Pick a start spot near water and away from danger, and say why none fits
The new world drops the player by a pond full of wolves, or two days from any water, and the story has barely begun. Here is how to rule out the unplayable spots first, then rank the rest, and how to get a clear count of what ruled spots out when the world has no good start.
Why this works
A single score lets one strength hide a disaster, so a spot with a good pond and a pack of wolves can win. Hard limits come first because some faults cannot be traded away, and counting the reasons shows which limit to loosen.
When not to use it
Skip it in a game about surviving a bad start, where a hard, risky beginning is the point. Ruling out danger removes the challenge. Then pick by what is interesting, such as a hard choice between water and safety.
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
- 18 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 "Pick a start spot near water and away from danger, and say why none fits" (read_entry starting-spot-with-water-and-no-danger) 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