Master of Orion 3 Discussion
Cheat Mod Info.txt(in side txt)
Cheat Mod v1.0 Beta. Realased by mik houseofblackstar.org
Cheat proudly created and provided by mik (Death) of mik Internet Services houseofblackstar.org
Please submit all bug reports via private message on the official forums directly to mik.
This is a quick overview of the Cheat and how it works. If you need installation instructions read the file "ReadMe (cheat mod).txt" since that is what it is there for.
This cheat provides new customization options and enough points to enable all benefits for your selected species. In order to make use of it you MUST customize your species and you MUST select the "Enable Cheats" resulting in a 17,000 point addition.
It is NOT advised to enable all cheats at the same time. Please select just one or two cheats that you want and try them for a few turns before you commit to a game with cheats turned on. Cheats can result in many undesired effects and make the game a lot less fun since things become "too easy". Each cheat is set up with enough of an advantage to be a full game spoiler (with exception of the Antaran X's). It should be possible for example to turn on the Spies cheat and nearly fully destroy an enemy with spies alone.
Open the customize screen and you will find four new sections plus something that Quick Silver left out of release. The Aptitude section was designed by QS and disabled. I re-enabled it to allow players to make use of it. You will see four sections named to honor the previous games species who were left out of MoO3. You will also notice references within some of the cheats, but I will leave those undocumented to allow players to enjoy their discovery.
Just below the aptitude section start the cheats. The first section contains the Cheat Enabler. You MUST check this box to turn on the cheats, since each cheat costs 1,000 customization points. This also allows players to have the cheat installed and choose NOT to use it. Since NONE of the defaults have been modified you can re-load your saved games without having to worry about the cheats changing how it works. You can also start a new game and never use a cheat and it will work just like the original release of MoO3.
* Alkari Operatives - This section contains money, combat and spy cheats as well as the enabler.
Enable Cheat - Provides the customization points needed to enable any of the cheats. 17,000 points added to your species, this is enough to enabel ALL cheats, and then enable any other customizations that would be "invalid" under the original game. The standard settings are all enabeled for each species, so even the Humans can have the Antaran background advantage for example.
Money Cheat - Provies you with 100,000 AU. Be warned that even though people have asked for a 1 million AU cheat, this is MUCH MORE than enough. You will need to balance your empire budget to ensure you don't get a run away bank that results in a negative bank later in the game. Try to keep your money in the K's.
Combat Cheat - This ensures instant wins for most combat encounters. Of course, if you don't arm your troops it isn't my fault they'll lose. In otherwise overwelming situations you should have a strong advantage. This one ONLY impacts combat, so it's a safe one to enable if you don't want the strong economic unbalancing of many of the other cheats.
Spy Cheat - Spy success will be vastly improved. Spies will live longer, accomplish more missions and enemy spies will be dealt with very quickly.
* Elerian Operatives - This section contains the economic cheats for bioharvesting, mining, manufacturing and research.
Food Cheat - Provides a lot more food per Bioharvesting DEA. It is advised to disable Econ AI and ensure you build just one Bioharvest DEA per planet unless you need more.
Mining Cheat - Provides a huge benefit to mining production and rare mineral benefits from mines. May result in an increase in pollution and decrease to unrest as a result, see Environment cheat.
Manufacturing Cheat - Provides a benefit to production points, and reduces costs of building things. May result in an increase in pollution and decrease to unrest as a result, see Environment cheat.
Research Cheat - Provides for a very rapid and agressive research program as well as more tech to start out with.
* Mrrshan Operatives - Contains the four remaining cheats for trade, enviornment, diplomacy and starter colony.
Trade Cheat - Ensures you have money at all times by giving strong benefits to money gained from trade.
Environment Cheat - This one was added for preventing pollution from killing yourself off when you turn on the mining and manufacturing cheats.
Diplomat Cheat - Get any deal accepted and any Orion Senate vote passed. This does NOT place you on the senate, there is a section in the customization for that so pick for yourself.
Colony Bonus - Start out with an advanced colony. This will have a lasting impact on you just like the money cheat does, but it limits the impact to just one colony instead of being global like most of the other cheats.
