Stellaris V3.7 My Commands Compilation

Stellaris V3.7 My Commands Compilation

General Commands


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Commands that are helpful:

IMPORTANT: Always select the object you want to change or very bad things can happen. Example: I used the command to change the type of planet and forget to select the world, the result was that all the planets in the galaxy changed to that type of world, I ruined everything, very careful

To open the console "|" I use the key located on the left of number 1

debugtooltip Allows to see the IDS of certain objects, useful to use certain commands

play- Switches player control to empire [empire ID]

activate_all_traditions Activates all Traditions

minor_artifacts 10000 Adds [amount] of Minor Artifacts, default 10000

invincible Player ships will not take damage

pp # Receive X number of Minerals

food Receive 500 food

physics - Adds [amount] of Physics tech points.

society - Adds [amount] of Society tech points.

engineering - Adds [amount] of Engineering tech points.

max_resources Fills all resource storages

cash 500 Adds energetic credits

unity # Receive X number of Unity

research_all_technologies Investigate all technologies instantly:

Instantly researches all non-repeatable technologies. Add 1 for creature and crisis techs too. Add a second number for repeatable technologies. Ex: research_all_technologies 1 4

debug_yesmen Empires accede to any requirement or treatment

grow_pops # Add population to the selected world

mature_galaxy -Simulates a 100 years of galaxy.

advanced_galaxy -Simulates a game in year 2400 (every default empire gains colonies, technologies and fleets).

own -Take ownership and control of the specified fleet, starbase or planet

effect add_planet_devastation = -effect add_planet_devastation = 10

free_policies -Toggles allowing player to change policies without restriction, including policies previously disabled

free_government-Toggles allowing player to change governments without the time limit

planet_size # Modify the size of a selected planet, I have tried a maximum size of 150, it seems that the worlds can still be bigger, I do not know the maximum size allowed.

ftl This command enables or disables (toggles) faster than light travel.

Ascension Perks


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activate_ascension_perk

activate_ascension_perk ap_mind_over_matter

activate_ascension_perk ap_master_builders

activate_ascension_perk ap_galactic_contender

activate_ascension_perk ap_defender_of_the_galaxy

activate_ascension_perk ap_lord_of_war

activate_ascension_perk ap_interstellar_dominion

activate_ascension_perk ap_grasp_the_void

activate_ascension_perk ap_archaeoengineers[/bactivate_ascension_perk ap_mind_over_matter

activate_ascension_perk ap_transcendence

activate_ascension_perk ap_eternal_vigilance

activate_ascension_perk ap_enigmatic_engineering

activate_ascension_perk ap_synthetic_evolution

activate_ascension_perk ap_the_flesh_is_weak

activate_ascension_perk ap_synthetic_age

activate_ascension_perk ap_colossus

activate_ascension_perk ap_consecrated_worlds (Holy Worlds)

activate_ascension_perk ap_executive_vigor

activate_ascension_perk ap_nihilistic_acquisition

activate_ascension_perk ap_galactic_force_projection

activate_ascension_perk ap_engineered_evolution (ADN 1)

activate_ascension_perk ap_evolutionary_mastery (ADN 2)

activate_ascension_perk ap_galactic_wonders_utopia

activate_ascension_perk ap_galactic_wonders_megacorp

activate_ascension_perk ap_galactic_wonders_utopia_and_megacorp

activate_ascension_perk ap_galactic_wonders

activate_ascension_perk ap_machine_worlds

activate_ascension_perk ap_world_shaper

activate_ascension_perk ap_hive_worlds

activate_ascension_perk ap_mastery_of_nature

activate_ascension_perk ap_one_vision

activate_ascension_perk ap_reach_for_the_stars

activate_ascension_perk ap_shared_destiny

activate_ascension_perk ap_technological_ascendancy

activate_ascension_perk ap_transcendent_learning

activate_ascension_perk ap_arcology_project (Mega Corp) Ecumenoplis

activate_ascension_perk ap_xeno_compatibility (Mega Corp)

activate_ascension_perk ap_universal_transactions

activate_ascension_perk ap_become_the_crisis

activate_ascension_perk ap_hydrocentric

activate_ascension_perk ap_voidborn

activate_ascension_perk ap_imperial_prerogative

activate_ascension_perk ap_detox

Traditions

activate_all_traditions

Or maybe you want to make sure you get the exact benefits you're looking for. For that reason I use the specific traditions that I need, genetics, cybernetics and psionics.

