Stellaris: MegaCorp DLC Announced!


Stellaris, a space 4X from Paradox Interactive, has been out now for almost two and a half years. During that time, the game has changed in many ways with the various species packs (Plantoids, Humanoids), story packs (Leviathans, Synthetic Dawn, Distant Stars), and full-fledged DLC (Utopia, Apocalypse) as well as all of the free patches/updates that accompany them. As a result, Stellaris sometimes resembles a grand strategy game, while other times it’s closer to a traditional 4X.

Lots of business opportunities here.

That brings us to MegaCorp, the newest DLC which was just announced and will be released at a future date. With this expansion, one of the weakest aspects of Stellaris will finally be addressed – no, not the planetary siege and ground combat mechanics. It’s all about the stellar economy.

Here’s what Paradox had to say about it. “Stellaris: MegaCorp introduces a revolutionary new way to conduct business on a galactic scale by seamlessly synergizing new markets and city planets with state-of-the-art citizen solutions and more marketable human capital.”

Just what space was missing… A Casino!!!

The free Le Guin update comes with many amazing new features and a rework of existing ones as we’ve covered over the many months on the Weekly eXchange podcast, but here are a few examples of note:

  • New Economic techs
  • Specialized Planetary techs
  • Reworked Traditions tree
  • Reworked Planetary Bombardment mechanic
  • Trade Routes and reworked Piracy mechanics
  • Sector and Faction Happiness rework
  • Faction/Species rework
  • Planetary Tile rework
  • And much, much more

The paid MegaCorp DLC includes:

  • Corporate Culture: Chief Executive Officers of a MegaCorp can conduct business on a galaxy-wide scale with a host of new civics. By building Branch Offices on planets within empires they have trade agreements with, the MegaCorp can add a portion of the planet’s Trade Value to their own network. Using the new Corporate Authority, players can construct an economic powerhouse and dominate galactic trade for a brighter future
  • City World: With Ecumenopolis, players can increase the population density of core worlds to truly epic proportions, eventually creating a planet-spanning megacity
  • Caravaneer Fleets: Keep an eye out for the Caravaneers, nomadic interstellar wheelers-and-dealers who stay aloof from galactic politics, and always have a bargain up their sleeve
  • More Megastructures: Budget has been approved for your own glorious Matter Decompressor, Mega-Art Installation, or Strategic Coordination Center to acquire new scaling capabilities for your megalopolis
  • Galactic Slave Market: Buy and sell labor on an industrial scale, set them free, or keep them as livestock
  • VIP Status Comes with its Perks: Keep your economy competitive in a cutthroat galaxy with additional Ascension perks

But if you want more than just corporations, you can also build up a criminal enterprise and have your “corporation” (aka syndicate) open up branches in unfriendly territory. You could also go the pious route and create a megachurch “corporation” and spread the word of your favorite deity and enjoy the fruits of your parishioners labors.

What could these be?!?!?

Though no price has been mentioned so far, we expect it to be around $19.99 USD if we go by past releases. We are very excited for this new content. Many players that were starting to question if Stellaris had what it took to stay exciting are looking at the game with fresh enthusiasm. This MegaCorp DLC opens up a lot of new pathways.

Can’t wait to find out what this is!

So, stay tuned and keep listening to our weekly updates for what Stellaris will bring next.

7 thoughts on “Stellaris: MegaCorp DLC Announced!

  1. I wonder whether there are going to be alternatives to different shades of capitalism. It would be interesting to consider the possible economic systems of a hive-mind species.


    1. I think they said on the announcement stream that hive minds and robotic empires can’t be corporations, but this seems like something someone will mod in pretty quickly.


  2. I hope they somehow address the main issues of 2.0: non-existing mid- and endgame (waiting.. waiting.. more waiting..) and the also non-existing win conditions and the freakishly exploded tedious micromanagement (i.e. Starbases). I want to love that game (again, like pre 2.0), but it desperately needs some general overhaul instead of new features.

    Liked by 1 person


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