Spielerando

Stop one unit from being sent on two missions at once

A strategy story can open several choices in the same turn: scout the pass, escort the convoy, guard the gate. If two of them want the same soldier, one of them quietly lies. Here is how to reserve people per choice and offer a stand-in when one is already taken.

Why this works

A thing in two places is a lie the player will notice. Keeping a single list of who is busy with what, and offering a stand-in instead of silently taking one, makes the first choice win without ever surprising the player.

When not to use it

Too rigid when one unit can plausibly do two things, such as a messenger who carries word on the way. It is also unneeded if every mission uses its own units. Allow shared duties and only block ones that truly clash.

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
  • 28 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 "Stop one unit from being sent on two missions at once" (read_entry one-unit-two-missions-claims-and-substitutes) 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