Buying one more at a time misses the owned-count bonus that doubles income
Many idle games double a producer's output when you own enough of it. A button that always buys one, or always buys the maximum, wastes money around those thresholds. Here is how to compare the options and pick the one that pays back best.
Why this works
When a reward jumps at certain counts, the value of a purchase is the jump it reaches, not the single unit. Comparing a few sensible choices by gain per cost finds the buy that crosses a threshold, which neither always-one nor always-all can see.
When not to use it
Skip it if the player is meant to choose purchases themselves as the fun of the game, or if there are no thresholds. A suggested best buy then removes the thinking; show the numbers and let the player decide.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 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 "Buying one more at a time misses the owned-count bonus that doubles income" (read_entry idle-milestone-doubling-buy-plan) 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