Players are swimming in gold: where does it come from and what takes it away?
When everyone is rich, or no one can afford anything, the cause is almost never one big thing. Listing each source and each drain with its size shows what to turn down or up, and whether the balance is heading anywhere dangerous.
Why this works
An economy holds only while what comes in and what goes out roughly balance, and one total hides which tap is open. Counting by reason, income and spending apart, shows what to turn down and what to add, instead of changing prices blindly.
When not to use it
Skip it when the game has no lasting money, or when wealth is meant to pile up as a trophy and nothing is for sale. There, look at how players feel about progress, not at flows of currency.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 44 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 "Players are swimming in gold: where does it come from and what takes it away?" (read_entry gold-in-and-out-by-reason) 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