Double Cash Mode (BTD6): Difference between revisions

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double cash works in sandbox again
 
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{{for|Double Cash Mode in general|Double Cash Mode}}{{Lede image|BTD6 DoubleCashModeShop.png|Double cash icon}}
{{for|other uses|Double Cash Mode (disambiguation)}}
{{Lede image|BTD6 DoubleCashModeShop.png|Double cash icon}}
'''Double Cash Mode''' is an [[extra]] in ''[[Bloons TD 6]]'' that doubles starting [[cash]] and any cash the player earns from popping [[Bloon layer]]s, completing [[round]]s, and certain [[tower]]s. This mode is only obtainable by purchasing it from the [[Shop (BTD6)|Shop]], and is unobtainable in ''[[Bloons TD 6+]]'' and ''[[Bloons TD 6 NETFLIX]]''.


'''Double Cash Mode''' is an [[extra]] in ''[[Bloons TD 6]]'' unlocked via in-app purchase. It doubles the amount of cash the player obtains from popping Bloons, finishing a round and also the starting cash but it does not affect cash obtained by some income methods. This mode can only be obtained by purchasing it from the [[Shop (BTD6)|Shop]] for $17.99 USD.
Double Cash Mode is disabled in [[CHIMPS]], competitive events ([[Race Event|Race Events]], [[Contested Territory (BTD6)|Contested Territory]], [[Boss Bloon Event|Boss Bloon Events]] in ranked mode), [[Boss Challenge|Boss Challenges]] in Battle Mode, [[Boss Rush]], and [[Legend|Legends]]. It can also be disabled using [[challenge rule]]s, such as in the [[Challenge Editor]].
 
Double Cash Mode is disabled in [[Sandbox (BTD6)|Sandbox]], [[CHIMPS]], [[Race Event|Race Events]], [[Contested Territory (BTD6)|Contested Territory]], [[Rogue Legends]], [[Boss Challenge|Boss Challenges]] in Battle Mode, [[Boss Bloon Event|Boss Bloon Events]] in ranked mode, or [[Boss Rush]]. It can also be disabled with [[Challenge rule|challenge rules]], such as in the [[Challenge Editor]].


== Mechanics ==
== Mechanics ==
While this mode is active the standard cash icon shown in the UI will be changed for the Double Cash icon. It doubles the starting cash in all game modes where is allowed, for a total amount of $1,300 in standard game modes or $40,000 in [[Deflation (BTD6)|Deflation]]. It stacks with {{BTD6 mk|More Cash}} (giving $400 extra instead of $200) or [[Fast Track Mode]].
While Double Cash is active, the standard cash icon shown in the UI is replaced with the Double Cash icon. It doubles the starting cash in all gamemodes in which it is allowed, for a total of $1,300 in standard game modes or $40,000 in [[Deflation (BTD6)|Deflation]]. It stacks with {{BTD6 mk|More Cash}} (giving $400 extra instead of $200) and [[Fast Track Mode]]. Towers that indicate the total generated income next to the pop count won't track the extra cash.


It also doubles the amount of cash obtained per pop, and is affected by the cash reduction that is applied by the game after Round 51:
It also doubles the amount of cash obtained per pop, and is affected by the cash reduction that is applied by the game after Round 51:
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|101
|101
|120
|120
|16%
|-
|121
| 140
|10%
|10%
|-
|-
|121
|141
| -
| -
|4%
|4%
|}
|}
When active in [[Half Cash]], it will almost convert it in a game of [[Hard]] standard, with a few exceptions for income generation methods that aren't affected by Double Cash. In [[Co-op]] mode, the Double Cash will also apply after the cash is divided between players and will only affect players who have the mode enabled.
When active in [[Half Cash]], Double Cash effectively converts it into a Standard [[Hard]] game, with a few exceptions for income generation methods that are not affected by Double Cash.
 
In [[Co-op]] mode, Double Cash applies after the cash is divided between players and will only affect players who have the mode enabled.


