @ 11:39pm 
Just wanna drop by, and say thanks for the hard work, and dont stress so much, life comes first.
Dubois Emporium 15 Apr, 2021 @ 1:50pm 
Oh I see , that's what I thought , maybe a dirty hack might be useful but as long as their taxes are added to the "global treasury" that's fine ! Thanks for the answer !
TheFlyingPotato  [author] 15 Apr, 2021 @ 1:45pm 
@=7Cav=AR.Dubois.F In vanilla, tributaries (and not vassal) give you energy and minerals indeed (25%).
In our mod, the corps also give you (taaaaax) resources (energy, minerals, food, CG, alloys) based on their benefits in that resources (minerals should be > 0 most of the time, energy can be negative if they have many fleets). And you can determine the tax rate (from 0 to 60% of the benefits).
The only downside is that the taxes aren't displayed in monthly earned :(
(we could maybe do a dirty hack in 3.0, not sure)
Dubois Emporium 15 Apr, 2021 @ 1:40pm 
One question , does the corp that spawns in your empire pays pays you a tax the same way vassals in this game does ? Like they give you a certain percent of what they have in credits an minerals ? If yes does it shows up in the monthly credits / minerals earned ? Thanks !
TheFlyingPotato  [author] 15 Apr, 2021 @ 1:02pm 
Not yet. It doesn't look completely broken, but things are a bit weird to fix right now
T'Challa 15 Apr, 2021 @ 12:53pm 
Does this work with 3.0?
TheFlyingPotato  [author] 15 Apr, 2021 @ 11:33am 
@SANS You can close borders to the overlord of the corps. Adding a policy "don't create corps in my country" sounds like a good idea for multiplayer yeah :)
SANS 15 Apr, 2021 @ 11:25am 
I liked your modification (but the friend I play with does not like the fact that corporation ships are constantly flickering on its territory) is it possible to make a decree or a policy prohibiting corporation
Dovenius 15 Apr, 2021 @ 9:31am 
Thank you for the quick response!
TheFlyingPotato  [author] 15 Apr, 2021 @ 9:30am 
@Doven-NeeUse Yes!
Dovenius 15 Apr, 2021 @ 9:29am 
does the AI use this ?
TheFlyingPotato  [author] 14 Apr, 2021 @ 3:09pm 
@Spitfire Haha :P Not gonna lie, compatibility patch are going to sadly have to wait (3.0 + mooooooods + IRL stuff).
Your issue should be relatively easy to fix: you only have to change the scale of "cargo_transport_containers_mesh" (and the other 2) located in Stellaris/gfx/models/ships/other/_other_meshes.gfx (haven't looked for the other 2)
Spitfire 14 Apr, 2021 @ 2:53pm 
@TheFlyingPotato also i'd be nice if you could also make in compatible with the downscaled ship mod, it's not a big deal but it just sometimes annoys me when i see a transport ship the size of my battleship
TheFlyingPotato  [author] 14 Apr, 2021 @ 10:09am 
@Spitfire I'm going to look into that. No promises though!

@malthric Not right now! Maybe in the future? Although it would probably still cost influence
malthric 14 Apr, 2021 @ 10:01am 
can the corporations expand your empire without costing your influence
Spitfire 14 Apr, 2021 @ 8:29am 
hey can you make so the coorperation of my empire use the same ship set that i use? i use the machine shipset it's not a big deal but it's kinda annoying
TheFlyingPotato  [author] 14 Apr, 2021 @ 4:49am 
@Phoryx Did you get vassalised? That sounds really strange
Chilly Fox 14 Apr, 2021 @ 12:41am 
@TheFlyingPotato Thanks this update will really improve this mod
davidsen324 13 Apr, 2021 @ 11:18pm 
I was more thinking of some special thing if you change your government to megacorp, maybe if you have a really good relationship with one megacorp or something.
DoodleBobRed 13 Apr, 2021 @ 9:53pm 
Can the Corps eventually be integrated into our own empires? Started a game but not yet far enough to know.
aercian 13 Apr, 2021 @ 9:16pm 
oh my god i've been looking for a mod like this
Aurelinius 13 Apr, 2021 @ 8:22pm 
I think it would be cool to have a "Nationalization" Event for integrating companies. Just an idea.
mr_trousers  [author] 13 Apr, 2021 @ 5:48pm 
We haven't discussed anything like that yet, but it's a possibility. What sort of interactions would you find interesting?