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[Campaign] Auxilary Sources of Gold

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Level 11
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Now I was thinking about this easier, but suppose you dont get a gold mine in a mission, or your gold mine doesnt have too much gold, what other sources could you use to get the funding needed for your army, I came up with some solutions, however more would be welcome.

  1. Alchemist Crystals - Special crystals that give you a certain amount of gold per interval (using triggers) if they are if your possession
  2. Bounty unit - A unit eliminating which gives you a huge bounty (anywhere from 500 to 1500 gold)
  3. Pillage Ability
  4. Unsummon building (undead only)
  5. Creating a starfall ability that creates meteroids that act like gold coins or that can be sold to shops for gold
  6. A special trigger that converts a certain amount of lumber to a certain amount of gold
Anyway as I've said more suggestions as well as any advice in general is welcome.
 
Level 11
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What about giving the player a simple ability that gives him like 2k gold whenever used, but give it a relatively long cooldown ??
 
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Trade lumber: The player has access to Shredders and regularly trades lumber for gold.
Trade caravan: a cart that runs between allied town halls, giving its owner a small amount of gold whenever it reaches one.
Raid trade routes: As above, but the carts are hostile and give large amounts of gold when killed, and are accompanied by other units.
Taxes: Gold is regularly added based on number/percentage of worker units.
 
Level 2
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I was thinking on a market building with workers inside that will gradualy produce infinite gold, also with updates to increase the rate of gold production.

-R
 
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building churches in villages all over the map so that you can convert villagers and get faith points for which you train your army. You also need to destroy temples of your enemies and burn the heathen dirtbags
 
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* Resource Gathering: Gold is provided in exchange for some other resource (mineral vein, magic fountain, crops...) that regularly spawns a carrier unit. The carrier must escorted to a dropoff point where the player gets gold based on the carrier's health and the distance traveled.
* Weapons Trading: The player can obtain large amounts of gold in exchange for making creeps stronger.
* Banditry: Gives command of bandit units that receive gold for every unit they kill. However, if ever the bandits are seen alongside the player's regular units, the mission fails (until the bandits become officially part of the player's army, by paying a very large amount of gold).
* Mercenaries: Selects some units to be hired out for distant missions (player receives a small amount of gold, units become neutral and leave the map). Some time later, the units return and the player gets gold depending on their success (sending more expensive units means more successful missions).
 

Rem

Rem

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Arcane energy Harvesting: Placing several glowing runes (or something similar) on various location on the map. If a player or computer builds a moonwell (or other specially designed structure) over a rune they would get a certain amount of gold a minute. Triggers can easily make this work!
 
Level 11
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@Rem, we're gonna be using your idea, already developed a basic trigger to make it work:

  • Moonwell Gold
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in Region 001 <gen> matching ((Unit-type of (Matching unit)) Equal to Moon Well)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Region 001 <gen> contains (Picked unit)) Equal to True
            • Then - Actions
              • Player - Set (Owner of (Picked unit)) Current gold to (((Owner of (Picked unit)) Current gold) + 20)
            • Else - Actions
The moonwell will be replaced by some other structure in the final version obviously, but this idea works very well...
 
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@Razorfang We're talking about things that will give gold for an indefinite period of time, not just for a short while...also it depends on how long the mission takes, because what you said would be ok if the mission would take less than an hour to complete, but would be unacceptable in rather long missions... the mana harvesting suggested by Rem is a much better and more practical solution for larger missions

First you have to locate points that have the ruin (which can be located in enemy bases so you'll often have to "capture" them first), then you need to build a structure over them, and then protect the structure to ensure that you get consistent gold, plus you would need to control several to have as much income as one goldmine with 5 workers would provide, in other words its an excellent answer to this problem.
 
Apothecary:
Works exactly opposite of Pillage. You heal allied units or NPCs and then they "pay" you money. Can heal status ailments like poison and the likes if upgraded/lvl-up. Might be better if potions that are used to heal cost something, probably lumber, so it's like trading lumber for more gold and the satisfaction of saving a life, maybe.

Commercialism/Advertisement:
Gain money for every non player controlled units enters within range of a store/seller. Works well with traveling NPCs (region to region AI). Loses income if another store that advertise is working nearby (income spilts 'cuz of rivalry).

Begging:
A poor alternative to commercialism is to make your hero beg for money. Same conditions but the units entering withing range has 10% of giving spare change. 1 out of 10 people will take a pity and give you more. The poorer you become, the higher the income rate (as your units will become prideless bastards overtime, they become more and more desparate).

I forgot the others. I used to have lotsa ideaz, dang wat happend!
 
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Level 12
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Treasure Scavenging - Put a special area in deep water where treasure can be scavenged, and create a unit which if placed in such a zone will give the player gold periodically
 
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