Default Money Resource

Gogf

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Yet another editor question I've had for a long time, but never though to ask.

In "General Settings" there is a dropdown below "Default Money Resource." It's automatically set to "None," but what does it do?
 
When you get a goody hut which gives you an alottment of gold, it places the 'default money resource' underneath it.
Example: In Colonize, "Natives" is a default money source, so that when a goody hut is taken there is a chance that a usable 'supply' of natives will appear in that tile.
 
so what ur saying is that if i set it to horses instead of popping gold a horse will be placed on the map?
 
Not sure if a Horse Resource would appear or what? Test may have been done?

Hmm ... All the options ARE resources, although I'm not certain how to make a whale fit into a Goody Hut ;)

- Oh, and, Welcome Aboard, Lucifer 626! :band: :dance:

:coffee: ,

Oz
 
Interesting, I never knew what this did, either. I'd be interested in seeing the results of a test - and an approximation of what the chance is that GRM7584 mentions.

And welcome to C&C, Luficer626!
 
I can see that might be useful if you wanted something to change into something else on first contact. It could be used for an additional resource which you only want to appear to the first person who enters the tile. As a simple example: Change the goody hut graphics to be a rainbow. Make a new resource that is a pot of gold that gives a few gold and is set with a high disappearance chance. Someone bumps into the rainbow, it turns into a pot of gold and that tile now produces more gold than before, but disappears a few turns later. Probably more useful for fantasy mods.
 
I can see that might be useful if you wanted something to change into something else on first contact. It could be used for an additional resource which you only want to appear to the first person who enters the tile. As a simple example: Change the goody hut graphics to be a rainbow. Make a new resource that is a pot of gold that gives a few gold and is set with a high disappearance chance. Someone bumps into the rainbow, it turns into a pot of gold and that tile now produces more gold than before, but disappears a few turns later. Probably more useful for fantasy mods.

Or SF - one day, I mean to get around to a C3C quasi-SMAC mod, and this aproach could be quite helpful.

Best,

Oz
 
I suppose something like having a Mercenary resource set to default money resource, so when you take a hut, the resource appears under it. You can then use it to build mercenary units, representing subjugated, or otherwise allied tribes.

I had this idea for my epic mod; the one that hasn't yet seen the light of day.
 
I've never used this but I was under the impression it could be any resource at all (at least a any land resource, presumably). I read somewhere once that it was inititially intended that a gold resource would always appear but they scrapped that idea but the function still existed.
 
I've been using this technique for years in the Final Fantasy mod as well as slightly customized versions of the MeM mod... Namely in the Final Fantasy mod, there is a Bonus Resource called "Farm Village" that grants +2 or +3 food production from a tile, along with +1 gold. I set the game up so that it won't appear on any terrain tiles normally, but it WILL appear when you get gold from a goody hut, sort of to kind of say that the goody hut nomads have settled down to become a small village.

In the modded MeM mod, I have Gold as the default money resource, which is handy for hiring mercenaries.
 
Def Money Res is a great idea for i.e. Warhammer Mod - when I downloaded Warh and one of those big map, before I started to play I reduce drastically sources of pre-placed Warpstone and set "green fairy" as DMR, so from now on playing races like Skavens or Chaos is a little bit more hard... and fun (since in "real-word" Warh locating new veins of warpstone is crucial for many factions, not only the chaotic ones). Even more - Warpstone is more precious than gold - so this will explain why natives from villige have gold - cause they are little, mutated bastards, involved in a "prohibited materials" black market ;)
 
Hmmm. Can be used with, for example, Elephants. We place a few barbarian 'Elephant' units around one of those goody huts, if you manage to defeat them or drive them away then you can tame the ones that remain.

Or with ronin in a Japan scenario which would be the same as the mercenaries described above.

What about making this the ONLY way to get a certain resource and this be required for a wonder or a spaceship victory?
 
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