Trainer Tools and Resources
BTW, for research all you have to do is locate:
This one I think is for the research slider on the planet. Each colonist is worth 0.25% increase
This one is the flat bonus on the planet itself.
At the moment, all I did at start is made my homeworld pretty much a production/food processing world that supplies new colonies. I have it with 5000 storage, along with a research flat bonus of 15, and 5 for colonist. Its actually not to much of a advantage. Other than maybe the storage. Didn't mess with much of anything else other than the production flat bonus and the credits each colonist is worth only on the homeworld.
Epic game is still pretty much a decent challenge, but it gives you the edge early on, so you can't get ganked if a hostile race is a very close neighbor.
[Edited by borenson, 7/8/2013 10:47:04 PM]
Additionally you can choose to use them on whatever planets you want rather than make the saved game change, and then wake up that the AI conquers the planet next turn and takes advantage of your file edit skills forcing you to open the editor again and modify ownership and all that
Making a specialized cheat mod takes you around 10-45 minutes (including research on how to do it) whereas having to edit every new planet you conquer takes you around 3-5 minutes each (for every 100+ planets)
Not sure if you figured it out yet, but with 7zip, just open the .xml archive, and drag and drop the edited file into it. It'll replace the old file for you.
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