Spielerando

Count what is already built when the story asks the player to build

A story asks for three farms, and the player already has two, or has one halfway built, or tears one down after the reward. Here is how to count what exists and what is on its way, give the reward once, and decide whether old buildings count.

Why this works

A goal must say what counts, or the player and the game will read it differently. Showing built, under way and missing as separate numbers keeps the progress honest, and paying out only once stops a rebuild from earning twice.

When not to use it

Unneeded when a quest is a plain one-time action, with nothing to count or rebuild. It is also wrong if the reward should depend on keeping the buildings standing. Then check at the moment of reward, and again later for a lasting bonus.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 14 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 "Count what is already built when the story asks the player to build" (read_entry build-objective-counts-existing-and-queued-buildings) 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