* Antaran X's - This section provides the benefits from each of the 5 Antaran X's without the victory points, and without the chance for any species stealing it. You don't get the X, you get the benefits assocaited with it.
First X - Provides bonus to unrest, Heavy Foot of Government and opression effects.
Second X - Provides bonus to oppression, space ports and spies.
Third X - Provides significant research benefits almost like being a creative species.
Fourth X - Provides population growth, pollution tollerance and reduces teraform costs.
Fifth X - Provides increases to the three production DEA's of Bioharvesting, Mining and Manufacturing.
Installation instructions for Cheat Mod v1.0 Beta.
If there is enough demand, I might create an installer
Please be aware that this is a beta release and may result in undesired effects. As with any modification, you use it at your own risk.
Cheat proudly created and provided by (Death) of mik Internet Services houseofblackstar.org
Extract the entire zip to your game directory at the following location:
C:\program Files\infogrames Interactive\master of Orion 3\GameDataSets\Classic_01\
Extracting to any other location or with "full path" info will result in the files being in the wrong place.
This Mod provides the following two files, be sure to check that they exist in the appropriate path for your installation:
D:\program Files\infogrames Interactive\master of Orion 3\GameDataSets\Classic_01\GameData\Common\Spreadsheets\racemodifiers.txt
D:\program Files\infogrames Interactive\master of Orion 3\GameDataSets\Classic_01\GameData\English\wStrings
\\Here are the cheat lines added by death (aka: mik)
\\Please support my work by visiting my website
\\mik Internet Services: Internet Services houseofblackstar.org
\\Thank you, and I hope everyone enjoys the cheats!
\*CheatOne Alkari Operatives
\*CheatTwo Elerian Operatives
\*CheatThree Mrrshan Operatives
\*CHCRED These cheats are proudly provided by death Internet Services houseofblackstar.org Please support our efforts by visiting our website. Enjoy the cheats! - Death -
\*CHBION Feed the masses
\*CHBIO Make sure no civilian is left starving for food. Cheat them all the food they will ever need and save DEA spaces in the process.
\*CHMINN Mineral Rich
\*CHMIN Why waste a lot of DEA spaces when just one mine will be enough. Your people won't have to slave away in the mines any longer, and there will still be plenty enough ore for those factories.
\*CHMAN Finish those construction projects in one or two turns instead of thirty. Tired of waiting turn after turn for that first Colony ship to finish, just enable this cheat.
\*CHRES You don't have to waste precious time learning all the secrets of future technology when your researches see this cheat was enabled. Warning: may result in an unreasonable number of research messages in your SITREP! Be thankful that you can filter them all out.
\*CHTRAN Gnolam Traders
\*CHTRA Become wealthy by mastering the trade of cheating. This will ensure your people have embezzled enough away to retire on without the SEC finding out!
\*CHENVN EPA Blitz
\*CHENV Recommended cheat if you set the Mining or Manufacturing cheats on. You don't want to pollute yourself out of existance. This will also give a bonus for unrest factors.
\*CHDIPN Orion Diplomats
\*CHDIP You are the master of political circles. Demand something from an enemy and watch them thank you for the pleasure of giving it to you.
\*CHCOLN Colony Bonus
\*CHCOL Your starting Colony will have a few bonuses with this cheat. Use this if you don't want to cheat too much, but just want a starting boost, well, OK a shove then! Be sure your colony does not fall to an enemy or the advantage will go to them.
\*CHCOMN Bulrathi Grunts
\*CHCOM Ensure your troops are the finest in the entire Galaxy! Land small units of recruits to deal with the enemy Elite forces.
\*CHSPYN Darlok Spies
\*CHSPY Remember the Darloks! Here is your chance to cause as much havoc as possible through spy networks.
\*CHMON Need a few extra bucks to start with? No problem, here is 100,000 AU to get you started! This is a nice way to give yourself a starting advantage without over-doing it.
\*CHENAN Enable Cheats
\*CHENA So you want to cheat? You better check this box first so that you have enough custumization points to enable the other cheats.
