Spielerando

Players walk for ages to find the first ore, or find it far too easily

Whether a resource is fair to find is a question about the whole map, not about the one spot you looked at. This entry measures from many starting points how far the nearest source is and how many players reach it within a walk they would accept.

Why this works

Fairness here is a share of starts: the part of all starting points that find a source within a walk of acceptable length. The average hides unlucky starts, so the worst case and the share matter more.

When not to use it

Not for resources you want to be hidden or guarded on purpose. Measure those against the path the player is meant to take instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 41 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 walk for ages to find the first ore, or find it far too easily" (read_entry survival-ore-too-far-from-where-players-start) 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