activate_tradition

activate_tradition tr_psionics_adopt

activate_tradition tr_genetics_adopt

activate_tradition tr_cybernetics_adopt

tr_subterfuge_adopt

tr_synthetics_adopt

tr_cybernetics_assimilator_adopt

tr_versatility_adopt

tr_unyielding_adopt

tr_synchronicity_adopt

tr_supremacy_adopt

tr_statecraft_adopt

tr_prosperity_adopt

tr_politics_adopt

tr_mercantile_adopt

tr_harmony_adopt

tr_expansion_adopt

tr_enmity_adopt

tr_domination_adopt

tr_discovery_adopt

tr_diplomacy_adopt

tr_aptitude_adopt

tr_adaptability_adopt

Tech

Here some of the technologies that I consider most important personally.

Note:I crossed out some of them because they didn't work for me but in theory they are correctly written, I leave them in the guide in case someone is lucky and they work.

research_technology [tech id]

research_technology tech_crystal_armor_1 -Crystal-Infused Plating

research_technology tech_crystal_armor_2 -Crystal-Forged Plating

Artificial Dragonscales- research_technology tech_dragon_armor

Positronic AI- research_technology tech_sapient_ai

Dark Matter Drawing- research_technology tech_mine_dark_matter

Dark Matter Power- research_technology tech_dark_matter_power_core

Dark Matter Propulsion- research_technology tech_dark_matter_propulsion

Dark Matter Deflectors- research_technology tech_dark_matter_deflector

Psionic Shields- research_technology tech_psionic_shield

Gateway Activation- research_technology tech_gateway_activation

Gateway Construction- research_technology tech_gateway_construction

Enigmatic Disruption Field- research_technology tech_enigmatic_disruption_field

Enigmatic Encoder- research_technology tech_enigmatic_encoder

Enigmatic Decoder- research_technology tech_enigmatic_decoder

Synchronized Firing Patterns- research_technology tech_repeatable_improved_military_station_damage

Matter Compression- research_technology tech_repeatable_improved_armor_output (Note:increased armor and damage)

Cell Revitalization- research_technology tech_repeatable_improved_leader_life_span

Applied Superconductivity- research_technology tech_repeatable_improved_tile_energy_output (Notae: energy)

Extraction Patterns- research_technology tech_repeatable_improved_tile_mineral_output Nota:(Note:Minerals general)

Hull Integrity- research_technology tech_repeatable_improved_ship_health

Transgenic Crops- research_technology tech_repeatable_improved_tile_food_output

Colossus weapons:

research_technology tech_pk_shielder

research_technology tech_pk_neutron

research_technology tech_pk_godray

research_technology tech_pk_nanobots

Customize Worlds:


Stellaris V3.7 My Commands Compilation image 134HabitablePc_desertPc_alpinePc_arcticPc_aridPc_continentalPc_oceanPc_habitatPc_savannahPc_tropicalPc_tundraPc_nukedPc_gaiaPc_relicPc_cityPc_machinePc_hiveNon-HabitablePc_aiPc_asteroidPc_rare_crystal_asteroidPc_ice_asteroidPc_barrenPc_barren_coldPc_brokenPc_egg_crackedPc_frozenPc_gas_giantPc_moltenPc_gray_gooPc_shieldedPc_shroudedPc_toxicPc_cybrexMassive Gravitational BodiesPc_b_starPc_a_starPc_f_starPc_g_starPc_k_starPc_m_starPc_m_giant_starPc_t_starPc_black_holePc_neutron_starPc_pulsar

"planet_class pc"

ASSOCIATED BUGS: I have found important bugs related to the creation of habitable worlds.

-If you create a habitable world from a gaseous world, wasteland or any non-habitable body you can not build generating, mining or agricultural districts, you can only build urban districts. The only way I found to fix this problem was to turn the world into a "" so that you can occupy the entire planet without problems.

