Spielerando

Which buildings do players fail to place again and again, and how many get stuck?

When a building cannot be put down because of an unclear rule (not enough road, wrong ground, too close), players try again and again. A plain failure count shows the busy kinds, not the confusing ones. This entry shows how to find the building that traps people.

Why this works

One refusal means someone is learning; several in a row without trying anything else means they do not understand the rule. Counting those unbroken runs, apart from the plain refusal rate, separates a hard building from one the game fails to explain.

When not to use it

Do not use it when refusals have an obvious cause the player can see, like lacking money, or when the game invites trial and error on purpose. Fix the unclear preview first. If the reason is not recorded, you cannot tell the causes apart.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 31 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 "Which buildings do players fail to place again and again, and how many get stuck?" (read_entry placement-rejections-and-stuck-players) 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