Do bases fall where nothing was built to defend, or is every side hit equally hard?
When a base is overrun, players blame the enemy, but often one side was simply left open. Counting breaches alone cannot show it, because some sides get attacked more. This entry shows what to compare so you know whether to fix the layout hint or the enemy.
Why this works
A side that is hit often is not necessarily a weak side; it may simply be attacked more. Comparing results among attacks that met the same amount of protection separates being exposed from being neglected. If bare sides fail, the cure is to show the gap, not to weaken the enemy.
When not to use it
Do not use it when the number of defenders is not what decides a fight, for instance when position, upgrades or the type of enemy matter far more. The groups would then hide the real cause. Look at those factors, or watch a few lost fights in full.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 32 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Do bases fall where nothing was built to defend, or is every side hit equally hard?" (read_entry breach-rate-by-defense-count) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP