Spielerando

A conquered province should grow loyal slowly, and remember who held it before

Taking a province should not give full taxes on the first day, and losing the garrison should not turn everything to rebels at once. When a province changes hands back and forth, the player should not reset it to zero each time. This entry shows a loyalty value with different speeds up and down, and a simple memory of the last owner.

Why this works

Trust is slow to win and quick to lose, so building it should take longer than losing it. A land that remembers its old ruler also behaves like a real place: handing it back and forth cannot be used as a trick, and a border that changes does not wipe everything.

When not to use it

Skip it in a fast, light game where provinces are just points on a score, or where conquest should feel final. The extra bookkeeping adds nothing there. Use a plain owner and a fixed income per province.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 23 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 "A conquered province should grow loyal slowly, and remember who held it before" (read_entry conquered-province-loyalty-rises-slowly-and-remembers-the-old-owner) 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