Spielerando

Catch disaster orders that no longer fit the city when they run

A player queues evacuate and defend orders before the flood arrives, but by the time they run, a building is gone, empty, double-booked or short of workers. Here is how to check each order against the city as it is and say plainly why one cannot happen.

Why this works

An order is a plan made earlier, and the world keeps moving. Checking each order against the city as it is when the order runs, and letting every accepted order change what the next one sees, stops two orders from spending the same thing.

When not to use it

Overkill when orders run at once, in the same moment they are given, because nothing can change in between. Also too strict if the player should be free to give clumsy orders and learn from the result. Then let the story show the mess.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 23 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 "Catch disaster orders that no longer fit the city when they run" (read_entry disaster-orders-that-contradict-the-city) 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