Spielerando

A big research gain should finish several technologies and lose nothing

After a long time away or a lucky bonus, a lot of research points arrive at once. Naive code finishes one technology and throws the rest away, or finishes none because the points never reach the next price. This entry shows how to hand the surplus down the line correctly and what to do when the line runs out.

Why this works

Effort is a quantity, and it should flow like water rather than stop at the edge of the first job. Passing the surplus on, in order, wastes nothing and keeps each finish happening before the one that relies on it.

When not to use it

Skip it when each discovery needs a separate, deliberate choice of focus, such as a game where researchers work on one project at a time and extra effort has no use elsewhere. Then cap the surplus and tell the player about the waste.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 34 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 "A big research gain should finish several technologies and lose nothing" (read_entry research-points-spill-into-the-next-technology) 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