Stellaris

Stellaris

44 ratings
VF's Sandbox Edicts
   
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344.547 KB
Dec 10, 2018 @ 4:33am
Oct 23, 2019 @ 7:12am
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VF's Sandbox Edicts

In 1 collection by VFacure
VF's Contributions to Civilization
6 items
Description
-This? Nah man it's just for the research alternatives. I don't cheat-

Check out my expansive, immersive and very nice buildings mod!

Check out my cool and edgy names mod!

Check out my shiny graphics mod!

Check out my mod that makes planets look like Uranus!

I usually make cheat mods for my personal use in most of my games: I don't usually go for other people's cheat mods because most of the time the bonuses you get are waaaaay too overhead, and the gameplay gets outright senseless.

Back in 2.1 I did a basic cheat mod: In some hours or so i had scripted something quite simple, but with all localisation files well done. Figured it was workshop worthy, as its not so intrusive yet polished, so I decided to upload it.

Now, I did it again for 2.2 because Paradox changed most of the values and the entire thing started to not work at all. And, after putting some hours of work into it I've decided to relaunch the entire thing because I felt like it.

Most of the 26 edicts give only one specific bonus, and a few up to 3. The bonuses are OP (that's why this is a cheat mod) BUT not gameplay-destabilizing OP.

For example: The Research Bonus is 50%, not 500%, the resource gains are doubled, not quintupled, and the building times halved, not instant. Most are actually 2x modifiers, so you can get a nice advantage over all the other empires but certainly can't beat a fallen empire within the first 50 years of the game.

If that's your kind of mod, feel free to use it in your space crusades or utopia micromanagements.

Absolutely compatible with absolutely everything btw.

Oh, and AI is really, really blocked from using it.

Best of Wishes!
VF

[www.buymeacoffee.com]
8 Comments
Ariyoshi Jul 5, 2022 @ 12:34pm 
How can u use it?
swizzard201 Feb 27, 2022 @ 8:48am 
Update please
Spicyflipper123 Oct 19, 2020 @ 2:22pm 
how do i activate it
CB|Torlo Jul 14, 2019 @ 2:24am 
Not saying yours isn't good too! Just mentioning that our thought process on this is much the same.

Also, just a small note, be careful of adding too much of a modifier to certain things, like, say, shield regen. It can over-run and go back to 0. Unless they patch that, which I missed in their patch notes if so. I mean, if you go that far, you might as well disable whatever your using anyways.
CB|Torlo Jul 14, 2019 @ 2:22am 
Basically the same changes I make, but I usually go for 1.5x modifiers. Enough to to boost, but not enough to never be challenged by, say, a federation decided to pick on you with you against them.
[The] Force Dec 12, 2018 @ 2:41pm 
So far works so well, may pick this apart at some point see if I can create some of my own for some odd things here and there
[The] Force Dec 11, 2018 @ 2:36pm 
Ehhhhhh thanks for this VF
Cpl. Spellguru Dec 11, 2018 @ 5:43am 
This is a very nice mod. Really useful now that all the trait mods are being wonky. They keep making my machines races biological and my starting biological race too alien to be the primary species.

If it's not too much to ask, edicts I would love to see is movement speed, sensor range, empire size, anomoly discovery chance. Also maybe a flat +50% from all jobs or something similar, to stack with the ones that only give a bonus to a single one. A bit more combat oriented might be +% daily hull/armor regen. Though since you've avoided ship bonuses like damage and health that one you might want to not add.