No.161 / 280Build & manage · Income & idle growth

Escalating Copy Prices

The first is cheap, the hundredth outrageous, so you keep rotating purchases.

Prototype complexity
Who plays
Solo decisions
Design focus
Economy · Optimization · Planning
Cookie ClickerNo.161Cookie Clicker

01The core loop

Action → feedback → next choice
  1. 01Compare value per cost
  2. 02Buy the best deal
  3. 03Its price rises
  4. 04Compare again

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Farm #11 costs 300 for +8/s; Factory #1 costs 1,300 for +47/s. You have 1,400.

  2. T2

    Turn 2 · The player chooses

    Payback: farm 37 s, factory about 28 s; you buy the factory.

  3. T3

    Turn 3 · The feedback

    Income jumps, and factory #2 now costs about 1,500.

  4. T4

    Turn 4 · The next decision

    The next few purchases may swing back to farms.

How it plays

Each extra copy of a producer costs more by a fixed ratio, like ×1.15 per purchase. That keeps lowering any single producer's value, so you rotate between types. Showing payback time—cost divided by income—helps the choice.

What the player weighs

  • Cheap low tiers help now but scale up in price fast
  • Saving for a high tier costs more but holds value longer

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Cookie Clicker
C

Cookie Clicker

P1

Every building's price rises 15% per purchase, a single ratio that anchors the whole economy.

AdVenture Capitalist
A

AdVenture Capitalist

P2

Each business has its own growth coefficient, with buy-1/buy-10/buy-to-milestone buttons easing bulk choices.

The difference worth noticing

Cookie Clicker's uniform ratio keeps comparisons simple; AdVenture Capitalist varies ratios to give each business a rhythm.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Escalating Copy PricesIncome & idle growth+

Add timed contracts demanding X units by a deadline, so players weigh pricey extra copies against a new producer.

Prototype this combo in Yoroll

→Follow the next idea

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This currency buffs you while held, and buys upgrades when spent—pick one.

Prototype complexity
Who plays
Solo decisions
  1. 01Earn the special currency
  2. 02Holding grants a passive buff
  3. 03Evaluate permanent upgrades
  4. 04Spend or keep
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Business & trade

Program the Route

Turn hauling into a schedule and let the fleet run it day and night.

Prototype complexity
Who plays
Solo decisions
  1. 01Pick the stops
  2. 02Set load and unload rules
  3. 03Fleet runs on its own
  4. 04Tune by shortages
Anno 1800 · Patrician IV
Income & idle growthNew

Splitting Capacity Across Projects

Your capacity is one pie; only what you slice it to will grow.

Prototype complexity
Who plays
Solo decisions
  1. 01Check each project
  2. 02Reassign capacity
  3. 03Let progress tick
  4. 04Unlock, then rebalance
NGU IDLE · Idling to Rule the Gods
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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