LordAlthalus LordAlthalus

Console Commands

Console Commands

List taken directly from game...

modcredits
modpop
colonize
createtraderesource
finishprod
unlock
destroy
autoplay
fow
fowtrans
displayfow
displayinfluence
dipstate
addmod
god
lighting
range
sectorlines
cameralock
fps
hideui
setgov
localplayer
showmem
assetreport
savelog
turnactions
cam
objectgfxconfig
resetlighting
smoothinfluencelines
clearlog
help
desync

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> help modcredits
SYNOPSIS
modcredits <amount>

DESCRIPTION
The modcredits command will modify the local player's credits by the value provided.

PARAMETERS
<amount> - numeric value to modify the credits by.

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> help modpop
SYNOPSIS
modpop <amount>

DESCRIPTION
The modpop command will change the population of the colony on the currently selected planet. This works for any player's colony.

NOTE: Did not work for me on enemy planets. Tried to set to zero to "decolonize" a planet, didn't work. Didn't try adding pop to enemy colony.

PARAMETERS
<amount> - numeric value to modify the population by.

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> help colonize
SYNOPSIS
colonize

DESCRIPTION
The colonize command will colonize the currently selected planet for the current local player.

NOTE: Can't take over an enemy colony with this command. Can't colonize "Dead" planets or gas giants, only planets marked as habitable.

PARAMETERS
None.

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> help createtraderesource
SYNOPSIS
createtraderesource <internal name> <tilex> <tiley>

DESCRIPTION
Creates the trade resource at tilex, tiley on currently selected planet.

PARAMETERS
<resource> - The internal name of the resource to be created.
<tilex> - The x location on the planet.
<tiley> - The y location on the planet.

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> help savelog
SYNOPSIS
savelog <file>

DESCRIPTION
The savelog command writes the current contents of the console log. If no file name is provided the contents will be written to C:\Users\[PC User Name Here]\Documents\My Games\GalCiv3\debug.err by default.

PARAMETERS
<file> - Filename that the console log should be written to. The file is saved at C:\Users\[PC User Name Here]\Documents\My Games\GalCiv3.

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> help finishprod
SYNOPSIS
finishprod <next>

DESCRIPTION
The finishprod command can be used to complete production on items in the queue at the currently selected colony. If no parameters are given, all items in the queue are completed.

NOTE: If you have one of the never ending projects in the planet queue (for example: Research Project or Economic Stimulus) it will cause a crash to desktop.

PARAMETERS
<next> - Specifying the optional paramater "next" will cause only the next item in the queue to be completed.

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> help unlock
SYNOPSIS
unlock <internal name>

DESCRIPTION
The unlock command will unlock the specified tech for the local player. If no tech name is given, then all techs and culture traits will be unlocked.

NOTE: This includes the ideology tree!

PARAMETERS
<internal name> - An optional parameter to specify the internal name of the tech to unlock.

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> help destroy
SYNOPSIS
destroy <object ID>

DESCRIPTION
The destroy command will destroy the currently selected object if no object ID is provided.

NOTE: This includes fleets and starbases. Didn't try on colonys.

PARAMETERS
<object ID> - The ID of the object that should be destroyed.

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> help autoplay
SYNOPSIS
autoplay

DESCRIPTION
The autoplay command will toggle auto play on and off.

PARAMETERS
None.

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> help fow
SYNOPSIS
fow <player index>

DESCRIPTION
The fow command will toggle the fog of war on and off. It can also select which player'sfog of war to show based on player index.

PARAMETERS
<player index> - The player index of whose fog of war should be displayed.

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> help fowtrans
SYNOPSIS
fowtrans

DESCRIPTION
The fowtrans command will toggle all objects on the map to be visible through the fog of war.

PARAMETERS
None.

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> help displayfow
SYNOPSIS
displayfow

DESCRIPTION
The displayfow command will print a ascii representation of the fog of war.

PARAMETERS
None.

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> help displayinfluence
SYNOPSIS
displayinfluence

DESCRIPTION
The displayinfluence command will print a ascii representation of the influence map.

PARAMETERS
None.

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> help dipstate
SYNOPSIS
dipstate <state> <player index> <player index>

DESCRIPTION
Sets the diplomacy state between two players. The players must be identified by their index ID. The player indices can be omitted in which case the state will be assigned between all players.

PARAMETERS
<state> - The diplomatic state to set.
<player index> - The player index of the first player.
<player index> - The player index of the second player. This must be given if the first player index is given.

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> help addmod
SYNOPSIS
addmod <internal name>

DESCRIPTION
For the currently selected starbase, the given module internal name will be added to the production queue for the starbase's associated colony.

PARAMETERS
<internal name> - Internal name of the starbase module to add.

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> help god
SYNOPSIS
god

DESCRIPTION
Toggles the ability for the local player to control every player's empire.

PARAMETERS
None.

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> help lighting
SYNOPSIS
lighting

DESCRIPTION
Activates the lighting options in the main map screen.

PARAMETERS
None.

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> help range
SYNOPSIS
range

DESCRIPTION
Toggles unlimited range for local player.

