Form of trade involving the use of certain materials considered by all involved parties to be of certain inherent value.
As of the 23rd century, the Federation abandoned the normal use of money, favoring a philosopy of self-enhancement for all. (Star Trek IV: The Voyage Home; and Star Trek: First Contact)
Despite this, the Federation retained a currency based economic system, involving the use of compuer-based "credits". (TOS episode: The Trouble With Tribbles)
By the 24th century, the majority of non-Federation worlds in the Alpha and Beta Quadrants adopted a monetary system backed by gold-pressed latinum. The Federation government eventually adopted an exchange rate between credits and latinum, so as to further encourage free trade between member and non-member worlds.
Editor's note: It is currently unclear what the exchange rate is between credits and latinum.
| Written by | Stan Freberg and Ruby Raskin |
| Music by | |
| Lyrics by | |
| Date | |
| Source | |
| Publisher | Kavelin Music |
"Money" was performed by the Muppets in episode 106 of The Muppet Show. Dr. Teeth jams on a piano while extolling the virtues of money, using a wide range of synonyms and slang terms. At the end, Dr. Teeth yanks a slot machine-style lever on the side of his piano, which pays off.
The song had previously been performed by Tommy on The Mike Douglas Show in a 1966 appearance, and was also used during a Muppet appearance on Good Morning America.
![]() The Mike Douglas Show |
Norrath has a simple monetary system. It consists of pieces of copper, silver, gold, and platinum. Each material is worth 100 of the lesser. For instance, 2 platinum = 200 gold = 20,000 silver = 2,000,000 copper.
Most players of the game, as well as the game itself, abbreviate the costs by simply using the first letter. For instance, 5 gold, 27 silver and 18 copper can be written as 5g27s18c. The game uses commas: 5g, 27s, 18c.
To move money, click and hold a coin denomination while dragging.
If you wish to move just a single coin, hold the [Ctrl] key while clicking and dragging.
To move a portion of a stack of coins, hold the [Shift] key while clicking and dragging; a window will open in which you may specify how much money you want to pick up.
(This method may be used at bankers to 'make change'. If you have a higher currency in the bank, you may use the shift-drag on a lower currency icon as if you had 100 of that currency.)
Within this Wiki, Coin can be expressed (with proper formatting) by using the Template: Coin.
{{Coin|p|g|s|c|sp}}
"sp" being Status Points.
{{Coin|1|2|3|4|5}}
1p 2g 3s 4c 5 status
Any denomination can be skipped by leaving that space blank, but remember to leave the | ('pipes', created by typing Shift + \, which is above the enter key) in place.
{{Coin|1||3||5}}
1p 3s 5 status
| This article is about the Fallout 2 item. For an overview of money types used in the Fallout games, see Currency. |
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In Fallout 2, money backed by gold is being used as the standard currency by the 3 big powers: New California Republic, Vault City and New Reno. Bottle caps have become worthless.
| "Gold" redirects here. For the use of "gold" to describe rare items, see item rarity. |
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Money, in the context of Guild Wars, refers to the in-game currency represented by gold and platinum.
There are two denominations of money in Guild Wars:
Money is automatically converted between the two denominations. If a character is holding 990
and then picks up a drop of 20
, the character's inventory will show the new money total as 1
10
, not 1,010
.
Money is most commonly acquired through loot, either directly as drops of gold pieces or by selling non-monetary loot to merchants or other players.
Other methods of obtaining money include:
Each character can carry up to 100
. Characters can deposit money into the Vault Box, which can hold 1000
.
Money can be transferred between players, usually in exchange for an item in trade or as payment for services, such as running.
Money can also be spent at various NPCs throughout the game in exchange for a wide range of goods and services. These include:
Crafters are the most obvious example of gold sinks, mechanisms designed to remove money from the game.
Because a character can only carry 100
, this places a limit on the amount of money that can be exchanged during a trade. To exceed this limit, various high-value, stackable items are used as monetary substitutes. Up to 7 stacks of 250 items can be traded at a time, vastly increasing the upper limit on overall trade values.
Money is an integral element in the Grand Theft Auto series, with its importance varying game by game. It is a statistic primarily represented by a counter on the player's HUD as the amount of money in hand. Missions are often emphasized as a reliable source of income, but the player may resort to other means of obtaining money in the game.
