Limit what players can build in one spot before the game starts to crawl
A sandbox player will happily place five thousand torches in one cave, and the game slows to a crawl for everyone who comes near. A flat cap per area is unfair to builders, though. This entry shows the AI a cost for each kind of object and a clear message when a place is full.
Why this works
Things cost the game very different amounts, so a fair limit counts cost, not pieces. Letting each area hold a fixed budget means builders can choose many cheap things or a few heavy ones, and a refusal that names the cost tells them what to remove.
When not to use it
A limit is the wrong cure when the real fault is that one kind of object is badly slow, because then the object should be made cheaper. And in a game where building big is the whole joy, prefer more speed over a ceiling.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 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 "Limit what players can build in one spot before the game starts to crawl" (read_entry too-many-things-built-in-one-place) 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