Spielerando

Time-limited boosts: stacking them correctly when one runs out in the middle of a stretch

A double-income boost and a triple-income boost can run at once, and one of them may end while the game is catching up after the player was away. Taking the multiplier at the start or the end of that stretch pays wrongly. This entry splits it at the end times and offers two stacking styles.

Why this works

A multiplier is only true while its boost is running. Cutting the stretch at each moment something ends leaves pieces in which nothing changes, and every piece can then be paid exactly, however long the game was asleep before catching up.

When not to use it

Skip it when boosts last long and the game never skips time, for example when you update every moment and it is running on screen. Then a simple check each moment is enough. Also skip it when only one boost can ever run at once.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 30 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 "Time-limited boosts: stacking them correctly when one runs out in the middle of a stretch" (read_entry stacked-boosts-expiring-mid-interval) 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