Spielerando

Make the main building set the ceiling, without locking the game when something burns down

A common rule says no building may be better than the town hall, and the town hall may only grow when the others have caught up. Written naively, one destroyed building freezes the whole base forever. This entry gives the rule in a form that can never deadlock and shows what to do when the hall itself is lost.

Why this works

A rule that asks for too much can lock a player out of progress forever. Letting the centre grow once enough of the rest have caught up, and never asking for more than exist, keeps the base moving forward and a lost base able to start again.

When not to use it

Skip it when players should be free to put everything into one favourite building, as in a game about specialising, or when the centre is only for show. Then drop the cap and let upgrades follow only cost and time.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 21 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 "Make the main building set the ceiling, without locking the game when something burns down" (read_entry town-hall-level-caps-every-other-building) 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