True, but you could grab LuaInterface or something (very easy to use lua interpreter; literally just make a new Lua object then start using it) and extend it to offer basic game monkeying with functions (add ships, knowledge, resources, and maybe a couple specialized ones), then use a system similar to what altPlanetNames.txt gets to sync the cheats.
It would look something like this i suppose:
Lua lua = new Lua();
lua.DoFile("cheats.lua");//this file defines a processCheat function
lua.RegisterFunction("addResources", this, this.GetType().GetMethod("AddResources");
...
public static void AddResources(int player, int metalAmount, int crystalAmount, int knowledgeAmount, int energyAmount)
{
//code to add resources here
}
... lua code
processCheat = function(string)
if string == "Give Me K" then
addResources(0, 0, 0, 10000, 0)
end
end
Of course subject to implementation details. Not trying to tell you how/what to code or anything but you really have to weigh how much it will cost you to install (something like) LuaInterface versus the accumulated cost of creating the associated code for, keeping up with the requests of, and verifying that player requested cheats work over a couple years. Is it really worth it?
I will, like SO Totally understand if you say yes.