Let a failed harvest raise prices in the towns around it, less with distance
One town loses its grain and the price of bread rises there, but the town two roads over stays exactly the same, which feels dead. Here is how to let the shock spread along the roads and fade, and what to do when two troubled towns lie near the same market.
Why this works
Trouble travels the way trade travels: through the roads, and it thins out as buyers find other sellers. Letting the shock fade with distance, and taking the strongest cause rather than adding them, matches how markets absorb bad news.
When not to use it
Skip it when the player's own actions set prices, or when a town is cut off by a blockade or a sea. The spread would then send the news along roads that nobody can use. Set prices town by town by hand there.
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
- 32 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 "Let a failed harvest raise prices in the towns around it, less with distance" (read_entry famine-price-rise-spreading-by-road) 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