NEVER Do (Expert Anti-Patterns)
Simulation & Economy
- NEVER use floating-point for primary currency; strictly use Integer Cents (or fixed-point math) to prevent accumulated precision errors in financial models.
- NEVER process 1000+ entities individually in
_process(); strictly use a Tick Manager to batch updates or process entities in rotating pools. - NEVER rely on linear cost scaling; strictly use Exponential Growth (
Base * pow(1.15, Level)) to maintain challenge and strategic tension. - NEVER hide critical metrics from the player; strictly provide Detailed Breakdowns (Income vs. Expense) so players can make optimization-based decisions.
- NEVER allow infinite resource stacking; strictly enforce Logistical Caps (warehouses/silos) to create meaningful space-management gameplay loops.
- NEVER let the early game become a "Waiting Simulator"; strictly Front-Load Decisions and quick early wins to build player momentum.
- NEVER modify a shared Resource directly; strictly use
duplicate()to avoid unintentionally updating every building of that type. - NEVER tie simulation logic to the visual framerate; strictly use
_physics_process()or delta accumulators for deterministic simulation results.
Performance & Threading
- NEVER update UI labels every frame; strictly use Event-Driven Signals to refresh UI ONLY when the underlying data changes.
- NEVER run heavy economic loops synchronously; strictly use WorkerThreadPool to offload complex calculations and prevent UI stutters.
- NEVER store massive resource data as Nodes; strictly use
RefCountedor Data Resources to avoid the memory/CPU overhead of the SceneTree. - NEVER ignore
OS.low_processor_usage_mode; strictly enable it for stationary management screens to save massive CPU/Battery life. - NEVER manipulate the SceneTree from background threads; strictly use
call_deferred()for thread-safe UI updates. - NEVER parse large JSON save files on the main thread; strictly use Threaded Serialization or optimized binary
.resformats. - NEVER use standard equality (==) for needs; strictly use
is_equal_approx()to prevent floating-point jitter failures in logic gates.
🛠 Expert Components (scripts/)
MANDATORY reads before implementing the matching system:
- tycoon_economy.gd — integer cents / discrete stocks
- sim_tick_manager.gd —
_physics_processtick accumulator- simulation_tick_controller.gd — speed / pause control surface
Original Expert Patterns
- tycoon_economy.gd - Multi-resource economy with integer currency (cents).
- sim_tick_manager.gd - Framerate-decoupled game-hour ticks on physics.
Modular Components
- simulation_tick_controller.gd - UI/speed wiring for the tick manager.
- economy_graph_manager.gd - Producer/consumer graph edges.
- npc_schedule_agent.gd - Schedule-driven NPC agents on ticks.
- simulation_patterns.gd - CSV→Resource bake, AStarGrid2D logistics, low_processor helpers.
Core Loop
- Place/build → 2. Tick economy → 3. Read income vs expense → 4. Unlock / expand → 5. Optimize logistics
Decision Trees
Currency & time (must match NEVER)
| Need | Action |
|---|---|
| Money / wallets | MANDATORY tycoon_economy.gd — integer cents, never float primary |
| Sim clock | MANDATORY sim_tick_manager.gd — accumulator on _physics_process |
| Speed UI | simulation_tick_controller.gd |
Tick rate vs UI vs threads
| Entity / load | Strategy |
|---|---|
| < ~200 entities | Tick signal → direct update; UI via resource_changed only |
| Hundreds of agents | Rotate pools per tick; npc_schedule_agent.gd |
| Heavy graph / path logistics | Offload with WorkerThreadPool; call_deferred UI — see simulation_patterns.gd / economy_graph_manager.gd |
| Stationary management screens | Enable OS.low_processor_usage_mode |
Do not re-inline TycoonEconomy / SimulationTime / Worker tutorials — load the scripts.