In early GTA games, money is emphasized as the key to unlocking new areas in the game, but it may also be used in various other activities. The formula was dramatically modified after Grand Theft Auto III, when money was only important for specific missions as the completion of missions unlocks new area instead; the former was removed entirely after Grand Theft Auto: San Andreas. Since GTA III, the purchase of items and services becomes the primary use of money.
As the vast majority of settings in the series takes place in the United States of America, the currency unit of money is the dollar. The London add-on packs for GTA 1 (Grand Theft Auto: London 1969 and Grand Theft Auto: London 1961) are exceptions; as the games are set in the United Kingdom, the pound symbol substitutes the dollar symbol.
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For progression into new cities or areas and storyline in Grand Theft Auto 1 and Grand Theft Auto 2, money must be earned to the point a certain amount is fulfilled, often in millions.
Money in the two games are relatively easy to obtain. Acts of crimes, murder and traffic violations often award players with scores, giving the player small quantities of cash. Missions, however, grant players larger amounts of money, in addition to score multipliers that increases the aforementioned monetary award from street crimes by one fold for each mission. This formula, assuming the player continues to successfully complete missions, will result in the player obtaining progressively larger amounts of money until a certain amount is reached and the player may progress to the next city or area.
The use of money for other purposes was explored in GTA 2. With the ability to save games, the player must have a certain amount of money in hand to enter save points (comically represented by a "Jesus Saves" evangelical place of worship which demands donations in order for the player to "save" his "soul"). The game also offers several drive-in shops where the player may remove their wanted level, upgrade their vehicle with equipment, or install bombs, all at a cost.
In Grand Theft Auto III, the money system was completely refashioned. While certain street crimes still award players with small amounts of money, the score multiplier is removed, and pedestrians, except emergency personnel, drop cash onto the street upon death. Missions still provide substantial amounts of money, but sub-missions, which debuted in GTA III, serve as an additional source of income, awarding the player with increasingly more money as the sub-missions progress.
Money in GTA III is assigned a secondary role in game progression for specific missions only, when the player is required to pay 8-Ball large sums of money to construct a bomb in "Bomb Da Base Act II", and when the player must pay a large ransom to secure Maria Latore's freedom, who is kidnapped by Catalina and the Colombian Cartel, in "The Exchange". Outside missions, money remains important in the purchase of weapons, respraying of vehicles and the installation of car bombs. Sessions with prostitutes, another addition in the game, also incur a cost to the player, depending on how long the player requires her services.
In Grand Theft Auto: Vice City, instant monetary awards for street crimes are largely eliminated (saved the destruction of helicopters, which was later removed in GTA San Andreas), leaving missions, sub-missions and dropped pedestrian cash, and robbing stores (in addition to the destruction of parking meters in Downtown) as the only visible sources of income. The average amount of money awarded to the player and cost of items were also divided by 10 (i.e. the use of Pay 'N' Spray costs $100 in GTA Vice City, compared to $1,000 in GTA III). The game also reduces the number of missions where large sums of money was needed; only one such mission remains, "Keep Your Friends Close".
Maintaining the relevance of money in GTA, the player is offered the possibility of purchasing properties and businesses at varying costs. Upon completion of missions or sub-missions for one of said businesses, the business will begin amassing a certain amount of money each day, which the player may pick up at their own leisure. As a joke, the player can earn $50 "Good citizen" bonus by beating criminals chased by police (but without use of any weapons).
While the money system is largely unchanged from the last installment, Grand Theft Auto: San Andreas expanded on the number of options to earn money and spent it, by introducing a variety of new sub-missions, establishments where players may purchase food or clothes, vehicle customization and gambling. Monetary pickups in gang turf are present, and, like GTA Vice City, properties may still be purchased and produce income of their own.
The player gets large sums of cash for missions like in GTA III, however there are no more needs for the money aside from weapons.
The money system works just like the previous installments from the GTA III Era. Aside from a mission which requires the player to have enough money to pay for some explosives, the only other thing the player can spend it on is weapons, ferries, Pay 'n' Spray and bombs for cars.
Money's importance increases by a bit and aside from the previous purposes. The player can again purchase properties and build the business assets from them into whatever type they please. Money can now be gained easily through the new addition of the empire building and instead of picking up the money from each property, the player gets it through a pager message at 16:00 each day.
