Make a building rise faster with more builders, but with fewer gains for each extra one
Five workers on one house should not finish it five times faster, and ten should not all fit around it. Players expect crowding, yet a hard cap feels like a wall. This entry gives a build speed with falling returns, a limit set by free places around the site, and a progress bar that never runs backwards.
Why this works
People get in each other's way, so each extra pair of hands helps a bit less than the last, and the room around the site is limited anyway. A shrinking share per builder rewards a crowd without letting a mob build a house instantly.
When not to use it
Wrong when building is meant to be a tense race or a solo craft, such as a single hero repairing a bridge under fire, or when you want players to stack workers freely for a rush. Then use a simple fixed rate or a plain sum.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 27 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 "Make a building rise faster with more builders, but with fewer gains for each extra one" (read_entry more-builders-finish-faster-but-each-adds-less) 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