Show a turn order where a fast unit really acts twice as often as a slow one
Games with a visible turn bar promise that speed matters, but the bar goes wrong when two units are due at the same moment: the order jumps, or a unit loses a turn after many rounds. Here is a way to line up the next turns that stays exact however long the battle lasts.
Why this works
Adding a small amount again and again picks up tiny rounding errors, and over a long fight those errors flip close decisions. Working out each unit's next moment from how many turns it has taken, and comparing by cross-multiplying whole numbers, keeps every tie a true tie.
When not to use it
Wrong for games where every side acts in turn, such as chess-like duels, or where actions cost different amounts of time; there use a timeline where each action pushes the unit back by its own cost. Skip it if nobody sees the order.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 29 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 "Show a turn order where a fast unit really acts twice as often as a slow one" (read_entry speed-based-turn-order-exact) 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