\*CheatFour Antaran X's
\*CHONEN First X
\*CHONE Provides the benefit of the first Antaran X expidition. Each of these expedition effects do not provide you with the X, and it can not be stolen, it also does not provide the victory points associated with the X. Provides bonus to unrest, Heavy Foot of Government and opression effects.
\*CHTWON Second X
\*CHTWO Provides the second Antaran X expidition. Provides bonus to oppression, space ports and spies.
\*CHTHRN Third X
\*CHTHR Provides the third Antaran X expidition. Provides significant research benefits almost like being a creative species.
\*CHFOUN Fourth X
\*CHFOU Provides the fourth Antaran X expidition. Provides population growth, pollution tollerance and reduces teraform costs.
\*CHFIVN Fifth X
\*CHFIV Provides the fifth Antaran X expidition. Increases to the three production DEA's of Bioharvesting, Mining and Manufacturing.
\*Governme Government Type
\*SenateMe Starting Member of Orion Senate
\*PlanMine Starting Planet Mineral Richness
\*PlanBioD Starting Planet Biodiversity
\*SocialTo Social Tolerance
\*Special1 Special Attributes
\*CommonGo Common Good
\*RPNaturE Natural Engineers
\*RPFantaT Fantastic Traders
\*RPMilitT Military Traditions
\*RPNatuaN Natural Navigators
\*RPAntarB Antaran Background
\*Temp Insert Description Here
\*EventCar Event Cards
\*RACE0D00 The Humans are the master manipulators of the Orion Sector, and have ruled or actively attempted to do so for thousands of Galactic Cycles. Sly and greedy, they take by force only what they cannot take through negotiation or trade. Recent Humans claim to be descendants of the Ancient Orions. Although most empires of the Orion Sector scoff at the arrogance of such a presumption, there is enough uncertainty in Humanity's origins to lend credibility to this "ancient legitimacy"...
\*RACE0D01 The Evon have confounded their Orion Sector neighbors with their extreme secrecy. Their people are easily recognized by their iridescent blue-black skin and shimmering gown-like clothing, and their cities and structures are elaborate and ornate, revealing an intricacy in design that seems to parallel everything that they do. They are both mystical and mysterious, a society rich in ceremony and ritual, evoking questions that they will not readily answer...
\*RACE0D02 The Psilons have always been devoted to the pursuit of knowledge, a devotion that borders on fanaticism. During the Dark Age, in exchange for favor from the Antaran overlords, the Psilons willingly allowed the Antaran geneticists to experiment on and manipulate their bodies to increase their capacity for learning and research. The Psilons of today are the result of centuries of horrific genetic reconstruction: mentally powerful, but with their bodies weakened to the point where they must use hover chairs to move and mechanical waldoes to physically manipulate items in their world.
\*RACE1D00 The Imsaeis are the most keenly observant of the Etherean races, which plays well with their ingratiating manner. Their ability to gain acceptance through good listening and humility has made them valuable participants in diplomatic negotiations, and has provided them with vast amounts of information and intelligence. The Imsaeis always know more than they say, and while on the outside they seem to be agreeable and engaging, secretly they are constantly striving to be in control of events around them.
\*RACE1D01 The Eoladi give almost everyone a slight pause when they are first encountered, as each individual possesses his own personal code of ethics. Once understood and accepted, however, the Eoladi are valued society builders and competent leaders. These skills came from the aftermath of the Etherean War, when all Etherean societies were shattered and needed to be rebuilt from scratch. The Eoladi still believe that they have much to teach to the other Orion Sector races in the ways of personal and social improvement.
\*RACE2D00 Curiously unique, the Silicoids represent a true divergence from other life and its origins in the Orion Sector. They are believed to have come about from the shards of a giant sentient crystal that was destroyed above their home planet. Each Silicoid begins as an asexually created shard, incubated in a nutrient bath, and eventually grows into an individual with all of the prior knowledge of its "parent." This efficiency comes at a cost of speed, however, so forethought and careful planning are key to any successful Silicoid society.
