Bring a cleared enemy camp back only after the player has been gone a while
A camp that refills as soon as the player turns around feels cheap, and one that never returns leaves the road empty. Here is the rule that counts the days away, not the days since the fight, so camping next to the ruins does not bring the bandits back.
Why this works
A world feels honest when changes happen out of sight. Counting the time the player was actually elsewhere, not the time since the fight, lets the camp return behind their back and never pop up while they watch or stand beside it.
When not to use it
Skip it when cleared places should stay cleared, as in a game about slowly taking back a land, or when you want a steady supply of enemies to fight. For the first, never bring them back; for the second, use a timer for the whole area.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 14 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 "Bring a cleared enemy camp back only after the player has been gone a while" (read_entry enemy-camp-returns-only-after-you-were-away) 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