How long players linger at each city size, and where they leave instead of moving on
A city that grows in stages has slow stages and quick ones. Average play time hides which stage drags and which one people never get past. This entry shows how to measure time spent per stage and the share who end the game inside it.
Why this works
An average hides the shape of the road. Splitting play into stages and looking at those who moved on separately from those who gave up shows where the game works and where it turns into a wall. A stage that is quick to leave but slow to pass is the one to fix.
When not to use it
Do not use it when progress is not a ladder, such as open worlds or sandbox play where people choose their own goals. Stages would be invented by you, not felt by the player. Then follow what people actually do instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 47 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 "How long players linger at each city size, and where they leave instead of moving on" (read_entry population-milestone-dwell-and-exit) 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