\*RACE3D00 Calling themselves the "Pure Ones" to signify their complete separation from the corruption of biological matter, the Meklar are masters of mathematical and computer sciences, and their mechanical efficiency makes them both supreme industrialists and formidable foes in combat. Contemptuous of organic life forms (the "flesh beasts" of the Orion Sector), they also eschew their technologies, including economics and ecological science. They despise the Cynoid, their Cybernetic brothers who have not yet rejected their biological origins.
\*RACE3D01 The Cynoid have not completely turned their back on their biological origins, and are cyborgs, unlike the completely artificial Meklar. The Cynoid are ruthless and brilliant when it comes to economic calculations and financial matters. They understand the value of money, how to work it, how to use it, and how to exploit it in every way possible. Outstanding barterers, they are often interested in improving the lot of their citizens to make them more productive and, hence, more taxable.
\*RACE4D00 The Trilarians are one of the oldest races in the Orion Sector, and are known for being extreme traditionalists. They are a peaceful race, and their society places great emphasis on art, architecture, and philosophy. They have changed very little since the War of the Depths and the Second Exile, trying desperately to regain the glories of their past while preparing for the new future that awaits them in the Orion Sector...
\*RACE4D01 The Nommo are a cephalopodic species that once coexisted with the Trilarians. They left after the War of the Depths to found their own empire, based on their more radical and militaristic beliefs. They believe they are descended directly from the "Old One," the god of the first Ichthytosians who brought them wisdom (and who, ironically, was an Antaran scientist who began the first steps of genetic modification to the Ichthytosians). This delusion that they are "children of god" has occasionally led to holy wars against those who might deny them their birthright, most notably the Trilarians who still lay claim to what the Nommo consider "their" homeworld...
\*RACE5D00 The Harvester Project was the result of the Antarans' quest for a biological agent that would ravenously infect most life forms and either kill them or render them mentally docile and obedient. It was a major endeavor, with dozens of research labs working on various facets of the project. And, in the end, the Antarans succeeded in breeding a parasite that did exactly what they wanted it to do. Other races fear and despise the Ithkul, and not without cause, for the many terrifying tales of their destructive power are unfortunately quite accurate.
\*RACE6D00 The Klackon Hive Mind is the ultimate picture of a harmonious society working for the greater good of all. The Klackons revere this purity of social form, not even noticing the cost in creative or original thought. This unity of purpose makes the Klackons brutally industrious and organized, with leaders born for their tasks and directing the masses without question.
\*RACE6D01 The Tachidi are among the largest races in the Orion Sector. Like the Klackons, they are extremely industrious and productive, but they have overcome the limitations of the Hive Mind and now view the universe with insatiable curiosity. This curiosity is their biggest challenge, however, as it is the curiosity of a child, one that does not know that you can hurt the puppy if you pet it too hard...
\\ Saurian descriptions
\*RACE7D00 The Sakkra are closest genetically to the original Saurians that forced their own evolution and left the Ichthytosian homeworld in exile thousands of cycles ago. They are highly aggressive, easily angered, and carry a bitter scaly patch on their shoulders. Their age-old hatred of the Ichthytosian species flavors every aspect of their society, and their drive to build and expand is often a pretext for finding and eliminating every trace of their ancient enemies.
\*RACE7D01 The Raas were bred by their fellow Saurians as highly productive slave laborers, and were sold and used throughout the Orion Sector until the end of the Great War. They orchestrated a vast and bloody revolution that ultimately earned them their freedom. They left to found a new society, with their own governments and religion. Their industrious natures are still there, and now they finally have a chance to work for themselves and take their place in the history of the Orion Sector.
\*RACE7D02 Grendarl society relies on two core ideals: loyalty and indifference to physical hardship. Their clan-based social structure emphasizes placing the group before the individual, with supreme honor resting on the concept of death before failing the Clan. They are warriors, deriving just as much honor and glory from battle with their foes as from supporting the Clans.
