
Corporate Embassy
Corporate Embassy is a government building in Stellaris 4.5.2. It costs 800 Minerals, 25 Influence and takes 480 days to build, with an upkeep of 3 Energy Credits a month. It adds Politicians, Bureaucrats and capital_trader jobs, depending on the empire. It needs Xeno Diplomacy.
Jobs Corporate Embassy adds
Jobs come from the building's job modifiers; 4.x counts jobs in hundreds (a district adds 100). Variants for other kinds of empires are listed with their condition.
100 Politiciansnone of: Civic: Worker Cooperative; Not: Gestalt Consciousness; any of: Not: Pl…
- Owner
- Not: Is worker coop empire
- Not: Gestalt Consciousness
- Any of
- Not: Planet flag: toxic_knights_habitat
- Not: owner
- Owner
150 BureaucratsCivic: Worker Cooperative
- 200 capital_trader
Civic: Worker Cooperative
- branch office owner
- 200 capital_trader
Civic: Brand Loyalty
- branch office owner
- 200 capital_trader
Civic: Astrogenesis Technologies
- branch office owner
- 200 capital_trader
Civic: Influential Cartel
- branch office owner
Cost, upkeep and output
Base values from the building's resources block; conditional variants (nomadic empires pay other resources, for example) open with their condition.
- Cost
800Minerals
25Influence
80Alloys — Nomadic empire- Nomadic empire
25Influence — Megacorporation- Owner
- Megacorporation
- Upkeep a month
3Energy Credits
What Corporate Embassy does
- +5%Diplomatic Weight From Economy
- +0.15
Trade Produced per 100 Politicians
when…
- Always
- +0.15
- +0.15
Trade Produced per 100 Politicians
when…
- branch office owner
- +0.15
- +0.15
Trade Produced per 100 Politicians
when…
- branch office owner
- +0.15
- +0.15
Trade Produced per 100 Politicians
when…
- branch office owner
- +0.15
- +0.15
Trade Produced per 100 Politicians
when…
- branch office owner
- +0.15
- +5Minimum Crime
when…
- branch office owner
- Is criminal syndicate
How to unlock Corporate Embassy
- Has branch office
- branch office owner
- Is legit or legal criminal
- Has major upgraded capital
- When Modifier: Resort World
- Requires Resort Capital-Complex on colony.
- When Modifier: Thrall-World
- Requires Governor's Estates on colony.
- When Planet class: Orbital Habitat
- Requires Habitat Central Control on colony.
- When owner (Wilderness empire)
- Requires Planetary Root Complex on planet.
- When owner (Hive Mind)
- Requires Hive Nexus on colony.
- When owner (Machine Intelligence)
- Requires Planetary Processor on colony.
- Otherwise
- Requires Planetary Capital on colony.
- When Modifier: Resort World
Destroyed or converted when (destroy_trigger)
- branch office owner
- Is illegal criminal
In the game
Diplomacy is just advertising to governments instead of to the customer. This office analyzes local customs and trends to more efficiently target our efforts.
ID
building_corporate_embassyCorporate Embassy: questions
How much does Corporate Embassy cost in Stellaris?
800 Minerals, 25 Influence, 480 days to build; upkeep 3 Energy Credits a month (common/buildings, base values).
What jobs does Corporate Embassy give?
Depending on the empire: Politicians, Bureaucrats and capital_trader.
What is the ID of Corporate Embassy?
building_corporate_embassy (common/buildings, Stellaris 4.5.2).
Source: common/buildings/14_branch_office_buildings.txt, Stellaris Cygnus v4.5.2 (9776). Base values before modifiers.
