Spielerando

Choose which legacies carry into the next era, one of each kind

At the end of an era the player keeps a few things from the past. Without rules they carry the same bonus twice, take something they never earned, or stack three of one kind. Here is how to check a pick, name each refusal, and keep the order of the picks fair.

Why this works

A reward only feels earned if the rules that grant it are the same every time. Judging each pick against a fixed order of checks, and naming the one that failed, lets the player fix the choice instead of guessing why it was turned down.

When not to use it

Skip it when the game wants a flood of carried-over power, such as an idle game where stacking everything is the fun. Limits there feel like punishment. Let the player keep it all and tune the challenge of the next round instead.

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
  • 26 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 "Choose which legacies carry into the next era, one of each kind" (read_entry era-legacies-carried-over-one-per-kind) 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