-If you modify a world that was originally habitable then there will be no problems when modifying the type of planet or the size, only the bug occurs with worlds that were not originally habitable

-UNEXPLICABLE ANOMALIES: Once I created a "" world from a non-habitable world and when I converted it to another type of world I did not have problems to build districts, it was strange. I do not pass again

NOTE: For Fix this use the commands in the "Add Districts" section

planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class

Non- planet_class planet_class planet_class planet_class planet_class planet_class _cold planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class

planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class planet_class

Add Planet ModifIer

add_modifier = { modifier =/remove_modifier = { modifier =

Ex: effect add_modifier = { modifier = carbon_world }

effect add_modifier = { modifier = atmospheric_aphrodisiac }

effect add_modifier = { modifier = asteroid_belt }

effect add_modifier = { modifier = carbon_world }

effect add_modifier = { modifier = ultra_rich }

effect add_modifier = { modifier = mineral_rich }

effect add_modifier = { modifier = lush_planet }

effect add_modifier = { modifier = natural_beauty }

effect add_modifier = { modifier = strong_magnetic_field }

effect add_modifier = { modifier = titanic_life }

effect add_modifier = { modifier = paradise_planet }

effect add_modifier = { modifier = ocean_paradise }

effect add_modifier = { modifier = pm_wenkwort_zen }

effect add_modifier = { modifier = eat_the_titans }

effect add_modifier = { modifier = soothing_crystals } gives a 33% boost to governing ethics and a 10% boost to happiness.

effect add_modifier = { modifier = food_rich_planet } gives a 10% bonus to both happiness and pop growth.

effect add_modifier = { modifier = bleak_planet }

effect add_modifier = { modifier = irradiated_planet }

effect add_modifier = { modifier = mineral_poor }

effect add_modifier = { modifier = tidal_locked }

effect add_modifier = { modifier = weak_magnetic_field }

effect add_modifier = { modifier = holy_planet }

effect add_modifier = { modifier = unstable_tectonics }

effect add_modifier = { modifier = contingency_sabotage }

effect add_modifier = { modifier = slave_riots }

effect add_modifier = { modifier = wild_storms }

Add Districts


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effect add_deposit=d_geothermal_vent (generator district+1)

effect add_deposit=d_rich_mountain (mining district+1)

effect add_deposit=d_tropical_island (agriculture district+1)

In test:

d_city

d_reactor

d_station_reactor

add_district = no work/ add "effect add_deposit=" So it works well but does not add anything, I leave it in case someone serves it. look for other commands

regular:

add_district = district_city

add_district = district_generator

add_district = district_mining

add_district = district_farming

Ring World:

add_district = district_rw_city

add_district = district_rw_nexus (Machine Empire)

add_district = district_rw_generator

add_district = district_rw_commercial

add_district = district_rw_science

add_district = district_rw_farming

Deposits Of Resources


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They are divided into two types, the reason is that different stations are needed for their extraction, so only A) or B can be used)

NOTE 1: A resource can not be assigned to a habitable planet

NOTE 2: You can not assign a resource to a body that you have a resource assigned to and can only be assigned to Non-Habitable worlds such as toxic worlds, wasteland, asteroids, suns, etc.

Personal recommendation: I go to a solar system NOT DISCOVERED YET, I assign the resources to the worlds that I need and later I scan it, this is how the game says "You have discovered a new strategic resource". that way it gives you the option to investigate the extraction technology needed for that resource (I do this mainly when I start a new game)

"effect add_deposit ="

A) Mining station

Command Range effect add_deposit = d_living_metal_deposit - effect add_deposit = d_zro_deposit_1 1-3 effect add_deposit = d_volatile_motes_1 1-5 effect add_deposit = d_rare_crystals_1 1-5 effect add_deposit = d_exotic_gases_1 1-5 effect add_deposit = d_alloys_1 1-5 effect add_deposit = d_trade_value_1 1-10 (It seems that it does not work but it works, the console lies :v) effect add_deposit = d_minerals_1 1-10 effect add_deposit = d_energy_1 1-10 effect add_deposit = d_nanites_deposit - effect add_deposit = d_food_10 3 & 10

B) Research station

Command Range effect add_deposit = d_vast_unity_deposit - effect add_deposit = d_dark_matter_deposit_1 1-3 effect add_deposit = d_society_1 1-10 effect add_deposit = d_physics_1 1-10 effect add_deposit = d_engineering_1 1-10

