Spielerando

When every extra farm yields less, work out how many are worth building

Games often make the second, third and fourth copy of the same building weaker so players do not stack one kind forever. The yield table is simple, but the question the player asks is not: when does one more stop paying for itself? This entry gives the yield per copy, the total, and a stop rule that gives the same number on screen and in the code.

Why this works

A brake that shrinks each copy by a share of the one before makes stacking one kind a slowing deal while mixing stays fresh. Because the gains only fall, the first copy that is not worth its price ends the question, and rounding the way the screen does keeps the numbers honest.

When not to use it

Skip it when copies work together, so each one makes the others better, or when the game wants to reward going all in on one kind. A brake there fights the design. Use it only where stacking would otherwise end the game early.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 28 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 every extra farm yields less, work out how many are worth building" (read_entry each-extra-copy-of-a-building-yields-less) 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