Spielerando

Which kind of shortage makes players leave soonest after they hit it

Running out of food, power or money feels very different, and players react differently too. Counting shortages is easy, but comparing them fairly is not: some players have barely started when the data ends. This entry shows how to rank shortage types honestly.

Why this works

A fair comparison counts each person once, at the same starting point, and only judges people who had the full time to react. Someone still playing has not decided yet, so treating them as stayed or as left both bend the result. Counting them out keeps the comparison honest.

When not to use it

Do not use it when the first shortage is trivial and the real trouble comes later, for example a harmless early hiccup that every player has. Then the first one says little; look at the worst shortage or the one that came with real damage.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 37 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 kind of shortage makes players leave soonest after they hit it" (read_entry quit-after-first-shortage-by-kind) 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