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Data | resources, godot-economy-system | Stocks / sinks |
| 2. Time | tick manager | Deterministic hours |
| 3. Agents | schedules / nav | NPCs & logistics |
| 4. Perf | WorkerThreadPool | Heavy ticks |
| 5. Balance | godot-monte-carlo-balancer | Bankruptcy / growth bands |
Common Pitfalls
| Pitfall | Solution |
|---|---|
| Float money | Integer cents in tycoon_economy |
_process sim step | Physics accumulator tick manager |
| UI every frame | Signal on resource_changed only |
Deep recipes (on demand)
| Topic | Reference / script |
|---|---|
| Economy & wallets | economy-design.md + tycoon_economy.gd |
| Sim clock / speed | time-system.md + sim_tick_manager.gd |
| Workers & facilities | entity-management.md + npc_schedule_agent.gd |
| Demand & customers | customer-demand.md |
| Feedback & dashboards | feedback-systems.md |
| Unlock progression | progression-unlocks.md |
| Production graphs / CSV bake | elite-technical-patterns.md + simulation_patterns.gd |
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Idle and physics processing — Simulation clocks and economy ticks must accumulate with
delta(or a dedicated tick), never frame-count assumptions. - Using signals — Emit resource/tick changes so dashboards refresh only when wallets or hours actually change.
- Resources — Recipes, facilities, and unlock tables belong as
.tresResources so designers retune chains without code edits. - GDScript exports —
@exportbuild costs, wages, and growth bases so balance sheets stay Inspector-driven. - Saving games — Persist stocks, day/hour, unlocks, and facility graphs so long management sessions survive restarts.
- Data paths — Keep large binary/JSON sim saves under
user://across platforms. - Using multiple threads — Heavy production-graph and upkeep passes belong on
WorkerThreadPool, not the main-thread UI loop. - Thread-safe APIs — Marshaling sim results to Labels/
Treerequirescall_deferred/ main-thread SceneTree rules. - WorkerThreadPool — API for batching economy ticks without blocking manager screens.
- OS — Enable
OS.low_processor_usage_modeon stationary management UIs to cut CPU/battery burn. - AStarGrid2D — Grid logistics and worker paths on factory floors without manually wiring AStar points.
- Using NavigationServers — Direct
NavigationServer3D.map_get_pathqueries for schedule-driven NPCs without per-agent node overhead.
Related Skills
Prerequisites
- godot-project-foundations — Autoloads, Resources, and scene structure before building tick managers and economy graphs.
- godot-gdscript-mastery — Typed Dictionaries, signals,
is_equal_approx, and fixed-point-safe math for currency and needs. - godot-resource-data-patterns — Production recipes and unlock tables should be Resource-first
.tresassets, not hard-coded Node trees. - godot-signal-architecture — Tick and
resource_changedbuses must drive UI without Labels mutating the simulation wallet.
Complements
- godot-economy-system — Soft-currency wallets, sinks, and transaction ledgers that compose with tycoon multi-resource stocks.
- godot-save-load-systems — Versioned serialization for large world states, binary
store_var, and threaded save/load. - godot-navigation-pathfinding — NavigationServer / grid pathing for worker jobs and schedule agents after the tick clock exists.
- godot-performance-optimization — Entity batching, low-processor mode, and thread offload budgets for 1000+ sim entities.
- godot-autoload-architecture — TimeManager / Economy autoloads that survive scene reloads need clear ownership rules.
- godot-ui-containers — Income/expense dashboards and facility lists are
Tree/VBoxContainerlayouts bound to throttled signals.
Downstream / consumers
- godot-monte-carlo-balancer — After cost curves, production yields, and CSV→
.tresbalance sheets exist, Monte Carlo career sims prove minutes-to-milestone and bankruptcy bands before shipping growth factors. - godot-genre-idle-clicker — Offline catch-up and prestige loops reuse tick + integer-currency patterns from management sims.
- godot-genre-rts — Build-order economies and worker logistics consume the same tick/graph and pathfinding primitives at combat scale.
Master
- godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

