Humankind
Posted: Wed Aug 18, 2021 8:36 pm
So I caved and decided to make a full table. Only two options for scripts because that's all I can really think of at the moment.
GodMode takes care of almost everything except for the movement so there is also Inf Movement (even though you can toggle the inf movement bool for individual units). Enjoy!
Current Table:
Update Log:
Current Options:
GodMode takes care of almost everything except for the movement so there is also Inf Movement (even though you can toggle the inf movement bool for individual units). Enjoy!
Current Table:
Update Log:
- Added in Inf Unit Health and some more selected unit pointers.
- Added some scripts and removed some pointers that had no effect. Please let me know which other pointers are unused/do not affect anything in-game so I can remove them as well.
- Added some more scripts, notably a Unlock Era Technologies script which you can select which era to unlock fully.
Current Options:
- Pointers
- AbstractMercuryCameraMover
- LargeMouseMove
- MinDeltaMove
- LowMaxVelocity
- HighMaxVelocity
- EdgePanningMaxPropulsion
- EdgePanningMaxMargin
- EdgePanningMinMargin
- EdgePanningDelay
- EdgePanningAccelerationTime
- AutoResetRotation
- MaxRotationDegTheorical
- MajorEmpire
- MoneyNet
- TerritoryCount
- SettlementCount
- CityCount
- CapturedCityCount
- OccupiedCityCount
- CityInConstructionCount
- LoanedArmyCount
- RentedArmyCount
- EraLevel
- EmpireDioceseCount
- TimeSinceLastReligionChange
- PollutionNet
- PollutionStock
- ArmyMaximumSize
- ArmyReinforcementCap
- AirportUseOilPrerequisite
- NomadicArmyGrowthLimit
- lastArmyMaximumSize
- lastArmyReinforcementCap
- <Frame>k__BackingField
- <Amplitude.Mercury.Simulation.ISimulationEntityWithSynchronization.NeedSynchronization>k__BackingField
- IsAlive
- IsAIBrainActivated
- AreConstructibleCostModifiersDirty
- EmpireWidePathfindingFlags
- <IsControlledByHuman>k__BackingField
- <IsReady>k__BackingField
- gameDifficultyDescriptorsCount
- Biases
- PersonaQuality
- GodCityCap
- CityCap
- ExtraCityCount
- CityCountingTowardCap
- TotalMoneyPerPopPerInfluencedTerritoryOnCapitalIncrease
- TotalSciencePerPopPerInfluencedTerritoryOnCapitalIncrease
- ResearchNet
- MoneyStock
- KnowledgeStock
- KnowledgeThreshold
- EraStarsCount
- SumOfEraStars
- ObservationSatellitesCount
- FoodWorkplaceBonusGain
- IndustryWorkplaceBonusGain
- MoneyWorkplaceBonusGain
- ScienceWorkplaceBonusGain
- ExtensionCostCoef
- SumOfPublicOrder
- Stability
- SumOfCulturalStrength
- NumberOfCulturalOsmosisEvents
- NumberOfCulturallyControlledTerritory
- CulturalInfluenceCityCapUpkeep
- InfluenceNet
- InfluenceStock
- WonderCulturalThreshold
- WonderCulturalClaimedCount
- WonderCulturalThresholdFactor
- WonderBoostFromCultureAffinity
- ScienceBoostFromCultureAffinity
- MoneyBoostFromCultureAffinity
- FarmerAbilityUseCount
- RevolutionPointStock
- RevolutionPointNet
- SumOfStrategicResourceAccessCount
- SumOfLuxuryResourceAccessCount
- NumberOfEnactedCivic
- CivicCostMultiplier
- CivicCancelCostMultiplier
- ResourceDepositSupremacyRatio
- FameGainBonus
- NumberOfNaturalWonderOwned
- NumberOfUnlockedTechnologies
