WhatI am asking for is basically, a built-in mode that changes all resources on the map to be something like 9999999999 resources. This sort of game setting is good for scenarios (Diplo Europe for example) and could be fun for casual gamers. Instead of just having infinite resources in your bank.
I think it could be fun to have a map with an infinite gold pile in the centre, or just a few infinite trees on the map (and little other wood).
It would be cool if they could add support for such features.
I think you miss the point.
The infinity mode in the game right now just gives infinite ressources to all players. You dont need to gather anything. Just spam buildings and units as fast as you can click.
This thread wants a similiar mode, but where you have to gather your ressources - they just dont run out. So there is quite a difference between those two.
The infinity mode in the game right now just gives infinite ressources to all players. You dont need to gather anything. Just spam buildings and units as fast as you can click.
This thread wants a similiar mode, but where you have to gather your ressources - they just dont run out. So there is quite a difference between those two.
In the original Age of Empires, it is not entirely possible to have renewable resources. However, in theory, food could be infinite (in the long run), but is barred by the finite amount of wood generated or placed by the scenario creator. Gold through trading is also in theory, infinite (in the long run), but is barred by the lack of other resources. With Return of Rome, the Trade Cart was added, and now trading uses the same mechanism as in Age of Empires II, providing players with a renewable source of gold in team games, and also now features resource trading at the Market.
In Age of Empires II, the exchange feature was added. It allows players to be able to exchange gold (from mining, trading, or Relics) into any other desired resource at the Market. Also, any other resource can be sold for gold there. So in principle, if players are able to obtain any given resource, they have access to every resource.
However, the Market exchange rate changes with every exchange made. So if for example 100 food cost 58 gold at one point and are exchanged, the exchange rate changes to 61, increasing the required amount of gold (for the same amount of food) and making the exchange less lucrative every time. If, on the other hand, food is sold for gold, the exchange rate changed in the other direction. The exchange rates are global (affect all players) and often reflect the availability and importance of the single resources on the map. All Market rates have limited caps, but for the conversion of gold into other resources, these caps are extremely high.
Farms and Fish Traps provide an alternative way of converting wood into food. Relics provide a trickle of gold when garrisoned on a Monastery. The Burgundian team bonus also lets Relics generate food. The player may use Trade Carts and Trade Cogs for generating gold in a renewable way by trading with an another player, generally in a team game.
The Portuguese Feitoria can be used to slowly generate all resources, similarly to the Plenty Vault from Age of Mythology. Unlike the Plenty Vault, however, it is buildable and consumes 20 population. The Gurjaras gain a trickle of food when garrisoning Sheep or other herdable animals in Mills. The Tatar Keshik generates gold when fighting other units, generally the cost of units would be higher than the gold obtained, but various approaches can be used to heal the units for free, in principle allowing for renewable gold generation.
Age of Mythology still uses the exchange feature from Age of Empires II, which allows the player to exchange gold for food and wood and vice versa. It also has the continuation of land-based trade (see Caravans for information). Also, unlike in Age of Empires II, food gathering from both Farms and fish is infinite.
The Chinese, Indians, and Japanese, all introduced with The Asian Dynasties, have access to the Rice Paddy, a structure that combines the features of Plantations and Farms; Villagers can gather either coin or food, but not at the same time. Also, the Japanese have access to the Shrine, a House-like structure (it provides 10 population) that also provides a trickle of resources or experience, that is proportional to the amount of animals it has attracted (a feature that is similar to the Lure from Age of Mythology). Two Wonder structures, the Toshogu Shrine and the Porcelain Tower also provide trickles of resources of the player's choice, like the Factory. Whales also provide an infinite amount of coin (although only 4 Fishing Boats can gather at a single Whale).
Building Trading Posts and researching "Stagecoach" allows you to switch between resources. The new Experience system allows people to infinitely gain experience by training units, building, and killing enemies.
In Age of Empires IV, resource exchange at the Market (and certain Market-themed landmarks), as well as trading over land and sea, return as features. Trade can also be done with neutral Trade Posts, which yield more gold over the same distance than other players' Markets or Docks.