== Interactions with income-generating towers ==
== Interactions with income-generating towers ==
{{research|Is [[Thrive]] affected?}}
{{BTD6 last updated|53.2|section=1}}
{| class="wikitable"
{| class="wikitable"
|+
|+
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!Notes
!Notes
|-
|-
|[[Supply Drop (BTD6)|Supply Drop]] ability
|[[Bounty Hunter]] / [[Golden Justice]] Marking
|{{Y}}
|Results in 4× income from marked Bloons.
|-
|[[Nomad]] cash on Bloon leak
|{{Y}}
|Results in 4× income from leaked Bloons.
|-
|[[Supply Drop (BTD6)|Supply Drop]] / [[Elite Sniper (BTD6)|Elite Sniper]] ability
|{{N}}
|
|-
|[[Monkey Pirates (BTD6)|Monkey Pirates]] / [[Navarch of the Seas]] ability
|{{N}}
|{{N}}
|
|
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|Results in 4× income from hooked Bloons.
|Results in 4× income from hooked Bloons.
|-
|-
|[[Merchantman (BTD6)|Merchantman]] end of round income
|[[Merchantman (BTD6)|Merchantman]] / [[Favored Trades (BTD6)|Favored Trades]] / [[Trade Empire (BTD6)|Trade Empire]] / Navarch of the Seas end of round income
|{{N}}
|{{N}}
|
|
|-
|-
|[[Trade Empire (BTD6)|Trade Empire]] bonus cash
|Trade Empire / Navarch of the Seas stacking bonus cash
|{{N}}
|{{N}}
|
|
|-
|-
|[[Support Chinook (BTD6)|Supply Crate]] ability
|[[Support Chinook (BTD6)|Support Chinook]] / [[Special Poperations (BTD6)|Special Poperations]] ability
|{{N}}
|{{N}}
|
|
|-
|-
|[[Sun Temple (BTD6)|Sun Temple]] end of round income
|[[Sun Temple (BTD6)|Sun Temple]] / [[True Sun God (BTD6)|True Sun God]] end of round income
|{{Y}}
|{{Y}}
|
|
|-
|-
|Sun Temple pop income bonus
|Sun Temple / True Sun God pop income bonus
|{{Y}}
|{{Y}}
|Bonus becomes 3× for towers in the Temple's range.
|Bonus becomes 3× for towers in the Temple's range.
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|[[Rubber to Gold (BTD6)|Rubber to Gold]]
|[[Rubber to Gold (BTD6)|Rubber to Gold]]
|{{Y}}
|{{Y}}
|Results in income from affected Bloons.
|Results in income from affected Bloons.
|-
|-
|[[Jungle's Bounty (BTD6)|Jungle's Bounty]] ability
|[[Jungle's Bounty (BTD6)|Jungle's Bounty]] / [[Spirit of the Forest (BTD6)|Spirit of the Forest]] passive ability
|{{N}}
|{{N}}
|
|
|-
|-
|[[Spirit of the Forest (BTD6)|Spirit of the Forest]] end of round income
|Spirit of the Forest end of round income
|{{N}}
|{{N}}
|
|
|-
|-
|[[Monkey Town (BTD6)|Monkey Town]]
|[[Monkey Town (BTD6)|Monkey Town]] pop income bonus
|{{Y}}
|{{Y}}
|Bonus becomes 3× for towers in the Village's range (3.2× with {{BTD6 mk|Inland Revenue Streams}}).
|Bonus becomes 3× for towers in the Village's range (3.2× with {{BTD6 mk|Inland Revenue Streams}}).
|-
|-
|[[Monkey City (BTD6)|Monkey City]]
|[[Monkey City (BTD6)|Monkey City]] income buff
|{{N}}
|{{N}}
|
|
|-
|-
|[[Monkeyopolis (BTD6)|Monkeyopolis]]
|[[Monkeyopolis (BTD6)|Monkeyopolis]] crates
|{{N}}
|{{N}}
|
|
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|[[Banana Farm]]
|[[Banana Farm]]
|{{N}}
|{{N}}
|Includes all upgrades.
|Includes all upgrades and abilities.
|-
|-
|[[Bloon Trap (BTD6)|Bloon Trap]]
|[[Bloon Trap (BTD6)|Bloon Trap]]
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|{{Y}}
|{{Y}}
|Results in 4× income from trapped Bloons.
|Results in 4× income from trapped Bloons.
|-
|[[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] Nature's Wrath cash bonus
|{{N}}
|
|-
|-
|[[Benjamin (BTD6)|Benjamin]] end of round income
|[[Benjamin (BTD6)|Benjamin]] end of round income
|{{N}}
|
|-
|Benjamin Bank Hack
|{{N}}
|{{N}}
|
|
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|-
|-
|[[Geraldo (BTD6)|Geraldo]] [[Rare Quincy Action Figure]]
|[[Geraldo (BTD6)|Geraldo]] [[Rare Quincy Action Figure]]
|{{N}}
|
|-
|Geraldo [[Fertilizer]]
|{{N}}
|{{N}}
|
|
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|-
|-
|[[Cash Drop (BTD6)|Cash Drop]]
|[[Cash Drop (BTD6)|Cash Drop]]
|{{N}}
|
|-
|[[Thrive]]
|{{Y}}
|Results in 2.5× income (2.6× with {{BTD6 mk|Supa-Thrive}})
|-
|[[Havoc Staff]]
|{{N}}
|
|-
|[[Banana Farmer Pro]] [[Camo Bananas]]
|{{N}}
|
|-
|Banana Farmer Pro [[Regrow Bananas]]
|{{N}}
|
|-
|Banana Farmer Pro [[Monkey Banker]]
|{{N}}
|
|-
|Banana Farmer Pro [[Banana Financier]]
|{{N}}
|
|-
|Bananite Crystals in [[Three Mines 'Round]]
|{{N}}
|{{N}}
|
|
|}
|}
If multiple cash bonuses are stacked and at least one of them is affected by Double Cash, it will be the last to apply and will only be applied once, while the rest of the income is calculated as normal, a couple of examples are given below:
If multiple cash bonuses are stacked and at least one of them is affected by Double Cash, it will be the last to apply and will only be applied once, while the rest of the income is calculated as normal:


