Cmdr I. Heartly Noah wrote:Interesting ideas. But normally troops don't cost money, right? They just cost "time." Or did I imagine that?
I figured a Moneymancer just lets you buy troops like non-capital sides and barbarians do.
The important part with a Moneymancer would be it could happen as a reactive rather than an active process. Remember, Seizemore was able to let loose his crap golem nuke on the opponent's turn, just like the Archons were able to create the DDR screen during Ansom's turn. So Casters have some ability to act when not their turn.
So a Moneymancer would be able to probably do the following:
1) Allow you to pop units you normally would not be able to pop. This may be a static "This moneymancer can also pop Unit X for Y money" or it may be more fluid "This Master Moneymancer can pop any of This kind of unit, at a sliding scale of cost depending on power and abilities".
2) Able to pop reinforcement units during opponent's turn, as long as Moneymancer is involved. i.e. if Parson had a Moneymancer when GK was being invaded, he may have been able to pay for additional reinforcements to pop (perhaps pop as engaged with Ansom?) at a critical moment, affecting the outcome of the fight.
3) Allow you to purchase 'upgrades' for your units normally not available to your side. Pay x money (plus possibly other resources, depending on how complex Erfworld economy is) to equip units with weapons that grant +1 damage to the equipped unit. Or even
ALL units of a given type get upgrades, for a sufficent cost, and probably a Master Moneymancer. Note that damage may not be the only upgrade they might allow you to 'purchase'. How about a Banner which increases a Warlord's leadership bonus? U238 shells for additional range? Oops, sorry... wrong game.
4) Along that same token, allow you to purchase upgrades for your cities which are normally not available to your side. This may represent buildings which allow you to pop units (building a Lumber Mill along with your Barracks allows you to built Troll Axethrowers...) or may have other mechanics.
5) Similarly, may be able to upgrade your cities defenses in ways that you cannot do without a Moneymancer. Perhaps a cost cap which a Moneymancer can bypass? You can only spend x on your base, unless you have a Moneymancer there, in which case you can spend 2x?
The thing is, Moneymancy seems to be buying stuff, which then shows up. It's not about stealing money, or making it out of thin air, it is spending it and making stuff happen. So anything a Moneymancer will do is going to cost you, and probably very steeply since it's letting you do stuff outside what your side can normally do.