Spielerando

When a city drops a level, its high-tier buildings should not vanish at once

A plague lowers the city level and half of the buildings the player paid for stop working in the same second, or worse, get deleted. This entry shows a fair middle path: what should still work, for how long, what the player may no longer do, and how a recovery gives everything back without any bookkeeping.

Why this works

Do not store a conclusion that the facts can tell you any time. If a building's state is worked out from the city's level and the day of the drop, then recovery needs no cleanup, and a short grace period gives the player time to react before anything hurts.

When not to use it

Skip it when losing a level should have an immediate, visible price to teach a lesson, as in a harsh strategy game, or when buildings never depend on the city's size. Then apply the loss at once, or do not tie them together at all.

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
  • 29 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "When a city drops a level, its high-tier buildings should not vanish at once" (read_entry demoted-city-keeps-its-buildings-for-a-while) 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