Herds average 2.3 animals per area, but rounding makes them all the same size
Picking a herd size close to the average makes every area feel the same, while real clusters are sometimes empty and sometimes crowded. This shows how to draw a count with a given average from one random number, keeping the natural mix of empty and crowded places.
Why this works
Independent rare things scatter in a typical pattern: some places have none, some have a crowd, and the average hides both. Drawing the count from that pattern, rather than rounding the average, gives areas that differ from one another the way nature does.
When not to use it
Skip it when things come in groups that cannot be independent, like a pack that always travels together, or when the count must match a plan, such as exactly three guards. Then place them by design instead of by draw.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 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 "Herds average 2.3 animals per area, but rounding makes them all the same size" (read_entry herd-size-per-chunk-poisson) 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