\*RACE8D00 The Harvester Project was the result of the Antarans' quest for a biological agent that would infect most life forms and either kill them outright or render them mentally docile and obedient. It was a major endeavor, with dozens of research labs working on various facets of the project. And, in the end, the Antarans succeeded in breeding a parasite that did exactly what they wanted it to do. Now that parasite has been unleashed, and the Orion Sector races are right to be afraid of a species dedicated to wiping them out to the last.
\*RBIOHARS Adds +2 to farming efficiency and increases the amount of rare materials harvested by 30%.
\*RBIOHARG Adds +1 to farming efficiency and increases the amount of rare materials harvested by 15%.
\*RBIOHARA Uses the default farming calculations.
\*RBIOHARP Deducts -1 from farming efficiency and decreases the amount of rare materials harvested by 15%.
\*RMININGS Adds +2 to mining efficiency and increases the amount of rare materials mined by 30%.
\*RMINING Adds +1 to mining efficiency and increases the amount of rare materials mined by 15%.
\*RMININGA Uses the default mining calculations.
\*RMININGP Deducts -1 from mining efficiency and decreases the amount of rare materials mined by 15%.
\*RMANUFAS Adds +1 to manufacturing capacity, adds +2 to the Industry value per population point and increases craftsman materials by 20%.
\*RMANU*** Adds +.5 to manufacturing capacity, adds +1 to the Industry value per population point and increases craftsman Materials by 10%.
\*RMANUFAA Uses the default manufacturing calculations.
\*RMANUFAP Deducts -.5 to manufacturing capacity, deducts -1 to the Industry value per population point and decreases craftsman Materials by 10%.
\*RRESEARS Adds +6 to research efficiency and increases the number of test tubes per population point by +1.
\*RRESEARG Adds +3 to research efficiency and increases the number of test tubes per population point by +.5.
\*RRESEARA Uses the default research calculations.
\*RRESEARP Deducts -3 from research efficiency and decreases the number of test tubes per population point by -.5.
\*RTRADES Adds +2 to space port efficiency, increases the benefits of trade agreements by 20% and makes them easier to get.
\*RTRADEG Adds +1 to space port efficiency, increases the benefits of trade agreements by 10% and makes them easier to get.
\*RTRADEA Uses the default trade calculations.
\*RTRADEP Deducts -1 from space port efficiency, decreases the benefits of trade agreements by 10% and makes them harder to get.
\*RENVIROS Reduces the negative effects of pollution by 30% and decreases the cost of terraforming by 20%.
\*RENVIROG Reduces the negative effects of pollution by 15% and decreases the cost of terraforming by 10%.
\*RENVIROA Uses the default environmental calculations.
\*RENVIROP Increases the negative effects of pollution by 20% and increases the cost of terraforming by 10%.
\*RECONOMS Increases interest earned by 5%, decreases debt interest by 2% and decreases the heavy foot of government by 25%.
\*RECONOMG Increases interest earned by 2%, decreases debt interest by 1% and decreases the heavy foot of government by 10%.
\*RECONOMA Uses the default economic calculations.
\*RECONOMP Decreases interest earned by 1%, increases debt interest by 1% and increases the heavy foot of government by 5%.
\*RACCURAS Increases Ground Combat ability by +2 on a scale of 0 to 10. This stacks with Reflexes and Toughness.
\*RACCURAG Increases Ground Combat ability by +1 on a scale of 0 to 10. This stacks with Reflexes and Toughness.
\*RACCURAA Gives no bonus to Ground Combat.
\*RACCURAP Decreases Ground Combat ability by -1 on a scale of 0 to 10. This stacks with Reflexes and Toughness.
\*RAPTITUS Increases the amount of experience gained by troops 200% and decreases the amount of experience lost by 95%.
\*RAPTITUG Increases the amount of experience gained by troops 124% and decreases the amount of experience lost by 85%.
\*RAPTITUA Uses the default experience calculations.
\*RAPTITUP Decreases the amount of experience gained by troops 15% and increases the amount of experience lost by 34%.
\*RREFLEXS Increases Ground Combat ability by +2 on a scale of 0 to 10. This stacks with Accuracy and Toughness.
\*RREFLEXG Increases Ground Combat ability by +1 on a scale of 0 to 10. This stacks with Accuracy and Toughness.
