Split a long match into early, middle and late game without it flickering back and forth
To read pacing you need to know which part of the game a number belongs to. But a city whose size wobbles around a line would jump between phases all the time. This entry shows a simple rule that keeps the phases steady.
Why this works
Game phases should change when the situation truly changes, not whenever a number wobbles. A higher bar to move up than to fall back gives a buffer, so small ups and downs near the line do not flip the phase back and forth.
When not to use it
Skip it when phases are meant to change right at a line, such as a boss spawn at a set count, or when the value moves in large, clean steps. There a buffer only delays what should happen on the spot.
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
- 22 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 "Split a long match into early, middle and late game without it flickering back and forth" (read_entry strat-game-phase-hysteresis) 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