How much gold does a typical player carry at each level?
Gold numbers get skewed by a few players who save everything and by players whose game writes down their wallet far more often. This entry shows how to find the wallet of a typical player so you can tell whether prices fit.
Why this works
Prices only make sense next to what players hold when they decide to buy. One value per player and level, taken at the end of that level, makes everyone count equally, and the middle value shows the typical person, while a few hoarders stay visible in the high end instead of dragging everything up.
When not to use it
It is no help when gold can be spent or earned in huge sudden amounts, so the snapshot at the end of a level hides what players could afford on the way. Then look at the wallet at the moment of each shop visit. With few players per level it says little.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 38 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 "How much gold does a typical player carry at each level?" (read_entry rpg-wallet-by-level-last-snapshot) 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