Stellaris

Stellaris

Overpowered (Cheat Edicts)
229 Comments
Fheo  [author] Jun 26 @ 11:18am 
@Jedi Ranger Kendor imo not really, sry
Used to be able to, but there was a "bug" in the AI logic that they would enable free edicts even when ai_weight was 0, so I had to disable them completely for AI.
Jedi Ranger Kendor Jun 26 @ 11:11am 
Is there any way to get to AI to keep using these edicts if I go in and manually turn it on for them?
Fheo  [author] Jun 12 @ 1:37pm 
@QuantumX
The edict "Show overpowered modifiers" needs to be enabled for the others to show. If that one isnt showing up, then the mod is not installed correctly.
QuantumX Jun 12 @ 1:22pm 
Do you have to do something to get these to show, as they don't show in my Edict Screen?
Fheo  [author] May 26 @ 10:29am 
@alfharobby tl;dr no, there isn't.
The ascension perk edicts are outdated and do not relate directly to the perks from the other menu. Adding requirement changes would take too much effort to maintain.
alfharobby May 25 @ 3:31pm 
is there cheat that enable Ascension Perk & Tradition & Skip the requirement to unlock it?
especially the one from other mod.
SVaughan May 11 @ 2:41am 
I just got off of a ongoing run. The mod will not display the modifiers from the edicts @Quickzombie . This appears to be a feature. Not a bug. It'll only display whatever income you have for that resource specifically, but not what has increased it. Same goes for research, and everything else.
Fheo  [author] May 11 @ 2:03am 
When you enable/disable the edicts your monthly gain should change accordingly. I don't think the effects of individual edicts are displayed in the resource tab.
Quickzombie May 11 @ 12:18am 
Played a few months game time now. All resource boosts don't work for me but when I hover over say unity I can see the boosts from the your mod but nothing is displayed over the resource values
Fheo  [author] May 10 @ 5:55am 
@Quickzombie
Did you wait until after the end of the ingame month? Which resource boosts in specific?
Quickzombie May 10 @ 2:30am 
the resource boosts dont seem to be working after 4.0.
GBL20K May 9 @ 9:17am 
you just saved my ass man thanks
Fheo  [author] May 9 @ 9:15am 
Okay, created a 3.14 legacy version here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3478588716
GBL20K May 9 @ 8:20am 
legacy? 3.14?
Fheo  [author] May 8 @ 9:33am 
@SaGa0
see description: "- The AI should never be able to pick any of these edicts"

Also, all edicts will disable when you switch to other empires via console
SaGa0 May 8 @ 8:53am 
Is it only applicable to players?
Fheo  [author] May 7 @ 8:23am 
@ArmedReaper
Make sure you're on the newest version of the mod. Resubscribe if needed. Are you on Stellaris v4.0?
ArmedReaper May 7 @ 5:11am 
I get a repeating daily, empty event. This is the only mod I have enabled.
lobosan May 5 @ 10:07pm 
thank you!
Jojojay May 5 @ 3:48pm 
Hey, This seems like it might be breaking multiplayer! when me and my friend both had this mod running, the connection was stalling out on "connecting" whenever we tried to join eachother's servers. it worked when we disabled it. It could just be that the new stellaris version is buggy though.

Update: Disregard, seems to be working now. IDK if it was stellaris or the mod that caused the problem.
Fheo  [author] May 5 @ 11:59am 
Updated to v4.0.
Fheo  [author] May 5 @ 11:58am 
@NuEvE
A multplier for organic pop assembly does not seem to exist in the game, or at least I couldn't find it.
Bonekit May 5 @ 1:58am 
When can we expect an update? Currently i get an infinite loop of pop ups, can't play.
NuEvE Apr 4 @ 12:18am 
Could you maybe add Organic Pop Assembly speed edict? Because all I saw in the edict only had the mechanical one.
honestonion Mar 26 @ 6:09am 
I don't believe so the only speed mods i can find are absolutely crazy ones that affect everything at once rather than just starbase speeds.
Fheo  [author] Mar 25 @ 10:05am 
Some edicts like resources will only take effect after the turn of an ingame month. Also, some build speed modifiers used to be bugged in the base game, don't know if that has ever been fixed.
honestonion Mar 25 @ 9:14am 
Hi, for some reason the star base ones do not seem to be working as well as mega-structure speed and i don't think the planet build speed one does either. I also didn't notice any difference with resource boosts. Thank you!
Thorion Feb 19 @ 4:52pm 
I genuinly dont remember commenting this, I thought I just got the mod and tested it for myself xD
Fheo  [author] Feb 19 @ 9:21am 
@Don It does have Empire Size Edicts. -25%, -50% (, and -75% when combined)
Thorion Feb 18 @ 11:33pm 
I didnt think it would come to me using a cheat mod... Does this have an edict that decreases empire size (or decreases the effect of it)?
Fheo  [author] Dec 24, 2024 @ 2:10am 
@ExpressMonkey
Hello, I don't remember there ever being anything in this mod that could remove negative traits or the heir. Could this have been a different mod maybe?
aigidion3 Dec 23, 2024 @ 4:08pm 
Awesome mod, many many thanks
ExpressMonkey Dec 22, 2024 @ 9:56am 
@Fheo Hey, first of all, this mod is fantastic, thank you! I was just wondering, has something changed where we can no longer remove the heir, or get rid of negative traits?
mjolnirCSOcarrier Nov 26, 2024 @ 11:00am 
@Fheo Oh that's great, thank you for taking the time to adding my requests in, few mods have excavation and rifts boost without me relying beelining to get them the hard way.
Fheo  [author] Nov 26, 2024 @ 9:15am 
Excavation and Rift Exploration edicts are added. Could only test the excavation one though. I merged the modifiers a bit, because the list of edicts is already >100 long.