Curiosity: You can add the same resource infinitely times to the same body, creating incredibly rich deposits, in this way I obtained legendary solar systems

Add Or Remove Traits In A Species


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"debugtooltip" This command allows you to see the IDS of certain things, with this you can see the ID of the species to be used with the trait commands (Place the cursor over the portrait of your spice in the section where you modify the species). Normally your ID is 1

add_trait_species # trait_erudite Where # = ID

add_trait_species 5 trait_erudite

remove_trait_species # trait_erudite to remove trait

remove_trait_species 5 trait_erudite

Robost (Positive Traits)

add_trait_species 1 trait_mechanical /=Mechanical

add_trait_species 1 trait_machine_unit /=Machine

add_trait_species 1 trait_robot_domestic_protocols

add_trait_species 1 trait_robot_double_jointed

add_trait_species 1 trait_robot_durable

add_trait_species 1 trait_robot_efficient_processors

add_trait_species 1 trait_robot_emotion_emulators

add_trait_species 1 trait_robot_enhanced_memory

add_trait_species 1 trait_robot_harvesters

add_trait_species 1 trait_robot_learning_algorithms

add_trait_species 1 trait_robot_logic_engines

add_trait_species 1 trait_robot_loyalty_circuits

add_trait_species 1 trait_robot_mass_produced

add_trait_species 1 trait_robot_power_drills

add_trait_species 1 trait_robot_propaganda_machines

add_trait_species 1 trait_robot_recycled

add_trait_species 1 trait_robot_superconductive

Robost (Negative Traits)

add_trait_species 1 trait_robot_bulky

add_trait_species 1 trait_robot_custom_made

add_trait_species 1 trait_robot_high_maintenance

add_trait_species 1 trait_robot_luxurious

add_trait_species 1 trait_robot_repurposed_hardware

add_trait_species 1 trait_robot_uncanny

Organic (Positive Traits)

add_trait_species 1 trait_delicious

add_trait_species 1 trait_erudite

add_trait_species 1 trait_extremely_adaptive

add_trait_species 1 trait_fertile

add_trait_species 1 trait_robust

add_trait_species 1 trait_venerable

add_trait_species 1 trait_very_strong

add_trait_species 1 trait_latent_psionic

add_trait_species 1 trait_psionic

add_trait_species 1 trait_cybernetic

add_trait_species 1 trait_adaptive

add_trait_species 1 trait_agrarian

add_trait_species 1 trait_charismatic

add_trait_species 1 trait_communal

add_trait_species 1 trait_conformists

add_trait_species 1 trait_conservational

add_trait_species 1 trait_enduring

add_trait_species 1 trait_industrious

add_trait_species 1 trait_ingenious

add_trait_species 1 trait_intelligent

add_trait_species 1 trait_natural_engineers

add_trait_species 1 trait_natural_physicists

add_trait_species 1 trait_natural_sociologists

add_trait_species 1 trait_nomadic

add_trait_species 1 trait_quick_learners

add_trait_species 1 trait_rapid_breeders

add_trait_species 1 trait_resilient

add_trait_species 1 trait_strong

add_trait_species 1 trait_talented

add_trait_species 1 trait_thrifty

add_trait_species 1 trait_traditional

add_trait_species 1 trait_enigmatic_intelligence

Organic (Negative Traits)

add_trait_species 1 trait_decadent

add_trait_species 1 trait_deviants

add_trait_species 1 trait_fleeting

add_trait_species 1 trait_nonadaptive

add_trait_species 1 trait_quarrelsome

add_trait_species 1 trait_repugnant

add_trait_species 1 trait_slow_breeders

add_trait_species 1 trait_slow_learners

add_trait_species 1 trait_sedentary

add_trait_species 1 trait_solitary

add_trait_species 1 trait_wasteful

add_trait_species 1 trait_weak

add_trait_species 1 trait_nerve_stapled

World Preference Traits

add_trait_species 1 trait_pc_arid_preference

add_trait_species 1 trait_pc_desert_preference

add_trait_species 1 trait_pc_savannah_preference

add_trait_species 1 trait_pc_continental_preference

add_trait_species 1 trait_pc_ocean_preferenc

add_trait_species 1 trait_pc_tropical_preference

add_trait_species 1 trait_pc_alpine_preference

add_trait_species 1 trait_pc_arctic_preference

add_trait_species 1 trait_pc_tundra_preference

add_trait_species 1 trait_pc_gaia_preference

trait_pc_ringworld_habitable_preference

add_trait_species 1 trait_pc_nuked_preference

Specials

add_trait_species 1 trait_latent_psionic

add_trait_species 1 trait_psionic

Special Enhancement Traits (Toxoids DLC)

