Game Development Reference
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Eventually, we are going to be concerned about defending against a larger attack,
and to do so, we will need more units. For that contingency, let's assume we feel
that 16 soldiers is the right number. While the numbers—and even the scale of the
numbers—may have changed, the pattern is similar. If we only have 9 or 10 soldiers,
we are going to place a great deal of importance on the 11th and 12th. Once we
arrive at 14 or 15, the urgency starts to fade—as expressed by the marginal utility
of each individual unit dropping slowly once again. The pattern will repeat as we
move down our list of goals, although its character may change somewhat.
Are We There Yet?
As we discussed earlier in this chapter, marginal utility can increase as a threshold
is approached. This generally occurs when we have specified a minimum for a pro-
ject rather than a preferred level that makes us feel safe. For example, let's assume
we have our 16 defenders and accomplished anything else on our nonmilitary list.
We may want to construct a patrol dedicated to finding (and subsequently annoying
the heck out of) nearby enemy outposts (Figure 8.11). If we decide, through whatever
algorithmic crystal ball we employ for this sort of decision, that this patrol needs
to be comprised of six units—and we aren't leaving until we have six—then that
becomes another threshold. Building the fifth and sixth units is of great importance.
Why would we build the other four if they are going to be left waiting?
Notice how this differs from the prior examples of the defending force. In those
examples, if we were one short, we were still rather comfortable. Three instead of
four initial defenders was not a great setback. The same could be said about 15 in-
stead of 16. If there was a priority to do something else, we could have stopped
FIGURE 8.11 As we approach and reach various thresholds in building our army,
the marginal utility of each additional soldier may increase and decrease.
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