(Standalone) Cheat Projects NERFED (1.0+ compatible)
Using this mod as a base (Link)
COMPATIBLE WITH 1.0+ ONWARDS
Standalone, the original mod is not required.
What started out as a simple edit to the existing cheat menu mod to remove the cheat gun from station defense modules, turned into a slight digression of adjusting every value of the base mod to fit my needs.
As an added bonus, I added the propaganda mission to the "Mission Boosts" project, as well as adding funding, build exofighter and build space defenses priority bonuses to the "Development Speed Buffs" project.
The changes were made based on my personal preference, I like the cheat menu mod, but some options I didn’t want to pick because they are way too overpowered and I just want to offset some disadvantages from highter difficulties, rather than completely overpower the AI with some of these projects (mission boosts are way too extreme, army strength modifier breaks the game, space resources give too much exotics and AM for my tastes, etc.)
(NEW: Medium-Big Update 2.0) Changes:
– Added a project to increase propaganda strength by 50% (Like the "Appeals to Hope/Fear" projects)
– Army repair and army terrain strength bonuses have been seperated into their own projects:
– Army repair from 2.5(250% per day) -> 0.1 (10% per day)
– also moved the nuclear strike damage reduction + orbital bombardment damage reduction to this project
-Army Terrain strength bonus from +2.5 -> +0.5
– also seperated Ship construction speed effect from this project into a standalone project
– seperated antimatter and exotics monthly income into their own projects
– reduced antimatter income from 0.5 -> 0.1
– reduced exotics income from 5 -> 0.5
– Overpowered magnetic guns have been replaced with overpowered naval guns (60mm hull autocannon, 18inch-nose cannon, 38.5-inch nose cannon)
-Results in new behaviour for orbital defense stations: They gain the 60mm autocannon if you have not researched any railgun or coilgun batteries, thus making them overpowered again like the original mod BUT if you research any of the mk.1 railgun/coilgun batteries, the overpowered 60mm autocannnons get replaced and orbital defense combat value drops back to vanilla stats.
– reasoning: maintains possibility of equipping overpowered guns to ships, and allows you to have overpowered defense stations in the early game, and whenever you choose you can make them vanilla-powered again (via railgun/coilgun batteries)
quirk: Surface defense stations gain absurd combat value because of the overpowered armor (same as the original mod); LDAs (T2 defense stations) in orbit don’t equip the 60mm autocannon ever (might be because LDAs only use 2-slot hull weapons); naval cheat guns may also lag your game if you have too many, but I haven’t run into any issues yet
Full list of Changes (initial release):
- "Unlock Overpowered Ship Components" no longer gives the Coil Cannon for space station defense (So your point defense modules aren’t automatically equipped with the cheat coil gun that has 3k range and oneshots every vessel)
- Reduced effects of "Increase Research Income" from 10.000 per month to 100 per month
- Reduced effects of "Increase Space Resources Income" to the following (monthly values):
– Water 1k -> 100
– Volatiles 1k -> 100
– Metals 1k -> 100
– Nobles 1k -> 75
– Fissiles 1k -> 50
– Exotics 1k -> 5
– Antimatter 1k -> 0.5 - Reduced effects of "Increase Base resources income" to the following (monthly values):
– Money 1k -> 100
– Influence 1k -> 50
– Ops 1k -> 10
– Boost 1k -> 10 - Reduced effects of "Alien Masking Buff" from 900% to 100%
- Reduced effects of "Boost Councilor XP" from 10.000xp to 100xp
- Reduced effects of "Add CP" from 1000cp to 100cp
- Reduced effects of "Add MC" From 1000 to 100
- Reduced effects of "Warfare Buffs" to the following:
– Unrest decreases by 10 in nations conqured by our armies -> Unrest decreases by 3 (like the psyops tech)
– Army repair rate 50 (per day) -> +2.5
– Rugged terrain bonus +50 -> +2.5
– Core economic bonus +50 -> +2.5
– Ships are built 900% faster (10 times faster than vanilla) -> ships are built 100% faster (2 times faster than vanilla)
– Armies take less damage from orbital bombardments -> 50% damage reduction (contemplating on removing) - Reduced effects of "Mission Boosts"
– Enemies gain a -50 penalty on purge, crackdown, hostile takeover, control space asset, sabotage project, sabotage facilities and sabotage hab module missions against player-> -5
– Player gains +50 on following missions: Purge, Crackdown, Seize Space Asset, Inspire, Increase+Decrease Unrest and Assassinate -> +5 (added propaganda missions)
– Population Loss and GDP Damage from nukes reduced by 99% -> 10% - Reduced effects of "Global Warming"
– Methane increase by 1 ppm -> 0.1 ppm
– (Unchanged) Carbon Dioxide increase by 10 ppm
– Nitrous Oxide increase by 1 ppm -> 0.1 ppm - Reduced effects of "Global Cooling"
– Methane decrease by 1 ppm -> 0.1 ppm
– (unchanged) Carbon Dioxide decrease by 10 ppm
– Nitrous Oxide decrease by 1 ppm -> 0.1 ppm - Reduced effects of "Space Mining Buff" from 100% to 25%
- Reduced effects of "Development Speed Buffs" from 100% to 50% (also added funding, exofighter and space defenses priority)
- Reduced effects of "Global Propaganda" From 100% popularity to 50%
- Reduced effects of "Space Speed Buffs" by the following:
– Probes and cargo rockets will travel to their destinations 900% faster -> 100% faster
– The boost cost of sending materials off-world is significantly reduced (mod value = 50kps; "Transport using boost will calculate cost using an exhaust velocity of 50 kps.")-> Removed (Any value higher than 21.6 makes rocket projects with this obsolete) - Super councilor Org unchanged, spaceworks modules unchanged, ship modules unchangend
I didn’t change any ship modules or spaceworks because there you have the CHOICE to build them or not, personally I only ever use a single cheat-module ship for either the councillor transport for the victory objective, or to kill some Fleets in transit that count towards the victory objective (fleets above 4k power mostly) and are taking way too long to reach their destination and I can’t intercept them reliably, while I already secured all other objectives and I don’t want to wait 1.5 ingame years anymore for their fleet to get oblitterated by my orbital defenders.