add_trait_species 1 trait_artificial_intelligence

add_trait_species 1 trait_crafted_smiles

add_trait_species 1 trait_crack_miner

add_trait_species 1 trait_elevated_synapses

add_trait_species 1 trait_excessive_endurance

add_trait_species 1 trait_expressed_tradition

add_trait_species 1 trait_farm_hands

add_trait_species 1 trait_gene_mentorship

add_trait_species 1 trait_juiced_power

add_trait_species 1 trait_low_maintenance

add_trait_species 1 trait_preplanned_growth

add_trait_species 1 trait_spliced_adaptability

add_trait_species 1 trait_technical_skill

Leader Traits


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Leader IDs can be read by hovering over a leader in the Leaders or Empire menus. If a modded starting system was not used the player's starting leaders will always be 0 (ruler), 1 (governor) and 2-5 (scientists).

add_trait_leader 0 trait_ruler_corvette_focus

remove_trait_leader 0 trait_ruler_corvette_focus

trait_ruler_corvette_focus

trait_ruler_destroyer_focus

trait_ruler_cruiser_focus

trait_ruler_battleship_focus

trait_ruler_architectural_sense

trait_ruler_champion_of_the_people

trait_ruler_charismatic

trait_ruler_deep_connections

trait_ruler_eye_for_talent

trait_ruler_expansionist

trait_ruler_explorer

trait_ruler_fertility_preacher

trait_ruler_fortifier

trait_ruler_from_the_ranks

trait_ruler_frontier_spirit

trait_ruler_home_in_the_sky

trait_ruler_industrialist

trait_ruler_investor

trait_ruler_logistic_understanding

trait_ruler_military_pioneer

trait_ruler_recruiter

trait_ruler_space_miner

trait_ruler_warlike

trait_ruler_world_shaper

leader_trait_fleet_organizer

leader_trait_reformer

leader_trait_ruler_erudite

leader_trait_ruler_psionic

leader_trait_ruler_chosen

leader_trait_ruler_cyborg

leader_trait_ruler_synthetic

leader_trait_hive_mind

leader_trait_ruler_brainslug (DLC Distant Stars)

leader_trait_ruler_machine_intelligence

leader_trait_flexible_programming

leader_trait_rigid_programming

leader_trait_newboot

leader_trait_unstable_code_base

Civics

effect force_add_civic =

effect force_add_civic = civic_corporate_dominion

effect force_add_civic = civic_fanatic_purifiers

effect force_add_civic = civic_functional_architecture

effect force_add_civic = civic_mining_guilds

effect force_add_civic = civic_technocracy

effect force_add_civic = civic_crafters

effect force_add_civic = civic_corporate_crafters

effect force_add_civic = civic_pleasure_seekers

effect force_add_civic = civic_death_cult

effect force_add_civic = civic_death_cult_corporate

effect force_add_civic = civic_reanimated_armies

effect force_add_civic = civic_machine_warbots (MACHINE)

effect force_add_civic = civic_ancient_caches_of_technology (Fallen Empire)

effect force_add_civic = civic_revanchist_fervor

Generate Mega Structures

create_megastructure

create_megastructure dyson_sphere_5 (1-5)

create_megastructure dyson_sphere_ruined

create_megastructure matter_decompressor_4

create_megastructure matter_decompressor_ruined

create_megastructure spy_orb_4

create_megastructure spy_orb_ruined

create_megastructure think_tank_4 (Estacion Cientifica)

create_megastructure think_tank_ruined

create_megastructure strategic_coordination_center_3

create_megastructure strategic_coordination_center_ruined

create_megastructure mega_art_installation_4

create_megastructure mega_art_installation_ruined

create_megastructure interstellar_assembly_4

create_megastructure interstellar_assembly_ruined

create_megastructure gateway_final

create_megastructure gateway_ruined

create_megastructure mega_shipyard_ruined

create_megastructure mega_shipyard_3

create_megastructure L-Gate

create_megastructure habitat_0

create_megastructure orbital_ring

create_megastructure orbital_ring_ruined

create_megastructure hyper_relay

create_megastructure hyper_relay_ruined

create_megastructure quantum_catapult_3

create_megastructure quantum_catapult_ruined

Create a Complete Ring World:

create_megastructure ring_world_2_intermediate

This command will create an unfinished ringworld at the system where you want.

