Spielerando

The player comes back after hours: finish the build queue and fill the stores fairly

A city that keeps growing while the player is away must work out hours of events in one go. Done carelessly, it loses leftover time between jobs, lets stores overflow or rewards leaving the game open for days. This entry shows the calculation and where to put the limits.

Why this works

Time away should give what the same time spent playing would have given, no more and no less. Carrying leftover time from one job to the next and capping stores makes one big step equal to many small ones.

When not to use it

Do not use it in games that must stay competitive in real time, such as online matches where waiting rewards absence, or in a game that wants no reason to return. There, pause the world while the player is away or credit only a small fixed gift.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 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 "The player comes back after hours: finish the build queue and fill the stores fairly" (read_entry idle-city-catch-up-queue-and-storage) 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