Spielerando

Which idle-game upgrades does nobody want, once you ignore those nobody could afford?

A late upgrade bought by few may simply be out of reach, while an early one bought by few is truly unwanted. This entry shows the group to divide by so that both cases are told apart and neither is judged on tiny numbers.

Why this works

Upgrades deep in the game are bought less simply because fewer people got there. Counting only those who could actually pay and still passed isolates the choice itself, which is the only thing that tells you whether anyone wants the upgrade.

When not to use it

It cannot judge an upgrade that players are saving for on purpose, or one that a better upgrade has replaced. Look at the pair, or at the order in which people buy, before you remove something that only seems unwanted.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Which idle-game upgrades does nobody want, once you ignore those nobody could afford?" (read_entry idle-dead-upgrade-affordability-adjusted) 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