effect finish_upgrade

Use this command at each section to finish the upgrading.

Crisis

event crisis.1000 The Unbidden

event crisis.2000 The Contingency

event crisis.199 Prethoryn Scourge (Immediately spawns Prethoryn invaders. Use "crisis.10" to initiate the crisis' natural progression)

Add Buildings


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effect add_building = Adds [building id] to the selected celestial body

Ex: effect add_building = building_fe_dome

Fallen empire

Dimensional Fabricator: effect add_building = building_dimensional_fabricator

Class-4 Singularity: effect add_building = building_class_4_singularity

Auto-Forge: effect add_building = building_nano_forge

Master Archive: effect add_building = building_master_archive

Affluence Center: effect add_building = building_affluence_center

Nourishment Center: effect add_building = building_nourishment_center

Sky Dome: effect add_building = building_fe_dome

NORMAL:

effect add_building = building_building_nanite_transmuter

effect add_building = building_resource_silo

effect add_building = building_grand_embassy

MEGACORP:

effect add_building = building_food_conglomerate

effect add_building = building_private_mining_consortium

effect add_building = building_virtual_entertainment_studios

effect add_building = building_private_shipyards

effect add_building = building_military_contractors

effect add_building = building_public_relations_office

effect add_building = building_private_research_initiative

effect add_building = building_amusement_megaplex

effect add_building = building_commercial_forum

effect add_building = building_corporate_embassy

CRIME MEGACORP:

effect add_building = building_wildcat_miners

effect add_building = building_bio_reprocessing_facilities

effect add_building = building_underground_chemists

effect add_building = building_wrecking_yards

effect add_building = building_pirate_haven

effect add_building = building_underground_clubs

effect add_building = building_syndicate_outreach_office

effect add_building = building_illicit_research_labs

effect add_building = building_smuggling_rings

effect add_building = building_disinformation_center

effect add_building = building_akx_worm_3

Add Relics

add_relic

Grants the [relic id] relic, writing all instead of the ID grants all relics

add_relic all =all relics

add_relic ID =one relic

-Cybrex War Forge =add_relic r_war_forge

Javorian Pox Sample =add_relic r_pox_sample

Vultaum Reality Perforator =add_relic r_reality_perforator

Yuht Cryo Core =add_relic r_cryo_core

-Extradimensional Warlock =add_relic r_unbidden_warlock

-Isolated Contingency Core =add_relic r_contingency_core

-Prethoryn Brood-Queen =add_relic r_prethoryn_queen

Scales of the Worm =add_relic r_worm_scales

Ether Drake Trophy =add_relic r_dragon_trophy

Khan's Trone =add_relic r_khans_throne

-Blade of the Huntress =add_relic r_ancient_sword

Head of Zarqlan =add_relic r_severed_head

Miniature Galaxy =add_relic r_galaxy

Psionic Archive =add_relic r_zro_crystal

The Defragmentor =add_relic r_the_defragmentor

The Last Baol =add_relic r_the_last_baol

-The Omnicodex =add_relic r_omnicodex

The Rubricator =add_relic r_rubricator

The Surveyor =add_relic r_surveyor

The Galatron =add_relic r_galatron

activate_relic -Activates the triumph effect of [Relic ID]

Ex: activate_relic r_unbidden_warlock

Federations

federation_add_experience /Adds [amount] of Experience to the Federation, default 1000

federation_add_cohesion /Adds [amount] of Cohesion to the Federation, default 200

federation_add_cohesion_speed /Adds [amount] of Monthly Cohesion to the Federation, default 10

skip_galactic_community_cooldowns - Allows proposing resolutions from the same group without cooldown

end_senate_session -Passes/fails the currently voted resolution

force_senate_vote -Ends the current senate recess

NEMESIS:

