udk Cheat: OP Civic
This Mod is for Stellaris 4.0.*.
Getting inspired by various Cheat Mod’s in the Steam Workshop, I created this mod.
A mod that enables Player to get following bonuses via an OP civic:
Modifiers that immediately takes effect in Empire Creation Screen:
– Species Trait Points = +200
– Species Trait Picks = +200
Modifiers that gets enabled after the Game Starts:
– Habitability = +200%
– Civic Points = +20**
– Base Influence Production = +5
– Envoy Count = +200
– Edict Fund = +200
– Edict Fund Multiplier = +100%
– Tech Alternative Number = +50
– Leader Lifespan = +1000
– Leader Max Negative Trait Number = -10
– Leader Number Cap = +20
– Leader Pool Capacity = +20
– Leader Trait Selection Options = +10
– Archology Site Generation Chance = +10000%
– Anomaly Generation Chance = +10000%
– Anomaly Fail Risk = -200%
– Astral Rift Fail Risk = -200%
– Science Ship Survey Speed = +1000%
– Science Ship Disengagement Chance = +1000%
– Ship Travel Speed = +25%
– Ship Hyperspace & Jump Drive Prep & Cooldown = -25%
– First Contact Progress Speed = +1000%
– First Contact Clues = +50
– All Factions Approval = +200%
– Planet Simultaneous Build Cap = +5
– Outpost Build Cost = -25%
– Outpost Build Influence Cost = -25%
– Outpost Distance From Border Influence Cost Increase = -50%
– Outpost Build Speed = +100%
– Minor Artifact Resource Cap = +10000
– Resource Cap = +100000
– Empire Size from Pops,Branch Offices,Districts,Colonies,Systems = -25%
– Empire Size & Size Effect = -25% (effects the final calculated Empire size Sum)
Effects that gets enabled after the Game Starts (via an On_Action):
– Enables your Science Ships to be able to use "Experimental Subspace Navigation" at the Start!
– Enables your Empire to be able to produce Special Science and Construction Ships. These are quite fast, can use Jump Drives, and are also good Scouts thanks to their great sensor package.
(For mod compatibility reasons, they are automatically converted from normal Vanilla Ships AFTER they got built in the Shipyard.)
**: (You might need an UI mod such as UI Overhaul Dynamic or Government Reform BIGGER to fully utilize this effect)
You can also add/remove this OP Civic in middle of a Game by simply Reforming your Government and adding/removing this civic during all of this.
(The mod is also both Save Compatible, and Future Mod Update Compatible)
This mod doesn’t overwrite any Vanilla Files. Thus, the Mod Order doesn’t matter.
This mod uses the ‘@has_udk_cheat_op_civic = 1’ global scripted variable for Mod Compatibility.
This Mod Compatibility Variable is saved in the Stellaris Modding Den discord, Spreadsheet of mod compatibility variables file [docs.google.com]
Mod recently got updated for a new formula for becomşng MAX Mod Compatible. Now, you’re unable to seperately recruit the ‘Special Science/Construction’ ships directly from the Shipyards.
Instead, once you construct a standard Science/Construction ship in the Shipyard, the Game automatically destroys that ship, and adds the Special Ship of same type (Construction/Science).
(Only happens if the constructed ship is either Science or Construction ship. And the Country must be a Player with our special Civic.)
You’re All Free to use this mod for your own mods/mod-packs.
If you like the mod, and want to support me;
You can visit and support me via Buy Me a Coffee at:
https://www.buymeacoffee.com/udkudk