Find the typical player's progress when idle-game numbers span many orders of magnitude
In a game where numbers grow without end, the average is nothing but the one furthest player. This entry shows how to store and compare progress so that the typical player is visible, and how to measure how much one player dominates.
Why this works
When values span many powers of ten, a plain average is just the top player's number shared out, so it describes no one. Working with the size of the number, its count of digits, puts a beginner and a veteran on one scale, where the middle really is typical.
When not to use it
It is not needed when values stay within a modest range and everyone is roughly comparable. And digits hide real differences inside one size, so do not use them to balance a fine price. Use plain numbers there.
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 "Find the typical player's progress when idle-game numbers span many orders of magnitude" (read_entry idle-huge-number-typical-player) 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