Gold

Gold is the primary resource used in the Dungeon Keeper games. It is mined from gold seams and gem seams, and used for a variety of purposes:
*Purchasing rooms
*Paying your creatures' wages
*Training creatures
*Giving creatures a golden shower removes unhappiness
==Dungeon Keeper==
 
Gold has even more uses in Dungeon Keeper:
*Casting spells
*Scavenging enemy creatures
*Before the major revamp of the game in 1996, gold was used to order corporal creatures.
If you have a large enough Workshop, you can use it to generate gold by placing the most expensive traps and doors (which cost nothing) and then selling them.
Your total gold is stored as a 32-bit signed integer, so the absolute maximum it is possible to have is 2147483647. If you attempt to have any more than this, an integer overflow will occur, and you'll end up having 0 gold (of course, it's impossible to have a negative quantity of gold, so the game resets it to 0) no matter how much gold (e.g. gold pots in Treasure Rooms) you actually have. To avoid problems caused by mapmakers not knowing this, KeeperFX 0.4.9 introduced a limit of 99999999 that can be given to players in one go via the START_MONEY or ADD_GOLD_TO_PLAYER script commands, with the justification that 2147483647 is far, far more than anyone would ever need or could possibly spend in a reasonable time anyway.
There are unused graphics for in-game gold bags. These are reintroduced in newer versions of KeeperFX.
When picking up gold, there are rules governing how much you get, depending on the quantity contained in the pile, pot, or bag:
*If there's less than 100 gold, you pick up all of it.
*If there's between 100 and 400 gold, you pick up 100 at a time.
*If there's more than 400 gold, you pick up a quarter of it at a time.
In KeeperFX, however, there's a hotkey to force picking up the lot, however much the pile, pot, or bag contains.
When dropping gold onto a floor that's not a Treasure Room, it becomes a pile, regardless of whether the source included pots or bags. If dropped onto a Treasure Room, it "absorbs" the pile, which is then added to your coffers. Dropping gold onto a creature gives the entire pile to him/her. In the original game, this was a sovereign remedy for unhappiness/anger, instantly erasing all unhappiness/anger from any cause: dropping just 1 gold will instantly make him/her gay as a lark, even if said creature is a Horned Reaper gone psycho (however, even this supremely delighting effect does not cure said psychopathy). The creature would also consider him/herself fully paid for the current payday, no matter how miserly the quantity the pile had. In recent versions of KeeperFX, this only erases unhappiness/anger from not being paid.
===Trivia===
*If a creature comes across a gold pile lying on the floor, (s)he'll nab it for him/herself. However, they only take piles, not pots or bags.
*Gold is represented by the Treasure Room icon when referring to storage, and by the wage icon when referring to cost/price. In the other games, gold has just the one icon, regardless of whether it's referring to storage or cost.
==Dungeon Keeper 2==
In Dungeon Keeper 2, gold has the following additional uses:
*Placing the blueprints for traps and doors
*Making creatures happy in a "generous" Casino
A Casino set to "rigged" can be used to recoup some of your creatures' wages, at the risk of making said creatures unhappy. When funds are scarce, you can also convert some of your mana into gold by using the Create Gold spell.
Your Dungeon Heart can store up to 16000 gold, and each square of Treasury can store an additional 3000 gold. Gold can be picked up 100 at a time by clicking the golden money symbol next to your gold total at the top of the GUI.
==Dungeon Keeper Online==
Gold was one of the resources used to construct dungeon facilities. It was stored in the Treasury.
==Dungeon Keeper Mobile==
===Overview===
Gold accumulated automatically in your claimed Gold Mines. Touching the mine collected the accumulated gold. Arguably, of the four collectible resources, stone was more valuable than gold. Though, running out of gold with not enough to summon minions could be a tough situation.
Gold, along with stone, was classed as a 'grind' currency; it could be accumulated over time for free and by routine game actions.
===Obtaining Gold===
*Raiding - By far the most effective way to earn gold, this was 95%+ of your gold income. When raiding, 50% of the enemies gold was in their Treasuries; the other 50% was in the rest of the dungeon. The quantity available for plunder was based on their Dungeon Heart level, with increased quantities for Dungeon Hearts over level 30.
*Gold Mines - was not very effective, though helpful.
*Survival Raids - Only provided 250k once per week, would often cost you more in rearming traps than you actually made.
*Campaigns - They could provide a lot, especially the later ones, though they were finite.
===Storing Gold===
The quantity of gold you could store at a given time was limited by your Treasuries, Gold Mines and Dungeon Heart.
The maximum quantity of gold a dungeon could hold was 90,001,500 (9 Million):
* 4 x Treasuries at level 17 (20M each)
* 4 x claimed Gold Mines at level 35 (2.5M each)
* Dungeon Heart (1.5k)
===Spending Gold===
*Summoning minions.
*Building and upgrading rooms (Dungeon Heart, Hatcheries, Training Room, Stone Quarries).
*Training your Minions and Immortals at your Training Room.
*Building and re-arming one-time combat traps (Spring Traps, Chicken Bombs, Boulder Traps, and U.R. Mines).
*Recruiting Horny.
*Researching new spells.
== References ==