Spielerando

Not enough power: which buildings go dark, without everything flickering

When supply drops below demand, a city can either dim everything a little or switch some buildings off. Switching off is clearer, but a careless version flips the same buildings on and off every moment. Here is a rule that is predictable and stays still.

Why this works

When there is not enough for everyone, a clear order is easier to understand than a little less for all. Preferring buildings that are already on stops tiny changes from swapping equals back and forth, and so keeps the lights from flickering.

When not to use it

Skip it when a gentle slowdown suits the game better, such as machines that simply run slower with less power, or when players should choose what goes dark. Then let them set the order themselves instead of fixing it for them.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 28 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 "Not enough power: which buildings go dark, without everything flickering" (read_entry power-shortage-strict-priority-no-flicker) 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