Menace Level: menace - Adds [amount] of Menace, default 5000

Ex: menace 3000

imperial_authority - Adds [amount] of Imperial Authority, default 10

Ex: imperial_authority 20

Add Ships

Note: Contingency, other Leviathans and Fallen Empire ships spawn as a box.

add_ship +Design name

Star-Eater : add_ship NAME_Crisis_Star_Eater

Herald: add_ship NAME_Herald

Unbidden battleship: add_ship NAME_Revenant

World Cracker colossus : add_ship NAME_Reaper

Global Pacifier colossus : add_ship NAME_Enforcer

Neutron Sweep colossus : add_ship NAME_Cleanser

Fallen Empire Massive Ship: add_ship NAME_Alpha

AI Core : add_ship NAME_AI_Core

Final AI Core: add_ship NAME_AI_Final_Core

Cybrex Core: add_ship NAME_Cybrex_Core

AI Large Ship: add_ship NAME_Euthanizer

Power Over Others Empires

KingdredgenX

force_integrate [empire id]

kill_country [empire id]

Warning: This command is misleading since when you use it you will die yourself. to use it it is recommended to play as the empire to destroy and then return to play with your own empire. it's complicated sometimes. Steps to follow:

1.debugtooltip

2. play (empire id number here) [Enemy Empire]

3. kill_country

4. play (Your empire ID here) [Go back to playing as your own empire]

Special thanks to for his warning and usage recommendation for this command.

You should be able to see any empire IDs by typing 'debugtooltip on' into the console and then mousing over the empire's territory

War Goal

Ex: "war 5 0 wg_tribute" .where 0=PLyer empire and 5 is another empire in the game

If empire 5 is in a federation with one or more other empires, and you want to guarantee a war, you need to enter the command once for each empire in the federation. This way all members "vote" for war.

Example for federation:

war 5 0 wg_tribute

war 9 0 wg_tribute

war 11 0 wg_tribute

commands:

wg_take_galatron

wg_steal_galatron

wg_conquest

wg_war_in_heaven

wg_machine_uprising

wg_end_threat

wg_end_threat_assimilators

wg_end_threat_ae

wg_end_threat_swarm

wg_plunder

wg_assimilation

wg_cleansing

wg_absorption

wg_liberation

wg_independence

wg_assert_overlordship

wg_subjugation

wg_ae_domination

wg_tribute

wg_colossus

wg_end_threat_colossus

wg_humiliation

wg_force_ideology

wg_fe_humiliation

wg_fe_stop_atrocities

wg_fe_stop_ai

wg_fe_cleanse_holy_worlds

wg_fe_cleanse_border_worlds

In Test- Caution! No Use Yet

NOTE: PLEASE IGNORE THIS SECTION OF THE GUIDE. These commands were found in exhaustive searches indirectly or unexpectedly. For that reason I have no information about them and I have not been able to make them work, the only thing I know is that they may or may not be real. it is the land of the unknown. I have my reasons for having them here. just ignore this section and everything will be fine. I know! It would be amazing to use them! I hope one day to find more information about them.

spawn_system -Spawns a new system at a position relative to the scoped system/planet/ship

Ex: spawn_system = { min_jumps = <value> max_jumps = <value> min_distance = <int 0-100> max_distance = <int 0-100> initializer = <key for pre-defined system> hyperlane=<yes/no> is_discovered=<yes/no> }

spawn_natural_wormhole -Spawns a new natural wormhole in the scoped system.

Ex: spawn_natural_wormhole = { bypass_type = <wormhole/sealed_wormhole> orbit_distance = 100 orbit_angle = 90 random_pos = yes/no }

link_wormholes -Link the wormhole from the scoped system to the wormhole in the target system.

Ex: link_wormholes = from

add_hyperlane -Adds a hyperlane between two systems

Ex: add_hyperlane = { from = <system> to = <system> }

remove_hyperlane -Removes existing hyperlane between two systems

Ex: remove_hyperlane = { from = <system> to = <system> }

spawn_planet -Spawns a planet in a system.

Ex: N/A

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1622071786					

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