Spielerando

Charge a building cost in full or not at all, and list what is missing

A building needs wood, stone and iron. If the player lacks only the iron, the wood and stone must not be gone either. This entry makes the payment all-or-nothing and tells the player every shortage at once, so the red numbers on the build button are complete.

Why this works

A purchase is one decision, so it must either happen completely or not at all. Checking every good before touching any means a failed attempt costs nothing, and showing all shortages together lets the player fix the plan in one go instead of discovering problems one press at a time.

When not to use it

Skip it when building is meant to be gradual, such as a project that the player feeds with goods over days until it is finished. Then partial payment is the point; track progress per good instead of demanding everything up front.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 21 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Charge a building cost in full or not at all, and list what is missing" (read_entry build-cost-all-or-nothing-with-shortfall) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP