Spielerando

Do disasters and raids sometimes strike twice in a row with no time to recover?

Random events feel fair on average, yet two bad ones within seconds feel like an insult. This entry shows how to look at the gaps between crises, rather than their number, to find the unfair clusters your random draw produces.

Why this works

Chance clumps. Even a fair average rate of random events puts some close together, and the player feels those pairs far more than the average. Looking at the gaps, not the rate, finds the stretches where recovery was impossible.

When not to use it

Don't spread events out when pressure is the point, like a survival game or a wave that should overwhelm. Guaranteed calm there removes the tension. Tune how hard each event hits instead of how far apart they are.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Do disasters and raids sometimes strike twice in a row with no time to recover?" (read_entry strat-crisis-spacing-back-to-back) 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