Cheating Actions 3.4

SIZE

0.73MB

SUGGESTED GAME VERSION

*

nikqz

5

Version - 2.6.3

What this mod allows (localization only rus):

1. Several decrees have been prepared, some of them implemented through events

 a - a set of free technologies, consisting of about 39 pieces, first comes terraforming technologies, then colonization, and then even more significant and rare ones

 b - a set of rare resources

 c - a set of ordinary resources (there are no variables to increase alloys and TMS by a certain constant, so a percentage of 25% is used)

 d - technology research acceleration set (variables for increasing research by a certain constant do not work, so a percentage of 25% is used)

 e - a set to increase capacity, includes various modifiers related to capacity in one way or another

 f - diplomacy set, includes various modifiers that enhance diplomacy in one way or another

 g - a set of global modifiers, includes various modifiers related to the entire country in one way or another

 h - a set of planetary modifiers, includes various modifiers relating to planets in one way or another

 i - a set of ships and armies, includes various modifiers related to ships and armies in one way or another

 j - a set of different modifiers, includes different modifiers in one way or another relating to different aspects, for example espionage, archeology

 k - a set to strengthen against global empires and crises

 l - set for small artifacts, includes an event to increase small artifacts. In (v 1.7), in addition to artifacts, the ability to activate the generation of forerunner anomalies has been added, this is convenient if you were unable to complete the study of the chain. Having generated an anomaly, you will study the missing events and complete the quest. Activation of the chains themselves, point 4

 m - a set of relics, includes an event for random receipt of relics

 n - a decree according to which all your leaders with negative qualities are retrained for positive qualities (support for negative qualities from the more_events_mod mod has also been added)

 o - a decree according to which ALL your leaders undergo retraining and can randomly receive a positive quality (no more than 5 qualities in total). In (v 1.7) added the possibility of leaders having psionic or synthetic abilities when choosing the appropriate perks

 p - a decree according to which you can hire any leader with approximately the necessary traits (a 3rd level leader with two or sometimes three suitable traits). In (v 1.7) added the possibility of leaders having psionic or synthetic abilities when choosing the appropriate perks

 q - a decree by which you can reset all stations and bases (this can help them update to the latest version) (v 1.8). If you select this option, observation stations will not be restored after destruction (there is no such option in the game), you will have to build it again

 r - a decree that allows, when activated, to automatically build up fully explored systems with outposts and stations. Own systems with an outpost will automatically be immediately built up with stations, no-one's systems will be built up when a construction ship enters them. Event is updated on average every 15 days (v 1.8)

 s - a decree that allows you to take away systems from other players when activated, the condition for triggering is the presence of a claim on the system, the absence of existing or under construction colonies and a state of war with a given empire, the event is a one-time action (v 1.9)

 t - a decree that allows you to cancel claims from other players, directed both at you and at your vassals, the option of completely nullifying claims is possible, the condition for fulfillment is that there is no war with the claiming party (v 2.0)

 u - a decree that allows you to set flags and cause crises, as well as select a scenario (before activation) that will happen after activating the L-gate (v 2.1) (the main emphasis is on Khan, he can be generated repeatedly from the Moroders or from the Kaganate, you can return it back to the moroders; for this there are two scenarios, mine, with the creation of one outpost in the capital system and thus they cannot be completely destroyed, because the moroders are not a full-fledged player and no one can destroy or capture the outpost, and the second game option, return to the origins without creating an outpost, thus the moroders will not have systems at all with this choice, further calling the khan from them will not work)

 v - a decree that allows you to annex your vassals, even if this is not allowed by the game, for example for corporations. Upon annexation, all claims to the vassal's territory by other empires are removed (v 2.3)

