Every rule in Towman lives in its own little engine with no graphics attached. Give it the same starting seed and the same moves, and it plays out exactly the same way every time. That means a computer can play the whole game, start to finish, in a few seconds.
So we built one to do just that. The balance bot is a greedy player: it grabs the best-paying job it can the moment it can, and spends every dollar as soon as it has it, keeping nothing in reserve. It isn’t clever. It’s fast, and it never gets bored.
What it found
We let the bot play four hours of Towman at normal speed, three times with different seeds. The early game looked right. The late game didn’t:
- Its parking lot was full after about 15 minutes of play.
- Every truck was maxed out by about 35 minutes.
- After that there was nothing left to buy. Cash kept piling up, to about $5 million by the four-hour mark.
People play slower than the bot, somewhere around one and a half to two times slower on the early goals. So a real player would run out of things to work toward somewhere in their first hour or two. That’s too soon.
What we changed
The fix was mostly more road ahead:
- Trucks now upgrade all the way to level 10, not 5.
- The Service Bay grows to eight levels to unlock those upgrades.
- The Parking Lot holds up to eight trucks, and the Office handles up to seven open calls.
- Company levels 4 and 6 through 10 now each raise what new calls pay, for up to 22% more by level 10.
What the bot says now
Same bot, same four hours. The early milestones didn’t move, so the first shifts feel the same. But the bot now makes its last purchase around the 230-minute mark instead of the 39-minute mark, and the longest stretch with nothing new to buy after the first half hour is under half an hour.
These numbers are a first pass, and we’ll keep tuning them. The bot will keep playing.
For every price and level, see depot upgrades and fleet & trucks in the player guide.
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