A technology gets pricier as the empire grows, even when it is half researched
In many empire games every new city makes research dearer. If the saved progress is a point count, conquering one town can either wipe out half the work or hand out a free technology. This entry shows what to store so growth never cheats the player or punishes them for work already done.
Why this works
Progress means how far along something is, not how much was put in, because the price can move. Keeping the share done, rather than the points spent, means a rise or fall in cost never makes the bar jump, and half-done always stays half-done.
When not to use it
Skip it when prices never change during play, which makes plain points simpler and exact. Also skip it when you want a price rise to bite, so that work already done becomes worth less; then store points and say that openly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 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 technology gets pricier as the empire grows, even when it is half researched" (read_entry research-price-changes-while-a-technology-is-half-done) 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