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Stacking bonuses

An idle game hands out bonuses by the dozen: +50% here, ×2 there, 10% off. Whether they add or multiply decides how fast the numbers grow, and what the next one is worth. Here are ten bonuses at a time, stacked six ways.

Bonuses that add Additive Ten +50% bonuses add up to +500%: ×6. The blocks shrink. Details
Bonuses that add Added discounts Ten 10% price cuts, added: −100%, and the price hits zero. Details
Bonuses that multiply Multiplicative Ten ×1.5 bonuses make ×57.7. Every block is the same. Details
Bonuses that multiply Buckets Same kind adds, different kinds multiply: ×12.25 from two even buckets. Details
Bonuses that multiply Multiplied discounts Ten ×0.9 price cuts leave 35% of the price: never zero. Details
Bonuses on the exponent Exponent Ten ^1.05 bonuses on 1,000 coins a second: ×77. The blocks grow. Details
Pick a way to stack

Each block is one bonus, as tall as the factor it multiplied the total by. Height is a log scale, ×10 per faint line, so multiplying is just stacking: the tower's height is the total, and the labels say what the first and the tenth bonus were worth. Discounts dig down instead.

Bonuses that add

Every bonus joins one sum, so each moves the total by the same amount: a shrinking share of a growing total, or, for discounts, a growing share of a shrinking one.

×10×100×1×1.5×1.091 + 0.5n

Additive

Also called flat percent, increased

Ten bonuses of +50% make +500%, so income is ×6. Each adds the same half of the base, but to an ever bigger total, so the tenth adds only 9% to what's there. Easy to read, and it keeps numbers tame.

Each bonus
+50% of the base
After ten
×6
The tenth
×1.09 on what was there
Good for
Many small bonuses, like a bonus per prestige point, without runaway numbers
×10×100×1×0.5×0.9×0↓1 − 0.1n

Added discounts

Also called flat reduction

Ten price cuts of 10%, added together, make −100%: free. Each takes a bigger share of what's left than the last (the ninth halves the price, the tenth takes the rest), and an eleventh would pay the player to buy.

Each bonus
−10% of the price
After ten
×0
The tenth
×0 on what was there
Good for
A few small cuts at most, with a floor under the price

Bonuses that multiply

Each bonus multiplies whatever is already there, so it's worth the same share however many came before it. Buckets mix the two: bonuses add within a bucket, and the buckets multiply.

×10×100×1×1.5×1.51.5n

Multiplicative

Also called more, compounding

Ten bonuses of ×1.5 make ×57.7. Each multiplies by the same 1.5, so the tenth is worth as much as the first, and the total grows exponentially with the count of bonuses.

Each bonus
×1.5
After ten
×57.7
The tenth
×1.5 on what was there
Good for
A few big, rare upgrades that should each feel as good as the last
×10×100×1×1.5×1.17(1 + 0.5a)(1 + 0.5b)

Buckets

Also called categories, multiplier groups

Bonuses come in kinds: within a kind they add, and the kinds multiply. Ten +50% bonuses split five and five make 3.5 × 3.5 = ×12.25, twice the additive total, and the best next buy is always the smaller bucket.

Each bonus
+50% to its bucket
After ten
×12.25
The tenth
×1.17 on what was there
Good for
Giving players a reason to spread their choices
×10×100×1×0.5×0.9×0.90.9n

Multiplied discounts

Also called stacking reductions, diminishing reductions

Ten cuts of ×0.9 leave 0.9¹⁰, about 35% of the price. Each takes the same tenth of what's left, so the price never reaches zero, however many stack.

Each bonus
×0.9 of the price
After ten
×0.349
The tenth
×0.9 on what was there
Good for
Price cuts and damage reduction, which must never reach zero

Bonuses on the exponent

The bonus raises income to a power, so it's worth more the bigger income already is.

×10×100×1×1.41×1.71x1.05ⁿ − 1

Exponent

Also called power boost, ^ upgrades

Each bonus raises income to the power 1.05. On 1,000 coins a second the first is worth ×1.41 and the tenth ×1.71, since each one grows the number the next is applied to. On bigger incomes they're worth far more.

Each bonus
Income ^1.05
After ten
×77
The tenth
×1.71 on what was there
Good for
Late-game upgrades, once the numbers have dozens of digits

The maths

Adding: each share shrinks

With n bonuses of +b each, the total and what the nth one is worth are:

total = 1 + b × n  ·  nth worth ×(1 + b ÷ (1 + b × (n − 1)))

The bonus is the same b every time, but it's divided by an ever bigger total, so its worth sinks towards ×1. The total grows in a straight line with the number of bonuses.

