Spielerando

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