Spielerando

How much of what players produce is thrown away because the storage is full?

A full warehouse silently eats production. Players do not see a number for it, they just feel that progress is slow. This entry shows how to count the loss per resource and why the order of spending and producing within a tick changes the answer.

Why this works

Loss only exists if it is counted in a fixed order. Using what was spent first, then what was made, then the limit, means only production that truly had nowhere to go is called waste. Change the order and the same play looks wasteful or thrifty.

When not to use it

Skip it when overflow is a deliberate pressure, for example to force players to spend or to raid. Then lost output is the design working. Check instead whether players understand the limit and have something good to spend on.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 28 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 of what players produce is thrown away because the storage is full?" (read_entry strat-storage-cap-wasted-output) 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