\*RREFLEXA Gives no bonus to Ground Combat.
\*RREFLEXP Decreases Ground Combat ability by -1 on a scale of 0 to 10. This stacks with Accuracy and Toughness.
\*RTOUGHNS Increases Ground Combat ability by +2 on a scale of 0 to 10. This stacks with Accuracy and Reflexes.
\*RTOUGHNG Increases Ground Combat ability by +1 on a scale of 0 to 10. This stacks with Accuracy and Reflexes.
\*RTOUGHNA Gives no bonus to Ground Combat.
\*RTOUGHNP Decreases Ground Combat ability by -1 on a scale of 0 to 10. This stacks with Accuracy and Reflexes.
\*RDIPLOMS Greatly improves other races attitudes towards you by modifying their initial reactions to your race.
\*RDIPLOMG Slightly improves other races attitudes towards you by modifying their initial reactions to your race.
\*RDIPLOMA Uses the default settings for reactions.
\*RDIPLOMP Slightly reduces other races attitudes towards you by modifying their initial reactions to your race.
\*RGOVERNA Sets your initial government types to one of the Absolutionist Series. This Series includes Despotism and Monarchy. Absolutist governments demand that one's primary loyalty be to the State. The Leader may be seen as merely a symbol of the State, as its servant, as its guiding force, or even as the State personified. In any case, Absolutist governments give their Leaders a relatively free hand to guide their governments as they see fit.
\*RGOVERNL Sets your initial government types to one of the Transitional Series. This Series includes Oligarchy, Constitutional Monarchy and Corporate Governments. Transitional series regimes are hybrids that combine characteristics from several different government types. For this reason, they often appear as the result of revolutions, where populations who have grown dissatisfied with their old regime attempt to improve it by grafting on features from other government types they admire.
\*RGOVERNR Sets your initial government types to one of the Representative Series. This Series includes Democracy, Parliamentary and Republic. The overarching purpose of Representative governments is to promote the good of individual citizens. When the good of individuals conflicts with the good of society as a whole, Representative governments generally side with individuals. For this reason, ordinary members of society are much more likely to be enfranchised under Representative governments than most other regimes.
\*RGOVERNC Sets your initial government types to one of the Collective Series. This Series includes Hive and Unification. Collectivist series governments demand that one's primary loyalty be to society as a whole. While virtually all government types claim to promote the general welfare of the society they rule, non-Collectivist regimes are all based on the assumption that people will resist government actions to some extent, whether because of self-interest, honest disagreements about the direction society should go, or sheer perversity. Thus, most governments are designed with the goal of minimizing public resistance to government policies in mind; some try to achieve this by using force to keep the population in line (e.g. Despotism), while others attempt to ensure that the government will only pursue policies a majority of the citizens already support (e.g. Representative series governments). By way of contrast, Collectivist series governments are premised on there being a fundamental harmony between the government and the governed, such that citizens will happily do whatever the government demands of them. When this condition is met, Collectivist governments can be extremely effective. However, many populations are simply unable to achieve the kind of social consensus necessary to make Collectivist government workable
\*RSENATER There's a random chance of your race starting out as a member of the Orion Senate.
\*RSENATEN Guarantees that your race will not begin as a member of the Orion Senate.\*RSENATEY Sets your race as a member of the Orion Senate when the game begins.
\*RCITIZES Deducts -15 from the unrest factors on your planets.
\*RCITIZEA Uses the default unrest calculations.
\*RCITIZEP Adds +5 from the unrest factors on your planets.
\*RPLANEMR Sets your initial starting planet as Mineral Rich.
\*RPLANEMA Sets your initial starting planet as Mineral Abundant.
\*RPLANEMP Sets your initial starting planet as Mineral Poor.
\*RPLANEBD Sets the Biodiversity level on your initial starting planet to Diverse.
\*RPLANEBH Sets the Biodiversity level on your initial starting planet to Heterogeneous.
\*RPLANEBS Sets the Biodiversity level on your initial starting planet to Similar.
