I actually worked on the network side as well (as I am more used to it than reversing/compiling), and noticed that everytime the game launches, it sends the client ID to the game server, which then replies with the account information (version, pledge, patreon) that is dumped in the registry. I've modified that information client-side, so the game thinks that the pledge is made, but, as
@NachoCheese say, all of the processing is done server-side, so the events associated with patreon accounts won't happen.
I made a python script to intercept the requests, print them out, and change some server replies so the client get the values I want, but the only meaningful thing sent to the server is the client ID (as far as I know), and it is a long, hash-type string, hard to bruteforce (and doing so would mess with other people's saved games).
If you want the script, I can send it to you, is not complicated to set it up, and would allow you to see the traffic in real time (actually, is work in progress, but works well as it is, it's just not pretty).
Actually, it would be useful to get one or two active client ID's, maybe via private message, and keeping in mind that it could alter the saved games (there isn't much to play, though, so...). I've already tried some values, and for the time being I would keep "6" as value, it has given me the full patreon access screen