Multiplying: each share stays

total = mn  ·  nth worth ×m

Every bonus is worth the same ×m, and the total grows exponentially with the count. Ten ×2 upgrades are ×1,024; twenty are over a million.

Logs turn products into sums

log(a × b × c) = log a + log b + log c

That's why the pictures use a log scale: every multiplier becomes a block of height log m, and blocks simply stack. Equal multipliers make equal blocks; added bonuses make blocks that shrink; and the total's log, roughly its number of digits, is just the sum of its blocks.

Buckets: even is best

Within a bucket bonuses add; across buckets they multiply. For a fixed number of bonuses the product is biggest when the buckets are equal, which is the AM–GM inequality: (1 + a)(1 + b) with a + b fixed peaks at a = b. So the best next bonus always goes in the smallest bucket.

  • 10 + 0 6 × 1 = ×6
  • 8 + 2 5 × 2 = ×10
  • 6 + 4 4 × 3 = ×12
  • 5 + 5 3.5 × 3.5 = ×12.25

Split ten +50% bonuses into k equal buckets and the total is (1 + 5 ÷ k)k, the same shape as compound interest. It climbs from ×6 at one bucket to ×57.7 at ten, and if bonuses could be split ever finer it would close in on e5, about ×148.

Exponents grow with the number

xp ÷ x = xp − 1  ·  log(xp) = p × log x

Raising income to the power 1.05 multiplies its log by 1.05: a 100-digit income gains about 5 more digits. So the same bonus is worth ×1.41 on 1,000, ×2 on 1,000,000, and ×100,000 on 10100 coins a second. Applied one after another, as in the tower above, exponents compound: ten of them make the power 1.0510 ≈ 1.63. Some games add the extra exponents instead, so ten +0.05s make ^1.5, which grows more gently.

Reductions: multiply, never add

Added cuts of c each reach zero after 1 ÷ c of them, and go negative after that. Multiplied, (1 − c)n halves again and again but never arrives: ten 10% cuts leave 35% of the price, and fifty leave half a percent.

How many buckets?

The same ten +50% bonuses, spread as evenly as they'll go over one to ten buckets. Bonuses in a bucket add; buckets multiply. Pick how many.

Buckets for ten +50% bonuses

×6 on income

One bucket: everything adds, the same as the additive tower.

  • ×6

1 + 0.5 × 10 = ×6

×12.25 on income

Two buckets: 2.04 times what one bucket gives, from the same ten bonuses.

  • ×3.5
  • ×3.5

(1 + 0.5 × 5)2 = ×12.25

×18.75 on income

Three buckets: 3.13 times what one bucket gives, from the same ten bonuses.

  • ×3
  • ×2.5
  • ×2.5

(1 + 0.5 × 4) × (1 + 0.5 × 3)2 = ×18.75

×32 on income

Five buckets: 5.33 times what one bucket gives, from the same ten bonuses.

  • ×2
  • ×2
  • ×2
  • ×2
  • ×2

(1 + 0.5 × 2)5 = ×32

×57.7 on income

A bucket each: every bonus multiplies, the same as the multiplicative tower.

  • ×1.5
  • ×1.5
  • ×1.5
  • ×1.5
  • ×1.5
  • ×1.5
  • ×1.5
  • ×1.5
  • ×1.5
  • ×1.5

(1 + 0.5 × 1)10 = ×57.7

More buckets always pay more, which is why games keep them few, and name them: when players can see that a new kind of bonus multiplies everything they have, they know where their next choice counts.

Side by side

The total after one, five, and ten bonuses, and what the tenth was worth. Exponent bonuses are on 1,000 coins a second.

Kind Total after n After 1After 5After 10 The tenth
Additive 1 + 0.5 × n ×1.5×3.5×6 ×1.09
Added discounts 1 − 0.1 × n ×0.9×0.5×0 ×0
Multiplicative 1.5ⁿ ×1.5×7.59×57.7 ×1.5
Buckets (1 + 0.5a) × (1 + 0.5b) ×1.5×5×12.25 ×1.17
Multiplied discounts 0.9ⁿ ×0.9×0.59×0.349 ×0.9
Exponent x^(1.05ⁿ − 1) ×1.41×6.74×77 ×1.71