Stellaris

Stellaris

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Interstellar Incorporated: Space Corp [2.8 LEGACY]
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2.594 MB
9 Apr, 2021 @ 10:10am
13 Apr, 2021 @ 3:54pm
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Interstellar Incorporated: Space Corp [2.8 LEGACY]

Description
Ever felt like the economy and space in Stellaris is far too bland and boring? Do you want to experience a living space and economy? You've come to the right place!

Interstellar Incorporated: Space Corp adds corporations as sub-national entities within your empire, headquartered on one of your planets, and based on one of your free pops. These corporations are subjects of the empire, and have an exclusive civic and an ethic based on their founding pop, which influences their behavior and function. They will operate semi-independently from their overlord, seeking to fulfill their own interests.

UPDATE FOR 3.0 IS OUT! CHECK IT OUT HERE

This initial release is meant to be a foundation for what’s to come. We are far from finished with what we want to do! Check out the Planned Features for more info. This mod can be considered a spiritual successor to Interstellar Incorporated: A Civilian Space Odyssey. If you were a fan of that mod, we decided to start from the ground up, because there were a lot of issues with performance and otherwise that plagued the original. We decided to reassess the mod and start with a slightly different take, but with a similar general idea!

TL;DR: Performance friendly mod for 2.8.* with a new upload for 3.0 with tons of new features planned

Features List
  • Diverse corporations (of various types - private security force, research firm, mining company, etc) spawn as vassals of the empire
  • Corporations have a complex budgeting mechanism
  • Corporations build their own military escort ships, construction and research ships, mining stations, and trade convoys, all controlled by custom, performance-friendly AI
  • Corporations sell new technology, leaders, and survey information
  • Corporations will develop their HQ, providing interesting jobs
  • New policies to decide issues like corporate tax rate
  • Custom UI - easily see all of your corporations, and use a mod menu to decide which features you want to play with!

Planned Features
  • Expansion and refinement of all current features - more tech and leader types to buy, more types of corporations, more corporate functions, more types of headquarters, etc.
  • Supply mechanic for fleets, which can be contracted out to corporations
  • Blockade mechanic to bring a planet to its knees without firing a shot
  • Extensive flavor events and interactions with corporate entities
  • Gestalt empire specific corporations (styled as “Semi-Autonomous Optimization Processes”, or something similar) - we don’t want to leave gestalts out!
  • Criminal organizations, such as syndicates and gangs, who can fight among themselves and against peacekeeping/police forces - and a general overhaul of how crime works
  • Slavers, pirates, smugglers, scavengers, prison barges
  • Immersive diplomacy, with corporations or normal countries
  • Potentially much more - we’re looking at other ways to deepen the economy of Stellaris
Feel free to give us your own suggestions for where you think this mod could go!

Remarks
Not achievement compatible obviously.
Should not require a new save game (but it is highly recommended).
You can remove the mod during a game. Be sure to use the mod menu ingame to allow for a clean uninstall.
3.0 update should be save game compatible.

Compatibility
Relatively good, minor localisation issues if other mods add planet types or ethics.
Don't use mods removing all blockers on colonized planets during the game or mods that change your country type (patch needed).
Fully localized in english, french, german and russian. For the other languages, this mod localisations will be displayed in english.

Known bugs
  • Nothing!

Credits
  • Fusiongames for the german translation
  • Hate from the Stellaris Modding Den for the russian translation
  • matthubelart for the wonderful image used in the mod menu
  • MCN for the civics icons

Legal stuff
Do not copy any content from this mod without permission. This includes modpacking of course.
Translations are most welcome! Either contact us so we put it directly inside the mod (and your name in the credits), or publish a mod with only the localisation and we will add a link to it.

[discord.gg]
Popular Discussions View All (3)
3
13 Apr, 2021 @ 3:39am
Colonization Broken?
EchoesDelAbyss
3
10 Apr, 2021 @ 2:58am
Why is it incompatible with some Ehics and Planetary mods and are there plans to actually fix this?
Chilly Fox
1
15 Apr, 2021 @ 6:26pm
Corporate Colonies and militaries?
Black_Laser
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.