* If a Sun Temple with maximum Support sacrifices is in the range of a Monkey City Village it would produce a total of $12,000 at the end of the round, this is $5,000 base +20% from Monkey City, then doubled.
* If a Sun Temple with maximum Support sacrifices is in the range of a Monkey City Village it would produce a total of $12,000 at the end of the round, this is $5,000 base +20% from Monkey City for $6,000, then doubled. A True Sun God in this case would produce $12,000 twice.
* In the previous example, if a Lead to Gold Alchemist pops a Lead Bloon in the range of both the Temple and the Village, it would produce a total of $192 , to calculate this, first, in a regular game the income would be $23 base for RBE of the Lead Bloon, +50% twice for Monkey Town and Sun Temple cash per pop bonus (they stack additively), resulting in $46, second we add $50 from the Lead to Gold bonus, and finally these $96 would be doubled by the Double Cash mode.
* In the previous example, if a Lead to Gold Alchemist pops a Lead Bloon in the range of both the Temple and the Village, it would produce a total of $192, to calculate this, first, in a regular game before Round 51 the income would be $23 base for RBE of the Lead Bloon, +50% twice for Monkey Town and Sun Temple cash per pop bonus (they stack additively), resulting in $46, second we add $50 from the Lead to Gold bonus, and finally these $96 would be doubled by the Double Cash mode.


== Gallery ==
== Gallery ==
{{Screenshot needed|Add screenshot for in-game UI and in extra menu}}<gallery>
{{Screenshot needed|Add screenshot for in-game UI and in extra menu}}<gallery>
File:BTD6 DoubleCashModeShop.png|Fast track icon, as seen in the shop and in UI
File:BTD6 DoubleCashModeShop.png|Double Cash icon, as seen in the shop and in UI
File:BTD6 NoDoubleCashIcon.png|Double Cash disabled icon
File:BTD6 NoDoubleCashIcon.png|Double Cash disabled icon
</gallery>
</gallery>