Spielerando

Find the moment a failing city could no longer be saved, and how long players kept going

Many city builders end in a slow collapse where the player plays on for a long time with no real chance. If you only log the final quit, you miss the real problem: the game let them struggle too long. This entry shows how to measure that stretch.

Why this works

A game feels unfair when the player keeps fighting a battle the rules already lost. The quit is only the last symptom; the real fault is the stretch before it. Marking the moment recovery became impossible shows exactly how long the game let someone struggle for nothing.

When not to use it

Do not use it where comebacks come from outside the numbers, such as gifts, events or help from other players: the rule would call a city lost that still had a way out. Then judge by what the player actually did next.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Find the moment a failing city could no longer be saved, and how long players kept going" (read_entry city-point-of-no-return-wasted-time) 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