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
Old Files
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