Spielerando

Players never take the second research branch: is it a bad branch or never seen?

A branch picked by only a few players is not necessarily a bad one. Maybe most of them could not even afford it when they chose. This entry shows how to count only the players who really faced the decision, and what to do with the undecided.

Why this works

A choice only measures taste among people who actually faced it. Players who left early or never saw the second branch say nothing about it, so counting them makes an unseen branch look disliked when it was simply unreached.

When not to use it

It is the wrong tool when the second branch is meant to be a late reward that few reach, or when the choice is forced by the situation. Then a low rate is the design; judge it by whether those who take it enjoy it.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 37 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 "Players never take the second research branch: is it a bad branch or never seen?" (read_entry strat-tech-branch-pick-rate) 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