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Oh and if you can dont forget to support Fearless forum

Update v0.14.1:

Add Army No Moral Lose + max xp + Instakill
What the table already do (Show faq for details):
- Minimum gold
-- Gold pointer
- Minimum dynasty gold
-- Dynasty gold pointer
- Houses Fill Goods
-- NoManor
-- *8 triggers for deactivate functionality each products/visitors type*
- Houses Unlock Evolution
- Houses Unlock Desirability
- Bazaars Fill
-- *5 triggers for each Bazaar Fill products type*
- God Happy
- Army Fast Recruting
- Army GodMod
- Buildings - No collapse, no fire
- Buildings - Autofill (with) Workers
- Buildings - Raw & Goods filled
- Buildings - Instant Productions
- Unlock Builds
- Unlock Storages Yards
- Unlock Citys for Trading
- Requests - Freeze Count Down
- Requests - Validation
- Garden Desirability
-- Garden Desirability Pointer
- Infinite Trade
= Building Menu
-- *Long list of buildings pointers*
= Gods Activate Menu
-- *5 Pointer to activate each gods*
= Ratings Overseer
-- Open Play (No Win/Lose)
-- Culture Fill Goal
-- Prosperity Fill Goal
-- Kingdom Fill Goal
-- Monument Fill Goal
-- Population Fill Goal
-- Houses Fill Goal
= Floods settings Pointers
-- *3 pointers for different aspects of flooding*
To do list
Major to do list:
Nothing Major left.
Minor to do list:
- Request of Kingdom (need Army)
- Houses information popup dont care of desirability level when unlock trigger is activated.
- Restore footprint to Farms and Claypit's
- Make City's unlock icon's updated//make effective unlock all trades goods.
Seem not possible
-Make granary unlocks for more of 4 differents foods
Nothing Major left.
Minor to do list:
- Request of Kingdom (need Army)
- Houses information popup dont care of desirability level when unlock trigger is activated.
- Restore footprint to Farms and Claypit's
- Make City's unlock icon's updated//make effective unlock all trades goods.
Seem not possible
-Make granary unlocks for more of 4 differents foods
Explanations about Table
Trigger nameImplement/modification
- Houses Fill Goods v0.1
This trigger fill and cover houses needs, like foods, goods and visitors, and neutralise risks [consult the details for the full list].
Some scenario or mission come with limitations who may restrict the possibility of evolution in this case some coverage, dont be counted. For remove that limitation use the "Houses Unlock Evolution" trigger.
You can expend and collapse the Menu.
(Disactivable filling signaled by * )
-Foods*
Meat
Fish
Fig
Pomegrante
Chickpeas
Lettuce
Meat
Grain
-Goods*
Beer
Potery
Linnen
Luxury*
-Religious*
Temple visitor for the 5 Gods
-Entertainment*
Jungling
Musician
Dancer
Senet
-Education*
Scribe
Librarian
-Administration*
Tax Col.
Juge
-Healthcare*
Water
Physician
Dentist
Apothecary
Embalmer
-Risks neutralised*
Fire
Crime
Malaria
Disease
-- NoManor v0.1
This trigger volontary limite the houses evolution to "Fancy Residence" because if you dont use "Buildings - Autofill (with) Workers " your houses may have a fast evolution and once a house become manor, or more, is habitants become bourgeois and stop to be workers and your city will fall in a 'employees needed' blackhole who stop all the activity of you city!
--*Dont fill * v0.10
8 *Dont fill * triggers to avoid filling fonctionality, on for each cathegory listed by a * in (Details of Houses Fill Goods)
-- Houses Unlock Evolution v.0.6
Remove 3 majors limitation in houses evolution, requirement diversity of Luxury's, gods acces (priest visitors) and foods diversity.
This script shunt the limitation by applying lower house level requirement to all the other level.
If *NoManor* is activated the houssing level dont excede the "Fancy Residence" level.
- Houses Unlock Desirability v0.6
Remove the desirability limitation and requirement in houses evolution.
This script shunt the limitation by applying lower level houses requirement to all the supperior level of evolution.
So if you build houses in the middle of a zone with really terrible desirability your houses may stuck or devolve, but globally that case will be uncommon, and a tiny enhancement may unlock the situation.
If *NoManor* is activated the houssing level dont excede the "Fancy Residence" level.