PARAMETERS
None.

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> help cameralock
SYNOPSIS
cameralock

DESCRIPTION
Toggles the camera tilt lock on/off.
PARAMETERS
None.

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> help sectorlines
SYNOPSIS
sectorlines

DESCRIPTION
The sectorlines command will toggle the rectangular sector lines on and off.
NOTE: This is only available in DEBUG builds

PARAMETERS
None.

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> help fps
SYNOPSIS
fps

DESCRIPTION
Toggles the display framerate, draw call, and rendering info over the screen.

PARAMETERS
None.

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> help hideui
SYNOPSIS
hideui

DESCRIPTION
The hideui command toggles UI visibility.

PARAMETERS
None.

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> help setgov
SYNOPSIS
setgov <internal name>

DESCRIPTION
Sets the government def for the local player. Pass in an empty parameter to clear it.

PARAMETERS
<internal name> - Internal name of the government to assign to the player.

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> help localplayer
SYNOPSIS
localplayer <player index>

DESCRIPTION
Changes the local player to be the specified player index.

PARAMETERS
<player index> - The player index the local player will assume control of.

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> help showmem
SYNOPSIS
showmem

DESCRIPTION
The showmem command displays memory usage information.

PARAMETERS
None.

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> help assetreport
SYNOPSIS
assetreport

DESCRIPTION
The assetreport command creates an asset usage report in the directory C:\Users\[PC User Name Here]\Documents\My Games\GalCiv3.

PARAMETERS
None.

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> help savelog
SYNOPSIS
savelog <file>

DESCRIPTION
The savelog command writes the current contents of the console log. If no file name is provided the contents will be written to C:\Users\[PC User Name Here]\Documents\My Games\GalCiv3\debug.err by default.

PARAMETERS
<file> - Filename that the console log should be written to. The file is saved at C:\Users\[PC User Name Here]\Documents\My Games\GalCiv3.

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> help turnactions
SYNOPSIS
turnactions

DESCRIPTION
Toggle if you are forced to deal with idle ships and colonies before ending the turn.

PARAMETERS
None.

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> help cam
SYNOPSIS
cam

DESCRIPTION
Prints position data for the camera.

PARAMETERS
None.

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> help objectgfxconfig
SYNOPSIS
objectgfxconfig <option> <source> <output>

DESCRIPTION
Generates a objectgfxconfig binary file by placing the specified model at the origin

PARAMETERS
<option> - must be: dir
<source> - source is the source directory where FBX files are located (do not include the final back-slash)
<output> - output file name (only required if option is file)

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> help resetlighting
SYNOPSIS
resetlighting <scenename>

DESCRIPTION
Resets specified scene to original lighting settings in xml

PARAMETERS
<scenename> - must be one of the following:
mainmap - main map scene

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> help smoothinfluencelines
SYNOPSIS
smoothinfluencelines <scenename>

DESCRIPTION
Toggles whether the influence lines are smooth or curvy

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> help clearlog
SYNOPSIS
clearlog

DESCRIPTION
The clearlog command clears the console log.

PARAMETERS
None.

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> help help
SYNOPSIS
help <command>

DESCRIPTION
The help command shows a list of commands.

PARAMETERS
<command> - Providing a command as a parameter shows additional information about that command.

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> help desync
SYNOPSIS
orce desync error

DESCRIPTION
This command induces a desync error and associated logging.

PARAMETERS
None.

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432,490 views 63 replies
Reply #26 Top

@Cray2,

What language is your keyboard?

The unhide-debug-console key is by default bound to the key to the left of the number '1'  key (not the '1' on the numerical keypad), independent of the character (letter) that is actually shown on your keyboard at that key. On various keyboards i have seen, the key there can be one out of the following keys: ~ ` @ ; ' ¬ § © £ ¦ ¨ \

The key assignment can be changed:

Go to the options screen. Select 'Input'.

Click on 'UnhideDebugConsole' and hit the key you wish to use to show the debug screen.

Reply #27 Top

thanks a lot!!!

now it works :D

 

 

Reply #28 Top

There are some new commands which have come out but I can't seem to be able to figure them out.  Like 'Hotkey' which enables Cheat Hotkeys.  It doesn't say what the keys are.  Anyone know?

Reply #29 Top

I'm on Beta 4 Patch 2 (Steam latest), my first game, and not doing very well with easiest settings, I just suck completely to be precise.
But until I learn to play I want to use cheats, but I cannot figure out - how do you select uninhabited planet or other object for commands like 'colonize'. I always get 'No planet selected'. I've tried clicking, double clicking, hovering, left, right, middle, +ALT +CTRL +SHIFT, +Space. Nothing seems to select uninhabitable planet. May be this option was removed from this beta?

Need your help.

Reply #31 Top

I am trying to use the "spawn" command which I saw Paul using on the dev stream.  It is asking for names for ship types and nothing I am trying is working. 

Anybody got any deeper insight into the command console?

Anybody from Stardock want to give us Beta testers a couple tips here, please?