The core of the money system is unchanged in Grand Theft Auto IV. However, profitable sub-missions, which were sources of income since GTA III, are reduced to Brucie Kibbutz's Exotic Exports, The Fixer's Assassinations, and Stevie's Car Thefts. The game also allows the player to open cash registers for small amount of cash (robbing the business), and blowing up a Securicar armored truck (scattering money on the street for the player to pick up).
As in GTA San Andreas, the importance of money for the purchase of food and clothing is reintroduced. Outings with friends or girlfriends also require substantial amounts of money when going for a drink, eating or bowling. Players are also given the option of simply giving money away to street musicians (for health) and tramps.
Money is also the unit of measure of rank in GTA IV's multiplayer. The more money the player has, the higher their rank:
| Rank | Money |
|---|---|
| 0 | $0 |
| 1 | $1,000 |
| 2 | $10,000 |
| 3 | $50,000 |
| 4 | $100,000 |
| 5 | $250,000 |
| 6 | $500,000 |
| 7 | $750,000 |
| 8 | $1,000,000 |
| 9 | $2,500,000 |
| 10 | $5,000,000 |
Money in specific amounts is mentioned in Lost on several occasions.
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| Also called? | Gp, gold pieces, gold, gold coins, money, cash, coins. |
|---|---|
| Members only? | No |
| Tradable? | Yes |
| Approximate value | 1 coins |
| Examine | Lovely money! |
Coins (also known as gold, gold pieces, or gp) are the most common form of currency in RuneScape. They can be used to represent the value of virtually every single item in the game, as well as various services offered throughout. They are the most often traded item; players prefer to trade their services or items in exchange for coins more than any other item. When the number of coins in a single stack exceeds 99 999, then the examine text reads "____ x Coins", where the blank is the exact number of coins in the stack.While if there is less than that the examine text reads "Lovely Money!".
In RuneScape, coins appear as small gold coins, also noted by some people that they look like nuggets, roughly cylindrical, and are stackable. In Grim Tales, it was revealed that coins have more intricate designs imprinted on their faces, although they usually appear small, making it difficult for players to notice it.
According to Saradomin, coins are minted by the Fief. He doesn't give more detail as to who or what the Fief is, but judging from the meaning of "Fief" it is likely to be one of the human kingdoms (i.e. Misthalin).
Not surprisingly, alchemy spells cannot be cast on coins. If a player attempts it, a message will inform the player that Coins are already made of gold.... You can, however, turn other gold items (such as gold ore and gold bars) into coins using alchemy spells.
When you kill an NPC that drops coins and you kill another one in the same spot and it too drops coins, the coins stack.
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Beside coins, players commonly refer to the RuneScape currency as gold, gold pieces, gp, cash, or money.
One thousand coins (1,000) is usually called 1k. Similar to the metric system, the "k" stands for "kilo," which is Greek for "thousand." On German-language servers, the symbol for "k" is changed to "T", since "Tausend" is German for thousand.
One million (1,000,000) coins is usually called 1M or 1mil. Both can be made into larger numbers, such as 300k meaning 300,000 coins.
One billion coins is referred to as 1bil or 1B. No player can hold more than 2,147,483,647 coins.
A stack of gold has a small, coloured text on the upper-left hand corner of the stack. With larger stacks of money—as with all stackable items—both the colour of the text and the stack's examine text change depending on the amount of gold in the stack.
| Range | Text Colour | Suffix | Multiplier | Example | |
|---|---|---|---|---|---|
| from | to | ||||
| 1 | 99,999 | Yellow | None | 1 | 99,999 displayed as "99999" |
| 100,000 | 9,999,999 | White | K | 1,000 | 9,999,999 displayed as "9999K" |
| 10,000,000 | 2,147,483,647 | Green | M | 1,000,000 | 999,999,999 displayed as "999M" |
2,147,483,647 (or 231-1) is the highest number that it is possible to store in a 32-bit signed integer in the Java programming language. If a player attempts to withdraw or pick up coins while carrying the maximum amount of coins, it is stated that there is not enough inventory space. If a player reaches the maximum amount of coins, he or she can store extra money either in items or within the Grand Exchange by placing an offer, canceling the offer, and leaving the coins in the collection box. Each Grand Exchange slot can also hold 2,147,483,647 coins. To avoid using up Grand Exchange slots, extra money can also be spent in the purchase of items that are expected to not go down in price (such as items that are held up by a high alchemy value). A perfect item to buy to store extra money are Spirit Shards - they can be easily mass bought and sold for a flat rate of 25 gp. Considering the same limit applies to Spirit Shards, you can store 53,687,091,175 coins, and if you buy Spirit shards packs, you can store up to 268,435,455,875,000 coins!