- NumberOfAvailableTechnologies
- NumberOfLockedByTechnologyTechnologies
- NumberOfLockedByEraTechnologies
- SumOfPopulationAndUnits
- SumOfPopulation
- SumOfUnits
- NumberOfPatronedMinorFactions
- StateReligionHolySiteCount
- ReformationFollowerPercent
- BonusSciencePerRansack
- BonusFoodPerRansack
- BonusMoneyPerRansack
- BonusFamePerRansack
- BonusInfluencePerRansack
- BonusPopulationPerRansack
- BonusMoneyWhenBeingRansacked
- RansackOwnershipFactor
- BonusMoneyFromSpoilOfWars
- MilitaryForceCount
- NumberOfTimeCulturalAffinityUsed
- ChangeCapitalCooldown
- BuyerLicenseCostReduction
- SellerLicenseCostReduction
- BuyerLicenseCostBonusGain
- SellerLicenseCostBonusGain
- PrebuiltSiegeEngine
- ForeignReligionStrengthMultiplier
- FameScore
- SurrenderMoneyMultiplier
- GrievanceMoneyMultiplier
- BonusPublicOrderOnSettlement
- CulturalEraStarFameMultiplier
- TechnologicalEraOffset
- DiplomaticRelationPeaceCount
- DiplomaticRelationAllianceCount
- DiplomaticRelationReceivedWarCount
- DiplomaticRelationDeclaredWarCount
- ConsecutiveTurnEndedInMoneyDeficit
- ConsecutiveTurnEndedInInfluenceDeficit
- UnitCollectionUpkeep
- ResourceDepositInvestmentStock
- ResourceDepositInvestmentThreshold
- NumberOfResourceDepositInvestmentDone
- ProductionBuyoutCostMultiplier
- TurnWhenLastTreatyProposed
- TurnWhenLastCapitalChanged
- BattleWonCount
- MaxKnownTenetTier
- OriginalContinentIndex
- NationalProjectsFrame
- ExoticAbilityFlags
- Bits
- MiscFlags
- ExoticDiplomaticAbilities
- PendingEliminationInitiator
- EliminationInitiator
- EliminationCountdown
- AreEliminationConditionsDirty
- BattleAutoDeployment
- EmpireEndGameStatus
- StealTerritoryActionCooldown
- CultureAffinityCooldown
- StealPopulationCooldown
- RaiseReservistCooldown
- Get Current Selected Unit
- ArmyScreen_ArmyActionsPanel
- infiniteMovementRatioToggled
- Army
- Unit
- VisionRange
- DetectionRange
- VisionHeight
- HitPoints
- AttackRange
- LeaderPriority
- HealthRegen
- HealthRegenAfterBattle
- ZoneOfControlDistance
- SiegeWorksNet
- ExperienceGainMultiplier
- LostAtSeaDamageRatio
- TrespassingDamageRatio
- SpecialtyLevel
- BaseStrength
- CombatStrength
- AntiAirCombatStrength
- DistrictCombatStrengthBonus
- HealthRatio
- MovementRatio
- VeterancyLevel
- UnitsKilled
- SpoilOfWarGains
- LandSpeed
- NavalSpeed
- LandVisionRange
- LandAttackRange
- LandLeaderPriority
- LandSiegeWorksNet
- LandCombatStrength
- TransportVisionRange
- TransportAttackRange
- TransportLeaderPriority
- TransportSiegeWorksNet
- TransportCombatStrength
- RansackCombatStrengthBonus
- BombardCenterStrengthBonus
- BombardSplashStrengthBonus
- StrikeRadius
- UnitUpkeep
- Experience
- VisionRange
- DetectionRange
- VisionHeight
- ZoneOfControlDistance
- RansackDurationReduction
- RansackCombatStrengthBonus
- RansackBountyGlobalFactor
- RansackBountyToScienceFactor
- RansackBountyToFoodFactor
- RansackBountyToMoneyFactor
- RansackBountyToFameFactor
- RansackBountyToInfluenceFactor
- RansackBountyToPopulationFactor
- BonusMoneyPerCuriosity
- State
- AwakeState
- GrowthStock
- GrowthLimit
- AutoExplore
- Unit
- BattleUnit
- IsInvincible
- CombatHealthRatio