T1: +5 Skill and 25% Progress speed
T2: +10 Skill and 50% Progress speed

With both activated (+15), the stages should take 2 dice rolls at the very most.
mjolnirCSOcarrier Nov 26, 2024 @ 2:25am 
@Fheo well this going to be hard to explain. Basically archaeology and rifts have number difficulties with 1 being the easiest 6(for example) being the hardest so imagine your scientist has an archaeology/rift skill of 3 but that archaeology/rift needed a skill of 6 to, it's going to take a long time to do as it involves something like a dice roll that's related to the difficulty and your scientist skill. each successful dice roll adds a percentage increase in the 90 days it take for that one roll.
so it could take years for a finished site.

Something like this if it's possible to implement.

T1: Archaeology skill +5
T2: Archaeology skill +10
T3: Archaeology skill +15

T1: Rift skill +5
T2: Rift skill +10
T3: Rift skill +15

(This next one can be optional if you chose)

T1: Archaeology Excavation Speed 25%
T2: Archaeology Excavation Speed 50%
T3: Archaeology Excavation Speed 75%

T1: Rift Exploration Speed 25%
T2: Rift Exploration Speed 50%
T3: Rift Exploration Speed 75%
Fheo  [author] Nov 25, 2024 @ 9:22am 
Been a few months, I added some stuff now. Don't know if it's still relevant.
@Travis Added edicts to reduce empire size (up to 75% when combined)
@RaddRaddy Added storage cap edict (+2M)
@7captainjaymz7 Adding unique features to planets is a bit more complicated. What kind of features do you mean?
@ImperialMastery There seems to be no modifier in the game that adds a flat diplo weight, only percentage. If you have a specific example let me know.
@mjolnirCSOcarrier What modifiers do you want to have changed and by how much? I dont own the DLCs and cannot check.
mjolnirCSOcarrier Nov 17, 2024 @ 6:18am 
Hello, is there any chance of implementing archology and rift skills and speed?
ImperialMastery Oct 23, 2024 @ 10:52am 
is there any chance we could get a cheat to add a base Diplomatic Weight number, rather than a percentage based value? Percentage based commands for diplomatic weight don't seem to do anything if you're using OP mods (e.g.: Gigastructural, ACOT) which often leaves you with 0 Weight (therefore a percentage increase does nothing since zero times anything is zero). So if there was a base value cheat (e.g.: +1000 Diplomatic Weight per month or something?), that would be swell!!!!
7captainjaymz7 Oct 20, 2024 @ 11:58am 
Edicts to reduce empire size, and options to add unique features to planets are the only things this mod is missing. Other than that, it's perfect.
RaddRaddy Sep 15, 2024 @ 10:26am 
can you increase storage cheat to maybe 10m storage
Skarbrand the Exiled Sep 11, 2024 @ 8:57am 
update it for 3.13
Fheo  [author] Jul 18, 2024 @ 11:15am 
@Travis The mod is kinda in maintenance mode right now. But maybe I'll add a combined edict for all the empire size factors at some point.
Travis Jul 18, 2024 @ 10:24am 
Suggestion: Edicts to reduce (or completely eliminate) the empire size effect of pops. Maybe add edicts to do the same for other factors, such as districts, planets, etc.?
Fheo  [author] Jun 24, 2024 @ 8:51am 
There might be a very small chance that the deposit can spawn "naturally". If the problem did not occur regularly it might be that. I'll have to look into it.
Travis Jun 24, 2024 @ 8:29am 
It happened over a month ago, so I don't remember precisely what it was, but I think it was one of the OP deposits/features. I think it was the one that just adds more max districts? Not sure.
Fheo  [author] Jun 21, 2024 @ 7:37am 
@Travis Hello, I need some more info. Did the planet have the big OP modifier, or did it have the op deposits/features?
Travis May 25, 2024 @ 4:21pm 
I conquered an AI empire's world, and found that they had used OP planet decisions to enhance the world. Isn't the AI NOT supposed to be able to use these??
Lumpus May 10, 2024 @ 1:43pm 
Not working for me, as of new update
Fheo  [author] Mar 12, 2024 @ 11:06am 
@LegitGamer1017
Yes, it should still work. I updated the version.