- Bazaars Fill v0.9.3
This Bazaar trigger unlock 5 separates triggers to allow you to fix amount of products:
-- Bazaar Fill Foods
-- Bazaar Fill Beer
-- Bazaar Fill Potter
-- Bazaar Fill Linen
-- Bazaar Fill Lux
Each trigger fill to 700 units of specified product.
Bazzar Fill Foods fill to 700 all type of foods.
activation of Houses Fill Goods, by pass usage of this trigger because houses are filled.
Products are filled and distributed by bazaar walkers even if you validate "don't buy" in the bazar instruction menu.
- God Happy v0.2 up 0.7 - 0.8.5
This trigger makes gods happy, fix fests far to 1 month.
- Army Fast Recruting v0.4 up 0.5
Give to "Recruiter" a full stock of weapons and chariots, incrased the recruiting/formation to a quasi instant speed.
- Army GodMod Revamp in v0.14 (v0.9 up v0.9.2)
Give to all your Citizens invulnerability.
Give to your Soldiers, Archers, Chariots, Warships and Transports invulnerability, Max Xp, no moral break.
Xp and Moral are up when you put your troupe outside the fort.
(Immortality code set Enemy and animals Melee and ranged Damage to 0)
(Immortality code set your units Melee and ranged Damage to 100)
- Buildings - Autofill (with) Workers V0.3 up v0.12.1
This trigger, once the building be connect to a road fill your build full of worker, even with 0 Population.
Work for all the building who need worker, except for who need specifics visitors like towers, forts, monuments.
- Buildings - Raw & Goods filled V0.4 up v0.9-0.9.2
Fill the 'storage' emplacement of buildings, who need goods, except for Monuments. [consult the details for the full list]
It make the "Fast product", of CompactDisk table, really more fast.
- Food and Farming
Cattle Ranch > 200 Straw
- Industrial Structures
Potter > 200 Clay
Brewery > 200 Barley
Jeweler > 200 Gem
Weaver > 200 Flax
BrickWorks > 200 Clay & 200 Straw
Shipwright > 200 Wood
Papyrus Maker > 200 Reeds raw
Lamp Maker > 200 Oil & 200 Pottery
- Construction Guilds
Carpenters Guild > 200 Woods
Artisan Guild > 200 paint & 200 clay
- Entertainment
Senet House > 200 Beer
Zoo > 200 Meat & 200 Straw
- Education
Scribal School > 200 Papyrus
Library > 500 Papyrus (Always need 500 Papyrus in stock for build.)
- Health and Sanitation
Mortuary > 200 Linen
- Military Structures
Weaponsmith > 200 Copper
Chariot Maker > 200 Wood
Buildings - Instant Productions V0.5 up v0.8.3-4 - 0.9.1 - 0.13.1 (Thanks CompactDisk)
Give Industies capacity to fabricate their product instantly, to "Raw Materials" Industries and Food Productions the capacity to send their cart-pucher instantly, Farm also produce out of the recolting seasons.
This fonction cover what 'Instant Production' of CompactDisk Table dont do.
- Unlock Builds v0.8.1 up v0.8.2
Remove builds prohibitions, you can freely place buildings regardless of placement restriction like ground water "Groundwater", "Rocky area" classic and "Ore" version, "Meadow (Yellow Grass)" or "Close to water".
The footprints of Farms and Clay pits be always red but dont worry you can place it freely.
Freely but not anywhere, classical restrictions stay valid for waters, swamps, rocks, overlaps etc..
Unlock Storages Yards v0.11 up 0.11.2
This trigger unlock storage yards to make usable all the all products not intended by mission / scenario.
Only for "storage yards", i trying to unlock granaries but they bug, they are hardly coded by programmer to managing maximum 4 foods type no more. (technically storages information of type 5 and 6 are superposed to type 3 and 4)
It seem, ironically, bazaars are unlocked like storages yards and don't seem buggy...
UnlockTrade > Allow you to open trade route with all city's. v0.11 up 0.11.2
Once active trigger, go on world map and now you can open trade route with place status "An egyptian city" and "A distant city".
Citys icones dont change, stay transparent, some place can have empty sale's and/or buy's lists.
The script change a city statut only when you clic on it.
Once a city have be unlock the only way to restore is original statut is "replay mission" or reload a save before unlock.
Seem not always working, some times allow trad with city without really trade with it some time you can trade.
Requests - Freeze Count Down v0.12
