Here's an update for 1.6.1 on Steam.
A newer table can be found
here.
The table includes an AOB script, so it might work with other releases, too.
The script includes a lot of things so I grouped settings up as follows:
Citizens
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Prolong Sickness; allows you to prolong sickness indefinitely, as if the citizen just got sick (resets the sick timer).
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Heal Rate Mod; allows you to scale the speed of healing in the appropriate buildings.
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Move Speed Mod; allows you to scale the speed at which citizens move, including the automatons.
Production
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Construction Speed Mod; allows you to scale the speed of building construction work.
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Research Time Mod; allows you to scale the speed of research. Note: it is applied when you start the research (so it's ineffective for already ongoing research). If you cancel a research and you start it again, the mod will be applied again.
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Production Efficiency Mod; allows you to scale the efficiency of production work. Works for factory and food processing at least.
Resourcing
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Min *; allows you to specify a min. ratio of specific resources available in your stores. Do not go above 1.0 (that's 100%). The ratio is applied to the total storage - so if you build more storehouses, you get more resources at the same ratio.
Generator
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No Generator Stress; keeps generator stress at zero.
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Generator Cooling Rate Mod; allows you to scale the speed at which your generator is cooling down (when switched off).
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Force Heat Range Mod; allows you to scale the heat range (of the generator and the steam hubs). Note: this writes values into the memory. If you need to reset things, enable and write back 1.0, then toggle the heat map to verify effect.
Misc stuff
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Book Of Law Cooldown Mod; allows you to scale the cooldown of the Book Of Law. You can use any small value, but do not use zero!
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Instant Timed Moves; enabling this causes timed moves (such as scouts) to be completed instantly.
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Timed Move Duration Mod; allows you to scale the duration of the timed moves (such as scouts). Note: it is applied when you start the move (so it's ineffective for already ongoing movement). If you cancel a movement and you start it again, the mod will be applied again.
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Timed Ability Cooldown Mod; allows you to scale the cooldown of the timed abilities (such as the sermons). Note: it is applied when you start the ability (so it's ineffective for abilities already on cooldown).
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Quest Progress Rate Mod; allows you to scale the rate at which quest counters change. I built this for the boring quests like 'gather x resources'. I think you should keep it disabled for everything else, or your game might break.
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Influence Radius Mod; allows you to scale the influence range of buildings, but it applies only to newly built buildings - so tear down some if need be and rebuild them if you want to force an update. Tested with Watchtower and Guardpost only, might work for others.
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Telegraph Limit Regen Time Mod; allows you to scale the speed of the requisition limit regeneration in the telegraph. You can use any small value, but do not use zero!
Read only stuff
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JBOP; just a bunch of pointers to hope and discontent current and max values.
Note: I noticed the Dreadnaught would not launch with the script enabled; it kept saying not enough coal. Save, disable the script, reload and then it will work.
Enjoy!
Update #1
Added:
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Force Heat Range Mod
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Book Of Law Cooldown Mod
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Influence Radius Mod
Update #2
Added:
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Telegraph Limit Regen Time Mod
Update #3
Added more checks to resourcing, to prevent interference with other resources. This should prevent breaking quests in DLCs (won't modify similarly named resources).