data/claims/cost-scaling.yamlCost scaling in idle games (general)
Concept: Exponential cost scaling.
Pecorella calls idle games a seesaw between production and costs, typically with exponential costs () against linear or polynomial production. cost-scaling/pecorella-seesaw
Cited by: Exponential cost scaling
In Pecorella's account, production first outruns costs, multipliers keep it close, and a prohibitive wait for the next generator marks the time to prestige. cost-scaling/pecorella-wait
Cited by: Exponential cost scaling
For a plain exponential (base , rate , and owned), Pecorella gives the most you can buy with currency as . cost-scaling/pecorella-max-affordable
About: Bulk buying
T2 primary statementThe Math of Idle Games, Part I ·“BONUS CONTENT!”$max = floor(log_r(\frac{c(r-1)}{b(r^k)}+1))$Checked by claude, 2026-10-20 — read the 2017-07-20 Wayback capture of the postCited by: Exponential cost scaling
A price that grows by a factor of per purchase doubles every purchases. cost-scaling/doubling-purchases
Value
{
"1.07": 10.24,
"1.15": 4.96,
"1.25": 3.11
}main.js#L7972 — the r = 1.15 caseGame.priceIncrease=1.15;The Math of Idle Games, Part I — the price rule$cost_{next} = cost_{base} \times (rate_{growth})^{owned}$Checked by claude, 2026-10-20 — ran the probe; it computes ln 2 / ln r for r = 1.07, 1.15, and 1.25 and checks each by stepping r^n in steps of 0.01 until it reaches 2Probe: probes/idle-costs/growth-math.mjsArithmetic on the price rule, not a measurement of a game. The rates are Cookie Clicker's 1.15, the Lemonade Stand's 1.07 (adventure-capitalist/lemonade-stand), and a steeper 1.25 for comparison.
Cited by: Exponential cost scaling
With income linear in the count, waits shrink until owned, then each is about times the last. cost-scaling/wait-turn
Value
{
"1.07": 14.29,
"1.15": 6.67,
"1.25": 4
}main.js#L5276-L5285 — income linear in the count, before upgradesme.storedTotalCps=me.amount*me.storedCps;Cookie Clicker web version, main.js (v2.058) · main.js#L7972 — the r = 1.15 caseGame.priceIncrease=1.15;Checked by claude, 2026-10-20 — ran the probe; for each r it finds the n with the shortest wait rⁿ/n by brute force, compares it with 1/(r − 1), and checks that wait(n + 1) / wait(n) = r·n/(n + 1) nears r by n = 10,000Probe: probes/idle-costs/growth-math.mjsWith owned, each earning per second, , so . The shortest wait comes at the first whole from : 15 owned at , 7 at 1.15, and 4 at 1.25 (where 4 and 5 tie). Arithmetic, not a measurement of a game.
Cited by: Exponential cost scaling
A long bulk purchase whose price grows by a factor of per item costs about times its last price. cost-scaling/bulk-sum-limit
About: Bulk buying
Value
{
"1000": 1.001,
"1.15": 7.67
}main.js#L8096-L8105 — Cookie Clicker's bulk sumprice+=this.basePrice*Math.pow(Game.priceIncrease,Math.max(0,i-this.free));Antimatter Dimensions source code · src/core/math.js#L387-L429 — Antimatter Dimensions charges the last price onlyNOTE! this assumes you only have to pay for the most expensive thing you get when you buy in bulk.Checked by claude, 2026-10-20 — ran the probe; it sums r^i for i = 0..k − 1, divides by r^(k − 1), and compares the result at k = 200 with r/(r − 1) for r = 1.15 and 1,000Probe: probes/idle-costs/growth-math.mjsThe sum of over items, divided by the last term, tends to as grows. Antimatter Dimensions prices sets of 10, so its is the ×1,000 per set of tier 1. Arithmetic, not a measurement of a game.
Cited by: Exponential cost scaling