This trigger will freeze the request count down for deben and goods request. (dont work for troop request)
Requests - Validation v0.12
This script make the requests on "Political Overseer" become fillable, on clic, even if you dont have ressources neededs.
Works for deben, and goods request.
Dont work for sending troops request.
Garden Desirability 0.1 0.13 (Thanks CompactDisk)
Increase the Garden Desirability, with pointer to set manual value.
Minimum gold 0.13 (Thanks CompactDisk)
Set city treasure to min 25000 Deben, came with pointer to set manual value.
Minimum dynasty gold 0.13 (Thanks CompactDisk)
Set personal treasure to min 5000 Deben, came with pointer to set manual value.
Disable fire and collapse 0.13 (Thanks CompactDisk)
Neutralise Fire and Collapse code
Infinite Trade 0.13 (Thanks CompactDisk)
Remove limitation of caravan, or Trade ship visitor.
= Building Menu v0.7 up v0.7.1-3 v0.10
This is a list of pointers allow the player to "turn on" buildings in the "Full/wide control panel".
To use it put 1 in Value of the building you want, dont forget to active menu and submenu where is the building you need to build.
The list are respect the game menus and sub menus.
There is 3 Monuments pointers, enter a value between 01 and ??, show Guilds are auto unlocked.
If you build religious structures for a "unknow" God(s) in mission/scenario this dont activate the God(s).
If you build "industries", "farming and food structures" their products can be inusables, because storage structures, or other structures, can be not allowed to manage it.
Before build "industries" or "farming and food structures"watch what products are managed in "Storage yard" and "Granary".
1 = Small Bent Pyramid
2 = Medium Bent Pyramid
3 = Small Mudbrick Pyramid
4 = Medium Mudbrick Pyramid
5 = Large Mudbrick Pyramid
6 = Mudbrick Pyramid Complex
7 = Grand Mudbrick Pyramid Complex
8 = Small Stepped Pyramid
9 = Medium Stepped Pyramid
10 = Large Stepped Pyramid
11 = Stepped Pyramid Complex
12 = Grand Stepped Pyramid Complex
13 = Small Pyramid
14 = Medium Pyramid
15 = Large Pyramid
16 = Pyramid Complex
17 = Grand Pyramid Complex
18 = Small Mastaba
19 = Medium Mastaba
20 = Large Mastaba
21 = Sphinx
22 = Small Obelisk
23 = Large Obelisk
24 = Sun Temple
25 = Mausoleum
26 = Mausoleum
27 = Mausoleum
28 = Pharos Lighthouse (Need Rocks)
29 = Alexandria's Library
30 = Caesareum
31 = Colossi
32 = Temple of Luxor
33 = Small Royal Burial Tomb (Need Cliffs)
34 = Medium Royal Burial Tomb (Need Cliffs)
35 = Large Royal Burial Tomb (Need Cliffs)
36 = Grand Royal Burial Tomb (Need Cliffs)
37 = Abu Simbel (Need Cliffs)
---END---
= Gods Activate Menuv0.10
Serie of separate Pointers, one for each god to activate, or unactivate, god.s of your choice.
= Ratings Overseer v0.7 up v0.7.1-2-3 + v0.8.4-5 v0.10
-- Open Play (No Win/Lose)
-- Culture Fill Goal
-- Prosperity Fill Goal
-- Kingdom Fill Goal
-- Monument Fill Goal
-- Population Fill Goal
-- Houses Fill Goal
Serie of separate trigger to auto validate mission/scenario goals.
Triggers for Culture, Prosperity, Kingdom, Monument and Houses have flexible scripts that just fill the value to the requirement level, never go under, and allow you to incrase the value and reach 100 by your self, except for monument is goal value are, in general, the high one.
So you also can put 100 to respective Value in subsection -Pointers- and stick it manually.
Open Play (No Win/Lose) activate the"sandbox mode" you never win/lose and remove timer.
Trigger for Population, this script validate the"population goal" whitout modifie the ingame population, it's normal, value to avoid problems, like high unemployment.
If you are in lack of action put, and fix, 0 in Kingdom values and pharaoh reward you by regular army invasions.
-- -Pointers-
You can consult and modifies various values in relations with "Ratings Overseer".
Floods settings Pointers
-- Flooding strats on > control the period of flooding start, you can do any valus between 0 = early January and 345 = late december.
-- Flooding lasts > duration of flooding (30=1month)
-- Flooding Quality > 0 is no flooding, 100 perfect
These values seem to be integrated on game only once by year, so be patient if you miss the target you will have to patient until the next integration.

