Cheat Mod v1.0 Beta.  Released March 11th 2003 by zaz.

Cheat proudly created and provided by zaz (Nathan Grass) of zaz Internet Services http://www.zaz.net/

Cheat Mod v1.0 originally announced here: http://www.ina-community.com/forums/showthread.php?s=&threadid=275211

Please submit all bug reports via private message on the official forums directly to zaz.

PM zaz: http://www.ina-community.com/forums/private.php?s=&action=newmessage&userid=143073

This is a quick overview of the Cheat and how it works.  If you need installation instructions read the file "ReadMe (cheat mod).txt" since that is what it is there for.

This cheat provides new customization options and enough points to enable all benefits for your selected species.  In order to make use of it you MUST customize your species and you MUST select the "Enable Cheats" resulting in a 17,000 point addition.

It is NOT advised to enable all cheats at the same time.  Please select just one or two cheats that you want and try them for a few turns before you commit to a game with cheats turned on.  Cheats can result in many undesired effects and make the game a lot less fun since things become "too easy".  Each cheat is set up with enough of an advantage to be a full game spoiler (with exception of the Antaran X's).  It should be possible for example to turn on the Spies cheat and nearly fully destroy an enemy with spies alone.

Open the customize screen and you will find four new sections plus something that Quick Silver left out of release.  The Aptitude section was designed by QS and disabled.  I re-enabled it to allow players to make use of it.  You will see four sections named to honor the previous games species who were left out of MoO3.  You will also notice references within some of the cheats, but I will leave those undocumented to allow players to enjoy their discovery.

Just below the aptitude section start the cheats.  The first section contains the Cheat Enabler.  You MUST check this box to turn on the cheats, since each cheat costs 1,000 customization points.  This also allows players to have the cheat installed and choose NOT to use it.  Since NONE of the defaults have been modified you can re-load your saved games without having to worry about the cheats changing how it works.  You can also start a new game and never use a cheat and it will work just like the original release of MoO3.

* Alkari Operatives - This section contains money, combat and spy cheats as well as the enabler.

Enable Cheat - Provides the customization points needed to enable any of the cheats.  17,000 points added to your species, this is enough to enabel ALL cheats, and then enable any other customizations that would be "invalid" under the original game.  The standard settings are all enabeled for each species, so even the Humans can have the Antaran background advantage for example.

Money Cheat - Provies you with 100,000 AU.  Be warned that even though people have asked for a 1 million AU cheat, this is MUCH MORE than enough.  You will need to balance your empire budget to ensure you don't get a run away bank that results in a negative bank later in the game.  Try to keep your money in the K's.

Combat Cheat - This ensures instant wins for most combat encounters.  Of course, if you don't arm your troops it isn't my fault they'll lose.  In otherwise overwelming situations you should have a strong advantage.  This one ONLY impacts combat, so it's a safe one to enable if you don't want the strong economic unbalancing of many of the other cheats.

Spy Cheat - Spy success will be vastly improved.  Spies will live longer, accomplish more missions and enemy spies will be dealt with very quickly.

* Elerian Operatives - This section contains the economic cheats for bioharvesting, mining, manufacturing and research.

Food Cheat - Provides a lot more food per Bioharvesting DEA.  It is advised to disable Econ AI and ensure you build just one Bioharvest DEA per planet unless you need more.

Mining Cheat - Provides a huge benefit to mining production and rare mineral benefits from mines.  May result in an increase in pollution and decrease to unrest as a result, see Environment cheat.

Manufacturing Cheat - Provides a benefit to production points, and reduces costs of building things.  May result in an increase in pollution and decrease to unrest as a result, see Environment cheat.

Research Cheat - Provides for a very rapid and agressive research program as well as more tech to start out with.  

* Mrrshan Operatives - Contains the four remaining cheats for trade, enviornment, diplomacy and starter colony.

Trade Cheat - Ensures you have money at all times by giving strong benefits to money gained from trade.

Environment Cheat - This one was added for preventing pollution from killing yourself off when you turn on the mining and manufacturing cheats. :)

Diplomat Cheat - Get any deal accepted and any Orion Senate vote passed.  This does NOT place you on the senate, there is a section in the customization for that so pick for yourself.

Colony Bonus - Start out with an advanced colony.  This will have a lasting impact on you just like the money cheat does, but it limits the impact to just one colony instead of being global like most of the other cheats.

* Antaran X's - This section provides the benefits from each of the 5 Antaran X's without the victory points, and without the chance for any species stealing it.  You don't get the X, you get the benefits assocaited with it.

First X - Provides bonus to unrest, Heavy Foot of Government and opression effects.

Second X - Provides bonus to oppression, space ports and spies.

Third X - Provides significant research benefits almost like being a creative species.

Fourth X - Provides population growth, pollution tollerance and reduces teraform costs.

Fifth X - Provides increases to the three production DEA's of Bioharvesting, Mining and Manufacturing.