 w - a decree that allows you to change the ethics of the state and the population, thus reducing the number of opposition factions. For example, if you have a government. ethics militarism, then when choosing resp. options, the population will replace ethics with militarism, but if there is no such ethics in the state. then when you select the option, the state will be changed. ethics and ethics of the population. You can also change the type from a regular state to a gestalt state and vice versa, but to do this you need to manually delete all citizens first. models (v 2.4)

x - a decree that allows you to reset the categories of the entire population, after which they will take the most optimal jobs to use the strength of their bonuses (v 2.5)

 y - a decree that allows you to add traits such as cybernetics, psionics, hidden psionics to your population, it is convenient to use when a general addition of traits has occurred, but part of the population, for example in a developing colony, missed this moment and then remains stuck without these traits, to modify such a population There is no other way. Also added the ability to add/remove mechanical and car traits (v 2.6)

2. Several planetary solutions and events based on them have been created (selected by clicking on planets or suns in the system)

 a - on a colonized planet, you can decide to increase infrastructure (districts and housing) in the form of a modifier

 b - on a colonized planet, you can make a decision to “Activate planet control”, where you can transform it into another type, destroy it, increase its size, conduct excavations* in the form of an event with a list of actions, etc.

 c - on any (suitable or not) uncolonized planet within your borders, you can decide to transform it into another type randomly. In (v2.6) on such planets you can search for artifacts, anomalies and carry out excavations

 d - on any suitable (colonized or not) planet within your borders, you can decide to transform it with a random number of different areas and features

 e - on any unsuitable planet, asteroid or star within your borders, you can decide to re-search them for various resources for mining or research stations

 f - any suitable uncolonized planet within your borders can be converted into unusable with random resources (v1.6)

 g - at your base you can create military platforms of 5 pieces of different sizes from available templates, the choice is random, you can also change the type of base (v1.8)

 h - on any planet except the sun, within your borders you can create military platforms and launch them into low-Earth orbit; on colonized planets you can create army corps of 5 of different types and directions (v1.8)

 i - in the planetary decisions of the star, you can choose to destroy any megastructure, if there is one in the system. For a crisis sphere, a Dyson sphere, or a quantum catapult, destruction can also be selected through any planet in the system, because their presence may block access to selection through the sun (v2.2)

 j - in planetary solutions of a star/planet/asteroid, you can choose to create a construction site for any megastructure that meets the placement conditions. Added support for megastructures from the NSC2 mod (v2.2)

3. After studying the transformation technology, access to terraforming opens. At the same time, many variations have been created to transform stars, planets, asteroids, up to their complete destruction with the allocation of resources

4. Added the ability to carry out excavations on any colonized planet without a limit on the number of times, which excavation will appear randomly when selecting the appropriate line of item 2*, also added the ability to activate 7 searches for lost civilizations

5. Added the ability to open and close hypercorridors (v1.4) as solutions in your systems

6. Added the ability to open wormholes (v1.5) in the form of solutions on your systems (detailed description of how points 5.6 work in read_me)

CHANGELOG
v2.6.3 - Released 2022-06-26
the mod was tested on version 3.4.4, the 'y' decree was added allowing you to add the cybernetics, psionics trait
v2.6.2 - Released 2022-06-24
added search for anomalies to excavations and artifacts
v2.6.1 - Released 2022-06-20
minor changes to the latest addition
v2.6 - Released 2022-06-19
2.6 added the ability to conduct excavations on any non-colonized planets and asteroids (may not work in the existing game only in the new one)
v2.5.4 - Released 2022-06-17
2.5.4 a choice for adding a population was added to the planet management options, and the option to change the size of the planet was also moved there separately
v2.5.3 - Released 2022-06-15
2.5.3 the selection of leaders has been supplemented with new traits from the overlord add-on; two megastructures have been added that can be created or destroyed through planetary decisions of a star or planet (hyper-relay and quantum catapult); deleting disabled modifiers and adding new ones that appeared and disappeared in version 3.4; editing minor errors

REQUIREMENTS

Stellaris

Stellaris

Full game


FORUM LINKS