Spielerando

Make a market price rise as you buy, so bulk buying costs more

If the price of grain is looked up once and multiplied by the amount, a player can empty a market at the price of the first sack. This entry lets every single unit change the price for the next one, rounds in the market's favour, and makes a quick buy-and-sell loop lose money.

Why this works

Scarcity makes things dear, and each purchase makes the next unit scarcer. Letting every unit move the price stops one player from emptying the market cheaply, and a gap between buying and selling means going back and forth can never turn a profit.

When not to use it

Skip it when prices are meant to be fixed, such as a shop run by a story character, or when the game has no stock to run low. There a plain price list is clearer. Use sliding prices where players trade in bulk.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 25 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 "Make a market price rise as you buy, so bulk buying costs more" (read_entry market-price-slides-as-you-buy) 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