This trigger fill and cover houses needs, like foods, goods and visitors, and neutralise risks [consult the details for the full list].
Some scenario or mission come with limitations who may restrict the possibility of evolution in this case some coverage, dont be counted. For remove that limitation use the "Houses Unlock Evolution" trigger.

Details of Houses Fill Goods
(Disactivable filling signaled by * )
-Foods*
Meat
Fish
Fig
Pomegrante
Chickpeas
Lettuce
Meat
Grain
-Goods*
Beer
Potery
Linnen
Luxury*
-Religious*
Temple visitor for the 5 Gods
-Entertainment*
Jungling
Musician
Dancer
Senet
-Education*
Scribe
Librarian
-Administration*
Tax Col.
Juge
-Healthcare*
Water
Physician
Dentist
Apothecary
Embalmer
-Risks neutralised*
Fire
Crime
Malaria
Disease

This trigger volontary limite the houses evolution to "Fancy Residence" because if you dont use "Buildings - Autofill (with) Workers " your houses may have a fast evolution and once a house become manor, or more, is habitants become bourgeois and stop to be workers and your city will fall in a 'employees needed' blackhole who stop all the activity of you city!

8 *Dont fill * triggers to avoid filling fonctionality, on for each cathegory listed by a * in (Details of Houses Fill Goods)

Remove 3 majors limitation in houses evolution, requirement diversity of Luxury's, gods acces (priest visitors) and foods diversity.
This script shunt the limitation by applying lower house level requirement to all the other level.
If *NoManor* is activated the houssing level dont excede the "Fancy Residence" level.

Remove the desirability limitation and requirement in houses evolution.
This script shunt the limitation by applying lower level houses requirement to all the supperior level of evolution.
So if you build houses in the middle of a zone with really terrible desirability your houses may stuck or devolve, but globally that case will be uncommon, and a tiny enhancement may unlock the situation.
If *NoManor* is activated the houssing level dont excede the "Fancy Residence" level.

This Bazaar trigger unlock 5 separates triggers to allow you to fix amount of products:
-- Bazaar Fill Foods
-- Bazaar Fill Beer
-- Bazaar Fill Potter
-- Bazaar Fill Linen
-- Bazaar Fill Lux
Each trigger fill to 700 units of specified product.
Bazzar Fill Foods fill to 700 all type of foods.



This trigger makes gods happy, fix fests far to 1 month.

Give to "Recruiter" a full stock of weapons and chariots, incrased the recruiting/formation to a quasi instant speed.

Give to all your Citizens invulnerability.
Give to your Soldiers, Archers, Chariots, Warships and Transports invulnerability, Max Xp, no moral break.

(Immortality code set Enemy and animals Melee and ranged Damage to 0)
(Immortality code set your units Melee and ranged Damage to 100)

This trigger, once the building be connect to a road fill your build full of worker, even with 0 Population.
Work for all the building who need worker, except for who need specifics visitors like towers, forts, monuments.

Fill the 'storage' emplacement of buildings, who need goods, except for Monuments. [consult the details for the full list]
It make the "Fast product", of CompactDisk table, really more fast.
Details of buildings affected by Buildings - Raw & Goods filled
- Food and Farming
Cattle Ranch > 200 Straw
- Industrial Structures
Potter > 200 Clay
Brewery > 200 Barley
Jeweler > 200 Gem
Weaver > 200 Flax
BrickWorks > 200 Clay & 200 Straw
Shipwright > 200 Wood
Papyrus Maker > 200 Reeds raw
Lamp Maker > 200 Oil & 200 Pottery
- Construction Guilds
Carpenters Guild > 200 Woods
Artisan Guild > 200 paint & 200 clay
- Entertainment
Senet House > 200 Beer
Zoo > 200 Meat & 200 Straw
- Education
Scribal School > 200 Papyrus
Library > 500 Papyrus (Always need 500 Papyrus in stock for build.)
- Health and Sanitation
Mortuary > 200 Linen
- Military Structures
Weaponsmith > 200 Copper
Chariot Maker > 200 Wood

