How much production is thrown away because storage is full, and when does it run dry?
A storage limit can quietly waste a lot of a player's work, and the same limit can leave them short a moment later. Both feel unfair, and the order in which you add and take away changes the totals. This entry shows how to simulate it so the numbers are right.
Why this works
A full store hides two opposite problems: goods thrown away and goods missing, sometimes in the same hour. Playing the steps in a fixed order shows both, and shows that the cause is often timing, because making and using come in lumps, not a size that is too small.
When not to use it
Do not use it when the real flow is unpredictable or other players can take from the store, since a tidy replay would not match life. Also, if your game spends before it stores, use that order. Measure the real game instead of guessing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 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 production is thrown away because storage is full, and when does it run dry?" (read_entry storage-cap-overflow-waste) 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