Houses should grow up only when their needs stay met for days, not for a moment
A market truck passes once and a house jumps a level, then drops again the next day when the truck is gone. Neighbourhoods look like a blinking light. This entry shows how to make growth feel earned and decline feel fair, with a counter on each side and a rule for what happens to the other one.
Why this works
One good day proves little, but a run of them shows a lasting situation. Counting days in a row, and wiping the count whenever the streak breaks, makes a house change only when its condition has truly settled, and the fresh start after a change fits the new needs.
When not to use it
Skip it when the player expects an instant reward for fulfilling a need, as in a quick, playful town builder where waiting would feel dull. Upgrade right away there, and keep the waiting rule for games that value slow, steady growth.
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
- 23 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 "Houses should grow up only when their needs stay met for days, not for a moment" (read_entry house-upgrades-only-after-needs-stay-met) 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