Give Industies capacity to fabricate their product instantly, to "Raw Materials" Industries and Food Productions the capacity to send their cart-pucher instantly, Farm also produce out of the recolting seasons.
This fonction cover what 'Instant Production' of CompactDisk Table dont do.
Details of buildings affected by Buildings Instant Productions
-Food and Farming
Barley Farm > 800 Barley's
Flax Farm > 800 Flax
Grain Farm > 800 Grains & 800 Straws
Pomegranate Farm > 800 PomeGranates
Chickpea Farm > 800 Chickpeas
Lettuce Farm > 800 Lettuces
Fig Farm > 800 Figs
Henna Farm > 800 Henna
Fishing Wharf > 100 fish (this building dont have stokage only produce "Cart pusher")
Cattle Ranch > 100 Meat
Hunting Lodge > 100 Game Meat
- Raw Materials
Reed Gatherer > 500 reeds
Wood Cutter > 500 wood
Gems Mine > 100 Gems
Gold Mine > 100 Gold
Copper Mine > 100 Copper
All Quarry > 1 block
Barley Farm > 800 Barley's
Flax Farm > 800 Flax
Grain Farm > 800 Grains & 800 Straws
Pomegranate Farm > 800 PomeGranates
Chickpea Farm > 800 Chickpeas
Lettuce Farm > 800 Lettuces
Fig Farm > 800 Figs
Henna Farm > 800 Henna
Fishing Wharf > 100 fish (this building dont have stokage only produce "Cart pusher")
Cattle Ranch > 100 Meat
Hunting Lodge > 100 Game Meat
- Raw Materials
Reed Gatherer > 500 reeds
Wood Cutter > 500 wood
Gems Mine > 100 Gems
Gold Mine > 100 Gold
Copper Mine > 100 Copper
All Quarry > 1 block

Remove builds prohibitions, you can freely place buildings regardless of placement restriction like ground water "Groundwater", "Rocky area" classic and "Ore" version, "Meadow (Yellow Grass)" or "Close to water".
The footprints of Farms and Clay pits be always red but dont worry you can place it freely.

Details of buildings affected by Unlock Builds
- Food and Farming:
Grain Farm
Lettuce Farm
Chickpeas Farm
Pomegranates Farm
Fig Farm
Barley Farm
Flax Farm
Henna Farm
-Raw Materials
Clay Pit's
Plain Stone Quarry
Limestone Quarry
Granite Quarry
Sandstone Quarry
Gemstone Mine
GoldMine
Copper Mine
-Heath sanitation Structures
Well
Water Supply
-Municipal Structures
Village Palace
Town Palace
City Palace
Personal Mansion
Family Mansion
Dynasty Mansion
Grain Farm
Lettuce Farm
Chickpeas Farm
Pomegranates Farm
Fig Farm
Barley Farm
Flax Farm
Henna Farm
-Raw Materials
Clay Pit's
Plain Stone Quarry
Limestone Quarry
Granite Quarry
Sandstone Quarry
Gemstone Mine
GoldMine
Copper Mine
-Heath sanitation Structures
Well
Water Supply
-Municipal Structures
Village Palace
Town Palace
City Palace
Personal Mansion
Family Mansion
Dynasty Mansion

This trigger unlock storage yards to make usable all the all products not intended by mission / scenario.

It seem, ironically, bazaars are unlocked like storages yards and don't seem buggy...

Once active trigger, go on world map and now you can open trade route with place status "An egyptian city" and "A distant city".
Citys icones dont change, stay transparent, some place can have empty sale's and/or buy's lists.
The script change a city statut only when you clic on it.



This trigger will freeze the request count down for deben and goods request. (dont work for troop request)

This script make the requests on "Political Overseer" become fillable, on clic, even if you dont have ressources neededs.
Works for deben, and goods request.