As in Age of Mythology, Farms (Olive Groves for the Byzantines) serve as an infinite source of food, perpetually replenishing as they are harvested. The Olive Grove also serves as a renewable source of the Byzantines' unique resource, Olive Oil, which can also be obtained through trading and fishing. Similar to Age of Mythology, Deep Water Fish also serve as a renewable source of food, replenishing at a rate of 50 food every 10 seconds after every 1,000 food harvested. Shoreline Fish, however, are not renewable and will disappear once depleted. For the Mongols, the Farm is replaced by the Pasture, which produces Sheep every 140 seconds. The English can additionally generate gold from their Farms with the Enclosures technology.
Certain other buildings also can generate an infinite amount of resources, such as Hunting Cabins for the Rus, which provide a steady trickle of gold based on the number of nearby trees and the player's Bounty level, as well as landmarks such as the Guild Hall, Hisar Academy, and High Trade House. The latter also spawns Deer every 60 seconds, providing a potentially infinite amount of food and gold (through the Bounty mechanic). The Meditation Gardens generates resources based on the available natural resources (Berry Bushes, trees, Gold Mines, and Stone Outcroppings) within a 8 tile radius. It can therefore potentially generate resources infinitely, although at a much slower rate than gathering the same resources with Villagers would allow.
As in Age of Empires II, Relics garrisoned in Monasteries provide a trickle of gold, which can be further expanded into a trickle of food, wood, and stone as well by researching Tithe Barns. The Holy Roman Empire can garrison Relics in defensive structures and receive the same generation effect, while Relics garrisoned in the Regnitz Cathedral generate gold at twice the usual rate. The Chinese can also build up to three Pagodas once the Yuan Dynasty is unlocked, and place a maximum of one Relic inside each. Relics placed in a Pagoda generate 62 food, 62 wood, 100 gold, 25 stone per minute. Relics garrisoned in the Grand Winery generate Olive Oil instead of gold.
I have scoured the internet in search of a way to give myself unlimited resources but have not found anything. I read a few tutorials which said I should edit the galaxy files, but this doesnt work. I tried trainers, they dont work either. I have tried the dev.exe, but this is not exactly what I want.
In a sense you already have this as none of the resources ever run out. So the only way to get what you "want" is to increase the rate in which they come in. Which cannot be increase to unlimited/infinite. The ways you listed are the only known ways of doing it.
When you made your own map with unlimited resources, did you turn randomized positions off and only gave the resources to player 0? Otherwise may have ended up as a different player and thus it was your opponent that got the extra resources.
after the update the mods unfortunately do not work properly anymore the mod infinite life is activated my units die anyway but the enemies are immortal just like the resources mod does not work properly hope this will be fixed quickly
After the new update the unlimited resources still does work but the unlimited unit cap doesnt like the previous version and the unlimited unit health also does not work the main reason the unit health one is important is because the enemy AI will grow at the same rate as you based off your resources so there fleets will be so much bigger usually anyways just please fix the health cheat because it does not work not one bit if its not fixed soon i will leave wemod and find another trainer
Physicist: Right, if you plot the U.S. energy consumption in all forms from 1650 until now, you see a phenomenally faithful exponential at about 3% per year over that whole span. The situation for the whole world is similar. So how long do you think we might be able to continue this trend?
Physicist: Right. And you can see the thermodynamic point in this scenario as well. If we tried to generate energy at a rate commensurate with that of the Sun in 1400 years, and did this on Earth, physics demands that the surface of the Earth must be hotter than the (much larger) surface of the Sun. Just like 100 W from a light bulb results in a much hotter surface than the same 100 W you and I generate via metabolism, spread out across a much larger surface area.
For one thing, we can keep energy use fixed and still do more with it in each passing year via efficiency improvements. Innovations bring new ideas to the market, spurring investment, market demand, etc. These are things that will not run dry. We have plenty of examples of fundamentally important resources in decline, only to be substituted or rendered obsolete by innovations in another direction.
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