Stellaris

Stellaris

VF's Sandbox Edicts
9 Comments
Maschinenmensch 4 Jul, 2024 @ 10:10am 
Nice
Ariyoshi 5 Jul, 2022 @ 12:34pm 
How can u use it?
swizzard201 27 Feb, 2022 @ 8:48am 
Update please
Spicyflipper123 19 Oct, 2020 @ 2:22pm 
how do i activate it
CB|Torlo 14 Jul, 2019 @ 2:24am 
Not saying yours isn't good too! Just mentioning that our thought process on this is much the same.

Also, just a small note, be careful of adding too much of a modifier to certain things, like, say, shield regen. It can over-run and go back to 0. Unless they patch that, which I missed in their patch notes if so. I mean, if you go that far, you might as well disable whatever your using anyways.
CB|Torlo 14 Jul, 2019 @ 2:22am 
Basically the same changes I make, but I usually go for 1.5x modifiers. Enough to to boost, but not enough to never be challenged by, say, a federation decided to pick on you with you against them.
[The] Force 12 Dec, 2018 @ 2:41pm 
So far works so well, may pick this apart at some point see if I can create some of my own for some odd things here and there
[The] Force 11 Dec, 2018 @ 2:36pm 
Ehhhhhh thanks for this VF
Cpl. Spellguru 11 Dec, 2018 @ 5:43am 
This is a very nice mod. Really useful now that all the trait mods are being wonky. They keep making my machines races biological and my starting biological race too alien to be the primary species.

If it's not too much to ask, edicts I would love to see is movement speed, sensor range, empire size, anomoly discovery chance. Also maybe a flat +50% from all jobs or something similar, to stack with the ones that only give a bonus to a single one. A bit more combat oriented might be +% daily hull/armor regen. Though since you've avoided ship bonuses like damage and health that one you might want to not add.