Increase the Garden Desirability, with pointer to set manual value.

Set city treasure to min 25000 Deben, came with pointer to set manual value.

Set personal treasure to min 5000 Deben, came with pointer to set manual value.

Neutralise Fire and Collapse code

Remove limitation of caravan, or Trade ship visitor.

This is a list of pointers allow the player to "turn on" buildings in the "Full/wide control panel".
To use it put 1 in Value of the building you want, dont forget to active menu and submenu where is the building you need to build.
The list are respect the game menus and sub menus.




Monuments pointers Values list
1 = Small Bent Pyramid
2 = Medium Bent Pyramid
3 = Small Mudbrick Pyramid
4 = Medium Mudbrick Pyramid
5 = Large Mudbrick Pyramid
6 = Mudbrick Pyramid Complex
7 = Grand Mudbrick Pyramid Complex
8 = Small Stepped Pyramid
9 = Medium Stepped Pyramid
10 = Large Stepped Pyramid
11 = Stepped Pyramid Complex
12 = Grand Stepped Pyramid Complex
13 = Small Pyramid
14 = Medium Pyramid
15 = Large Pyramid
16 = Pyramid Complex
17 = Grand Pyramid Complex
18 = Small Mastaba
19 = Medium Mastaba
20 = Large Mastaba
21 = Sphinx
22 = Small Obelisk
23 = Large Obelisk
24 = Sun Temple
25 = Mausoleum
26 = Mausoleum
27 = Mausoleum
28 = Pharos Lighthouse (Need Rocks)
29 = Alexandria's Library
30 = Caesareum
31 = Colossi
32 = Temple of Luxor
33 = Small Royal Burial Tomb (Need Cliffs)
34 = Medium Royal Burial Tomb (Need Cliffs)
35 = Large Royal Burial Tomb (Need Cliffs)
36 = Grand Royal Burial Tomb (Need Cliffs)
37 = Abu Simbel (Need Cliffs)
---END---

Serie of separate Pointers, one for each god to activate, or unactivate, god.s of your choice.
Gods Activate Values Guide
0 = Unkown gods (unactive)
1= Local Deity
2= Patron God
1= Local Deity
2= Patron God

-- Open Play (No Win/Lose)
-- Culture Fill Goal
-- Prosperity Fill Goal
-- Kingdom Fill Goal
-- Monument Fill Goal
-- Population Fill Goal
-- Houses Fill Goal
Serie of separate trigger to auto validate mission/scenario goals.
Triggers for Culture, Prosperity, Kingdom, Monument and Houses have flexible scripts that just fill the value to the requirement level, never go under, and allow you to incrase the value and reach 100 by your self, except for monument is goal value are, in general, the high one.
So you also can put 100 to respective Value in subsection -Pointers- and stick it manually.
Open Play (No Win/Lose) activate the"sandbox mode" you never win/lose and remove timer.

If you are in lack of action put, and fix, 0 in Kingdom values and pharaoh reward you by regular army invasions.

You can consult and modifies various values in relations with "Ratings Overseer".

-- Flooding strats on > control the period of flooding start, you can do any valus between 0 = early January and 345 = late december.
-- Flooding lasts > duration of flooding (30=1month)
-- Flooding Quality > 0 is no flooding, 100 perfect

Default "Flooding strats on" values list
150 = Early June
165 = Late June
180 = Early July
195 = Late July
210 = Early August
225 = Late August
240 = Early Septembre
255 = Late Septembre
165 = Late June
180 = Early July
195 = Late July
210 = Early August
225 = Late August
240 = Early Septembre
255 = Late Septembre
Trivia, Thanks, Rewards:
Thanks to CompactDisk for is support and allowing me to add is table to mine, also is clear code, now i understand how tables with multiple entries works.
Thanks to renorp, fantomas, duggseg for there contribution to the first and original Topic.
Thanks to Ninety90 for have validate the trainer on Steam version

Thanks to you if you read it and try seriously to reduce your GreenHouse Gaz emission to the more low level possible.
Trivia v... Adaptation and update of the original Topic to do this one. i hope there is understandable, readable, clear and comprehensible despite my not awesome english.
Thanks to CompactDisk
How to use this cheat table?
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1