\*RCUNNINS Adds +2 to your spies abilities and adds +10 to their luck.
\*RCUNNING Adds +1 to your spies abilities.
\*RCUNNINA Uses the default spy calculations.
\*RCUNNINP Deducts -1 from your spies abilities.
\*RCREATIS Decreases the chance of having a technology overrun by 10% and increases the odds that the overrun is beneficial by 10% if it occurs. Also increases the chances of an overrun being reported by 10%
\*RCREATIG Decreases the chance of having a technology overrun by 5% and increases the odds that the overrun is beneficial by 5% if it occurs. Also increases the chances of an overrun being reported by 5%
\*RCREATIA Uses the default technology calculations
\*RCREATIP Increases the chance of having a technology overrun by 5% and decreases the odds that the overrun is beneficial by 5% if it occurs. Also decreases the chances of an overrun being reported by 5%.
\*RSPECIA1 Production is natural to your race and +.5 is added to the manufacturing capacity of your planets.
\*RSPECIA2 By being skilled traders the benefits of trade agreements is increased by 15%.
\*RSPECIA3 By being tolerant the negative effects of pollution are reduced by 50%.
\*RSPECIA5 By understanding what other races are thinking this increases all areas of diplomacy for your race.
\*RSPECIA8 Since your race has a background of Antaran knowledge your chances of discovering Antaran technology are increased by 20%.
ColumnHeadingsStart UISpecies Species Race Modifiers BioFood MinFood PopFood FoodVal Environ Techs
HUMAN 0 0 0 "GndCombt = 3, MeansWar += 1, ReseaEff += 0.5, OSMayILB *=1.15, PositvDP *= 1.25, PositvCB *=1.06" 100 0 0 1 0 58.5
EVON 0 0 1 "GndCombt = 3, MeansWar += 1, ReseaEff += 0.5, OSMayILB *= 1.15, PositvDP *= 1.25, PositvCB *= 1.06 " 100 0 0 1 0 51
PSILON 0 0 2 "GndCombt = 3, MeansWar += 1, ReseaEff += 3, OSMayILB *= 1.15, PositvDP *= 1.25, PositvCB *= 1.06, mPopGrow *= 0.9" 100 0 0 1 0 43.5
MEKLAR 1 3 0 "GndCombt = 3, ManufEff += 4" 50 50 0 0 1 43.5
CYNOID 1 3 1 "GndCombt = 3, ManufEff += 4" 50 50 0 1 1 51
SAKKRA 2 7 0 "GndCombt = 3, PolluTol += 25, mPopGrow *= 1.1" 100 0 0 1 0 58.5
RAAS 2 7 1 "GndCombt = 3, PolluTol += 25, mPopGrow *= 1.1" 100 0 0 1 0 58.5
GRENDARL 2 7 2 "GndCombt = 3, PolluTol += 25, mPopGrow *= 1.15" 100 0 0 1 0 66
TRILARIAN 3 4 0 GndCombt = 3 100 0 0 1 3 51
NOMMO 3 4 1 GndCombt = 3 100 0 0 1 3 43.5
IMSAEIS 4 1 0 "GndCombt = 3,ManufEff+=4,ReseaEff+=3" 100 0 0 1 2 51
EOLADI 4 1 1 "GndCombt = 3, ManufEff += 4, ReseaEff += 3" 100 0 0 1 2 43.5
SILICOID 5 2 0 "GndCombt = 3, mPopGrow *= 0.75, MineEff += 4" 0 75 0 0 0 51
KLACKON 6 6 0 "GndCombt = 3, mPopGrow *= 1.3" 100 0 0 1 1 66
TACHDI 6 6 1 "GndCombt = 3, mPopGrow *= 1.35" 100 0 0 1 1 58.5
ITHKUL 7 5 0 "GndCombt = 3, MeansWar += -1, OSMayILB *= 0.6" 100 0 0 1 0 73.5
