Veteran, technology and hero bonuses should stack without runaway strength
A unit has a bonus for its rank, another from research, another from a nearby leader. Add them and weak early choices look the same as strong late ones; multiply them all and a few upgrades make an army unbeatable. This entry shows a middle road with two groups and how to round so the screen and the fight agree.
Why this works
Many small boosts of one kind feel like one growing pile, so they add up. A few big, separate sources each multiply what is already there. Mixing the two keeps early choices meaningful while stopping a handful of upgrades from running away.
When not to use it
Skip it in a small game with only one or two bonuses, or a simple puzzle where the player should work the sum out in their head. There plain addition is clearer and nobody needs the two groups.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 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 "Veteran, technology and hero bonuses should stack without runaway strength" (read_entry veteran-bonus-tech-bonus-and-hero-bonus-stack-sensibly) 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