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Pax Imperia 1 Cheats
Pax Imperia 1
Submitted by: jarod kachovich
First you need a hex editor i use hex workshop or you can use
a program called Xtree. The second step is to go into your game
and make a new person with 5 finance, -5 research (low on all
weapons ect.), 1 reproduction, merchant, subterranean, anaerobic
and builder. Than once you have started to play save and than
quit. If you have installed hex workshop all you have to do is
find the pax save folder and right click and goto edit with hex
workshop. Once opened search for 59 4000(no spaces) and change
all of the 5's into 8's there should be 3 of them if there is
more just put 8's on all of them.
NOTE: This cheat costs about 6 400 for each planet and
above so it is wise to only do one of the 0059 4000.
The first 0059 4000 is research the second is espionageand the
3rd is construction. It sould look like this
0089 4000 0000 0000 0089 4000 0000 0000 0089 4000
I've discovered a way to cheat in Pax Imperia Emminent Domain.
First off you need a Hex editor, next you go into your saved
game if it's a new game you might need to let it run for a
minute in order for it to work and search for 0014 0000 0014
there will be about 5 of the 0014 (which is 20 in hex) in
close proximity to each other and these will be the amount
of percentage points alocated for each area of research from
there you can just change the numbers to whatever you want
i.e 00FF would give you 255% in whatever field you want. Now
although you can do this for every field just be carefull that
you don't lower the percentage points for any field over while
the game is running as this will cause all research in that
field to stop since all the other R.Ps are in other fields.
* In the ship build window, when you choose a planet to build on, the
shipyard and factory capacity of that planet will be shown next to the
factory and shipyard capacity needed for the ship you're building. If
the shipyard and factory capacity is less than that of the ship you
are building, it will take more than one turn to build. Moral: Shop
around for planets to build things on.
* After the initial turn you'll have very little money left over. You'll
want to immediately hike your tax rate to 15-20%. You always want to
pump up technology. I devote 1/4 Ð 1/3 of my surplus to technology. I
hold off allocating anything to espionage until I actually encounter
another race. If population is getting to be a problem I increase
social spending. This also has the benefit of allowing me to increase
taxes even higher, but decreases the productivity of your factories
and shipyards. I always allocate 100% to fleet and 100% Ð 200% to
colonies depending on how fast I want them to grow.
* Alternate between high and low tax levels. Once you've built an
adequate number of ships for current needs, stop building ships
altogether, and concentrate on Research & Development until your
technology levels have gone up by about four to six in each category
(weapons and shields particularly). When you're ready to replace the
worst of your ships, bring the tax rate down and replace a whole
class. Then crank the rate back up. A reasonably productive homeworld
can build a fair-sized squadron in three turns with a low tax rate.
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