Metashifters -1 8 0 "GndCombt = 3, OSMayILB *= 0.85" 100 0 0 1 0 66
NonCorporeal -1 9 0 GndCombt = 4 20 0 0 1 0 66
Protoplasmic -1 10 0 GndCombt = 3 80 0 0 1 0 66
Plant -1 11 0 "GndCombt = 5, PolprPop += -0.75, PolluAbs += 2" 50 0 0 1 0 66
Fungal -1 12 0 "GndCombt = 3, mMaintAU *= 0.85, mPopGrow *= 1.15" 100 0 0 1 0 66
Avian -1 13 0 GndCombt = 3 100 0 0 1 2 66
Gargantua -1 14 0 "GndCombt = 9, PolprPop += 1" 100 0 0 1 0 66
Bulrathi -1 15 0 "GndCombt = 7, MineEff +=1" 100 0 0 1 0 66
Mrrshan -1 16 0 "GndCombt = 6, MilEff += 4" 100 0 0 1 0 66
Elerians -1 17 0 "GndCombt = 3, MdUnrest += -30" 100 0 0 1 0 66
Gnolam -1 18 0 "GndCombt = 3, TradeLev+=1,SPortEff+=2,CRTradeM+=50,CRExchng+=50,TradeAmt*=1.2" 100 0 0 1 0 66
Elder Civilizations -1 19 0 "GndCombt = 3,mPopGrow *= 0.5, ManufEff += 8, MdUnrest+=-25, CraftsMa*=1.2, BioHaEff += 2, BioHRare*=1.3, MineEff +=2, MineRare*=1.3, ReseaEff +=2, TradeLev+=1, SPortEff+=2, CRTradeM+=50, CRExchng+=50, TradeAmt*=1.2, Pollutio*=.7, TFormCst*=.8, HFofGovt *= 0.7, OpprCost *= 0.7, MilEff *= 2, mMaintAU *= 0.2, _GSeries=3, CemprPop += 2" 100 0 0 1 0 100
ComBots -1 20 0 GndCombt = 3 100 0 0 1 0 0
ColumnHeadingsStart Species Race RemainingPoints
Custom None None 0
HUMAN 0 0 0
EVON 0 1 0
PSILON 0 2 0
MEKLAR 1 0 0
CYNOID 1 1 0
SAKKRA 2 0 0
RAAS 2 1 0
GRENDARL 2 2 0
TRILARIAN 3 0 0
NOMMO 3 1 0
IMSAEIS 4 0 0
EOLADI 4 1 0
SILICOID 5 0 0
KLACKON 6 0 0
TACHDI 6 1 0
ITHKUL 7 0 0
ColumnHeadingsStart TableSelect kUnicode Type
RaceBioharvesting RaceBioharvesting Bioharve Radio
RaceMining RaceMining Mining Radio
RaceManufacturing RaceManufacturing Manufact Radio
RaceResearch RaceResearch Research Radio
RaceTrade RaceTrade Trade Radio
RaceEnvironmental RaceEnvironmental Environm Radio
RaceEconomics RaceEconomics Economic Radio
RaceAccuracy RaceAccuracy Accuracy Radio
RaceReflexes RaceReflexes Reflexes Radio
RaceToughness RaceToughness Toughnes Radio
RaceDiplomacy RaceDiplomacy Diplomac Radio
RaceGovernmentSeries RaceGovernmentSeries Governme Radio
SenateMember RaceSenateMember SenateMe Radio
RaceCitizenship RaceCitizenship Citizens Radio
RacePlanetMineral RacePlanetMineral PlanMine Radio
RacePlanetBiodiversity RacePlanetBiodiversity PlanBioD Radio
RaceCunning RaceCunning Cunning Radio
RaceCreativity RaceCreativity Creativi Radio
RaceSpecialAttributes RaceSpecialAttributes Special1 Checkbox
RaceAptitude RaceAptitude Aptitude Radio
CheatOne CheatOne CheatOne Checkbox
CheatTwo CheatTwo CheatTwo Checkbox
CheatThree CheatThree CheatThree Checkbox
CheatFour CheatFour CheatFour Checkbox
* Up to 400 new and updated trainers monthly
* Manage and update trainers through one app
* Request which games get new trainers
* Priority support with any problem