Reply #32 Top

Quoting erischild, reply 31

I am trying to use the "spawn" command which I saw Paul using on the dev stream.  It is asking for names for ship types and nothing I am trying is working. 

Anybody got any deeper insight into the command console?

It only works on ship designs by specifying the full ship name, which is a hassle. Better to use short ship names. Furthermore the ship name must be limited to just letters and numbers (and an underscore). So to get it working do the following:

  • Issue the shortshipsnames command in the console;
  • Design a ship and save it (as a normal ship design not as a template), using only letters and digits for the name (do not use spaces!);
  • Issue the spawn command like this for a ship called Ship2Test for the player: spawn Ship2Test 0

Note that:

When short ship names is active then there are problems when using the same ship name. It is supposed to overwrite a previous version, but this does not properly work. Therefor you must use an unique ship name on every save.

In the spawn command the player number 0 is always the human player. Other value mapping to your enemies depend on the generated game.

The spawn command does not work with ship templates.

 

+1 Loading…
Reply #33 Top

It worked!  My key problem was the spaces.  Shoulda guessed.  Tried quoting around the name, but that didn't work.  So close.

Anyway, now I can show off more battles!

Reply #34 Top

The devs told me not to use the debugging console. They said it is only for internal Stardock use or use under the specific direction of the devs.

Reply #35 Top

The devs told me not to have fun with the first Alpha.  Hah! for what the devs say.

Reply #36 Top

From Stardock's perspective, the main problem with Beta testers using console commands is that it defeats their ability to investigate your saved games.  So any bugs you find in such a game are basically useless to them.  They can't reproduce them, they can't analyze your reports, and they can't even be sure that it's a game bug.

You can have fun with the console commands as much as you want, but you're on your own.  Basically, you opt out of the Beta for that one game, because whatever you find, you can't report it as a real Beta bug.

With that in mind, go ahead and have fun.  Cheating up a bunch of enemy fleets might indeed be the fastest way to test different weapon mixes in Combat Viewer.

Reply #37 Top

Good points.  I use the commands so I can look at fleets in the battle viewer or take screenshots.  Any files I have saved for that purpose are named spawntest1, etc.  Stardock support would never see one of those files!  Except through certain posted screenshots, of course. 

Reply #38 Top

We also use the commands for ship designing.  Designing in game has been the cause many lost ships.

Reply #39 Top

> help colonize
SYNOPSIS
colonize

DESCRIPTION
The colonize command will colonize the currently selected planet for the current local player.

NOTE: Can't take over an enemy colony with this command. Can't colonize "Dead" planets or gas giants, only planets marked as habitable.

PARAMETERS
None.

Never have gotten this to work!

Reply #40 Top

I'd really like a cheat code that reverses the 'Unlock' code. I'd like to reset my technologies and such. And the same for my enemies.

Reply #41 Top

Hello, I can't seem to get the trait console command to work. Which part do I put in. 

 

<Label>VigilantTrait1_Name</Label>

<String>Prepared</String>
</StringTable>

 

I type in Unlock VigilantTrait 1 and it does not work. Is there more to add or else? Or am I putting in the wrong part? Any help on this would be great. Thanks in advance. 

Reply #42 Top

Quoting Ithkari77, reply 41

Hello, I can't seem to get the trait console command to work. Which part do I put in. 

 

<Label>VigilantTrait1_Name</Label>

<String>Prepared</String>
</StringTable>

 

I type in Unlock VigilantTrait 1 and it does not work. Is there more to add or else? Or am I putting in the wrong part? Any help on this would be great. Thanks in advance. 

 

I'm curious about this as well.

Reply #43 Top

So has anyone found out how to use the Colonize command yet?

Reply #44 Top

Quoting Lord_Proteus, reply 43

So has anyone found out how to use the Colonize command yet?
I got the colonize all to work but not the other!! meaning just one planet still not sure how to do that!

Reply #45 Top

Hmm I can't seem to get the unlock cheat to unlock affinities. They seem to be listed with names like "OutreachTrait1" to "OutreachTrait5" in the Traits Internal file, but the game doesn't recognize any of the names.

Reply #46 Top

I don't think the unlock command does work with Ideologies. I've even used it with every "internal name" in the Traits files, including "Trait" and "Tier". For example, to unlock the first outreach ideology would be unlock OutreachTrait1 or OutreachTier1. Then again, the fact there are two internal names for the same thing does seem suspicious...

 

Anyone got anything to add?

Reply #47 Top

This list of commands needs to be updated! 

Reply #48 Top

Quoting Cray2, reply 25

i try it everywhere but nothing happens...

 

i bought the game on steam and im from europe could that be the problem ?

 

 

Try the @ key, it works for me

Reply #49 Top

I haven't figured out how to determine which player number I am, so I tend to just use Unlock All and Colonize All for testing convenience.

Reply #50 Top

Did the console stop working for anyone else since the last update (the one that brought Steam Workshop support)?

It worked fine before, but since that patch I can't open the console anymore. I tried re-mapping the key to all kind of positions, but to no avail.