Tell the player where an expedition can no longer get home
Marching deeper is a choice that feels free until the food is gone and the way back is longer than the supplies. Here is how to find the last place from which the army can still return, include a depot on the way, and warn before that step, not after.
Why this works
The danger in a long journey is the choice made one stop before it is too late. Comparing what you will have with what the way home costs from the next stop, and warning there, gives the player a decision instead of a loss.
When not to use it
Spoils a game about reckless exploration, where the thrill is not knowing whether you can return. Also misleading if supplies can be found on the way or the road home is unknown. Then warn about the known risk only, or show the figure as an estimate.
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
- 26 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Tell the player where an expedition can no longer get home" (read_entry expedition-point-of-no-return-with-supplies) 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