Fixing problems
Learning paths through this topic
Players found a trade loop that turns ten wood into twelve and I need to find all of them
With several goods and several traders, a profitable loop can hide in three or four steps that each look fair. This entry gives your AI a check that finds such loops in your exchange rates and prints the loop with its profit.
Cars in my city sit in a jam that never clears, even after I stop adding traffic
A real jam clears when the cars ahead move on, a deadlock never does. This entry gives your AI a reader that finds the rings of cars waiting for each other, tells them apart from cars that merely queue behind a ring, and ignores plain slow traffic.
When a player is knocked out, the next turn goes to the wrong person
Removing a player from the turn list while the game is running can make someone play twice or lose a turn. This entry gives your AI a small turn tracker that stays correct whoever drops out, including the player whose turn it is right now.
I added a new building and now another one has the wrong cost
When data files grow over many sessions, two entries can end up with almost the same name and one silently replaces the other. This entry gives your AI a check that finds names that collide, including ones that differ only in capitals or dashes.
The same match plays out differently the second time and I need to know when
If a replay does not end like the original, something random or order-dependent crept in. This entry gives your AI a comparer for two recordings that finds the stretch where they part ways, so it looks at a few ticks, not the whole match.
After loading my save, two soldiers act as one and orders go to the wrong one
When two units end up with the same number, commands, selections and targets quietly mix them up. This entry gives your AI an audit that finds the clashes and a repair that renumbers fairly, and warns about orders that are now ambiguous.
Undo in my city builder brings back the wrong building, or none at all
Undo only works if every action remembers what it destroyed. This entry gives your AI an undo and redo history for tile edits that restores exactly what stood there, drops the redo path when you do something new, and keeps memory in check.
I built a wall but my units keep walking through it along their old route
Saved routes go stale the moment the map changes. This entry gives your AI a route cache that drops only the routes a change really affects, in both directions: new walls break some routes and new openings make others needlessly long.
My army grows fine for ten turns and then the treasury suddenly collapses
Upkeep is a cost that arrives a turn late, so a recruitment plan can look affordable and still fail. This entry gives your AI a turn-by-turn projection that finds the first turn something cannot be paid, and the size of army your income can carry for good.
The game stutters now and then and I do not know which building is to blame
The building that uses the most time overall is not always the one that causes the stutter. This entry gives your AI a timing report that ranks buildings two ways, by total cost and by how badly they spike, so it fixes the right one.
After my balance change one unit seems to win everything, how do I prove it
Feeling that a unit is too strong is not enough to change numbers. This entry gives your AI a match-log reader that scores every unit fairly, including draws and the matches that prove nothing, so you change the right unit and only when the data is thick enough.
Some of my workers just stand there with a job and never arrive
In a busy colony, a few figures freeze while the rest carry on, and you only notice when the stock runs out. This entry gives your AI a position log reader that lists exactly who is stuck right now and since when, without flagging the ones who simply work.