Alternate terms for coins are occasionally used by NPCs in mainstream RuneScape. Examples of these include the following:
Some players used to purchase RuneScape coins in exchange for real-world money using sites such as eBay. Although players could potentially gain monetary value within RuneScape by such means, this method is forbidden by Jagex: Rule 12 of the RuneScape website forbids the trading of RuneScape items for items or services outside of RuneScape. Doing so can result in a permanent ban with no second chances.
Within RuneScape, there is a safe trading system that ensures both sides fulfil their end of the deal. Trading outside of RuneScape, however, increases the likelihood of another party stealing your real-world money and not fulfilling the terms of the trade. Players who fall victim to this have no remorse from Jagex, and indeed will probably be banned if they admit to having participated in such practices.
With the trade limits imposed with the Unbalanced trade update and other game changes like the restriction of player killing to a small area in a few worlds, Jagex made it extremely hard, if not impossible, to trade RuneScape gold for real-world money and has made it very difficult for gold sellers to function.
There were many different types of currency:
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Coins are the standard currency used in Tibia. The coins can be made of either gold, platinum, or crystal.
| A gold coin is the most basic coin. | |
| A platinum coin is equal to 100 gold coins. | |
| A crystal coin is equal to 100 platinum coins, or 10,000 gold coins. |
Each coin weighs 0.1 oz.
Gold Coins are dropped by almost every creature on Tibia. Platinum Coins are dropped by the strongest among the new creatures introduced since Winter 2006 update.
Alternatively, you may see amounts followed by the letter k. This likely derives from the latin kilo-, meaning "thousand". For example "5k" means "5,000 gp" (equal to 50 platinum coins). The notation "1M" is often used to mean "1,000,000 gp" (100 crystal coins), however it is more common to see "1kk" (1000 times 1000) to represent "1,000,000 gp".
(Note: Amounts in the "one million" range are typically only mentioned in the context of selling extremely rare items or as a payment demanded in lieu of being hunted.)
You can exchange your coins at any Bank NPC around Tibia.
Since the 2006 winter update, it's also possible to put coins in your Bank Account. Just ask the NPC to 'deposit', and then say the amount of gold, e.g.: 'deposit 15468'. It is also possible to deposit all the money on your possession at once by asking the NPC to 'deposit all'. To receive your own gold from your bank account, just say 'withdraw' and the amount of gold. That way, you can access the gold of your character in every city of Tibia.
Another possibility is transferring gold from one character to another character. Just say 'transfer', the amount of gold, 'to' and the name of that character, e.g.: 'transfer 54879 to <name of character>'. The amount of gold is sent to the character you named. The character must have a vocation in order to receive a transfer.
Because of certain safe-guards, inflation basically never occurs in the Tibian worlds. Instead, equipment tends to become cheaper over time as more and more of the stronger equipment is looted from creatures, while the value of runes usually remains somewhat static (a slight rise in price can be noticed on very old worlds).
Over time, some gameworlds became flooded with strong items, forcing the price to unbelievably low values. To counteract this effect, CIP added more shopkeeper NPCs to buy stronger items, such as the Djinns and recently added NPC Rashid (2007 update). There is still a problem with the price of items dropping, but they should never drop below the value that NPCs will pay for them. (sometimes items are sold under the Djinn-price, which is exploited by players who sell those items on to the Djinns to make a profit).
For a time, this same problem affected runes. Especially Ultimate Healing Runes, Great Fireball and Heavy Magic Missile runes. The many Druid Farms that players used to make money were pushing the price of runes down. In the Summer 2005 update, Soul Points were introduced. This caused most druid farms to stop operating (or operate at a slower rate), causing a brief jump in rune prices. At this time, CIP also allowed some NPCs to sell pre-made runes, effectively placing a cap on how high rune prices could go. Currently, rune prices are fairly stable, though higher than they were before the summer 2005 update in some worlds.
Gold Piece (GP) or simply Gold
Platinum Coin (PC) or Plats, Platinums, P-Coin
Crystal Coin (CC) or simply Crystals
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