Make soldiers desert when the food runs short, not all at once
An army that eats more than the camp has should not vanish in one turn, and it should not stay loyal forever on empty bowls either. This entry feeds the units that matter most first, lets the others go hungry for a while and only then lets them walk away.
Why this works
A shortage should be a slope the player can see and act on, not a cliff. Feeding the important first and counting missed meals in a row gives a warning period, so losing soldiers feels earned and a single bad turn does not ruin an army.
When not to use it
Skip it when loyalty is not about food, as in a story where soldiers follow a leader for other reasons, or in a short game where upkeep does not exist. Tie desertion to morale or events there instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 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 "Make soldiers desert when the food runs short, not all at once" (read_entry hungry-army-deserters-by-rank) 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