I want every unit to have a counter, and no unit that is just better than another
A counter system breaks quietly: one unit that nothing can beat, or one that is worse than another in every matchup. This entry gives your AI a check on the matchup table that lists both kinds, so you see the broken spots before players do.
Why this works
A matchup table has two failure shapes. If a unit is never beaten, players learn to build only that. If a unit is beaten everywhere by another, nobody has a reason to build it. Both can be read straight from the table.
When not to use it
Skip the no-dominated rule for upgrade lines, where a stronger tier is meant to replace the weaker one, and judge those by cost instead of by matchup.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 30 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 "I want every unit to have a counter, and no unit that is just better than another" (read_entry strategy-every-unit-has-a-counter-check) 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