- UnstackWorldPosition
- ZoneOfControlIndex
- VisionAllocatorIndex
- MovementRatioBattle
- <EmpireIndex>k__BackingField
- <LockedByBattleOrderIndex>k__BackingField
- <AttackDamage>k__BackingField
- ArmyScreen_ArmyActionsPanel
- Get Current Selected Settlement
- Settlement
- MyDiocese
- Dioceses
- Boroughs
- SynergyDefinitions
- ConstructibleCostModifiers
- ActionCostModifiers
- ExperienceModifiers
- FoodProduced
- GrowthNet
- InfluencePerPopulation
- ProductionNet
- MoneyNet
- ScienceNet
- PublicOrderTarget
- PopulationConsumption
- MaxPopulationGainedPerTurn
- MaxPopulationLostPerTurn
- TerritoryExtensionInstability
- PublicOrderCurrent
- PublicOrderPositiveTrend
- PublicOrderNegativeTrend
- CrisisProgressionDelay
- Population
- QueuedPopulation
- InvestedPopulation
- UnemployedPopulation
- TotalGainedPopulation
- PopulationLimit
- PopulationAssignedToFood
- PopulationAssignedToIndustry
- PopulationAssignedToMoney
- PopulationAssignedToScience
- GrowthGain
- GrowthLoss
- MigrationMinDelay
- MigrationMaxDelay
- MigrationMinNumber
- MigrationMaxNumber
- DeathMinDelay
- DeathMaxDelay
- DeathMinNumber
- DeathMaxNumber
- CityLevel
- FoodWorkplaceGainPerPopulation
- IndustryWorkplaceGainPerPopulation
- MoneyWorkplaceGainPerPopulation
- ScienceWorkplaceGainPerPopulation
- FoodWorkplaceNumberOfSlots
- IndustryWorkplaceNumberOfSlots
- MoneyWorkplaceNumberOfSlots
- ScienceWorkplaceNumberOfSlots
- TerritoryCount
- VillageCount
- AttachCostCoef
- AttachCostModifier
- DiocesesCount
- ExtensionDistrictsCount
- ExtensionDistrictsInConstructionCount
- GoodEventProbabilityMultiplier
- BadEventProbabilityMultiplier
- Fortification
- FortificationLevel
- MoneyGainPerTradeRoad
- TradeRoadCount
- LandTradeRoadsCount
- NavalTradeRoadsCount
- AirTradeRoadsCount
- LuxuryResourceTradeRoadsCount
- StrategicResourceTradeRoadsCount
- OsmosisPerTurnMultiplier
- CultureConversionModifier
- ReligionConversionModifier
- OwnerCulturalInfluenceRatio
- ForeignCulturalInfluenceRatio
- CulturalOsmosisScore
- OwnerCultureStrength
- ScienceModeBonus
- NumberOfAdditionalMilitia
- MilitiaVeterancyLevel
- MilitiaFatigueNet
- ExperienceGainOnUnitCreation
- DistanceInTerritoryToCapital
- ProcessionMoneyCost
- EmpireWideConstructionProductionBoost
- ProductionFromCuttingTreesMultiplier
- PollutionNet
- TurnToSteal
- MilitiaInstantiatedCount
- PoolAllocationIndex
- AssignedPopulation
- IsOverpopulated
- GrowthStock
- SettlementStatus
- AwakeState
- IsCapital
- WorldPosition
- FoundationTurn
- AvailableConstructionsDirtyStatus
- PopulationAssignmentPolicyDefinitionName
- NumberOfTurnsWithoutDeath
- NumberOfTurnsBeforeDeath
- GodPublicOrderDelta
- CrisisInfoIndex
- CulturalOsmosisEventIndex
- AvailableConstructionsCount
- AreConstructibleCostModifiersDirty
- AskAdvice
- Settlement
- AbstractMercuryCameraMover
- Scripts
- God Mode
- Inf Unit Health
- Inf Movement
- Inf Money
- Inf Population
- Unlock Selected Era Technologies
- No Pollution Gain
- Modify Unit Experience Gain
- Multiplier
- Modify Influence Gain
- Multiplier
- Modify Money Gain
- Multiplier
- Modify Research Gain
- Multiplier
- Modify Resource Gain
- Multiplier