When economy, army and science share one price rule, work out the price of the next step
A game with three tracks makes each next level dearer, depending both on the track and on how far the whole empire has come. Players want to know what a plan of several steps costs, and the price after each step changes. This entry shows the price rule, how many steps a budget buys, and which track is cheapest now.
Why this works
If a price depends on the whole empire, then every purchase changes the price of the next one, so a plan can only be priced by walking through it step by step. Part of the price follows depth and part follows breadth, so both focus and spread stay costly.
When not to use it
Skip it when the tracks are meant to be independent, such as separate trees that players treat as different games. A shared price then punishes balance in a way nobody expects. Give each track its own price instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 35 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 "When economy, army and science share one price rule, work out the price of the next step" (read_entry upgrade-price-grows-with-total-rank-across-several-tracks) 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