Signing one treaty should end the ones that cannot live beside it
Players sign pacts with rival powers, and some pacts rule each other out or depend on another one staying alive. Here is how to work out exactly which agreements fall when a new one is signed, in what order, and what to tell the player before they confirm.
Why this works
Agreements depend on each other, so ending one can topple others without anyone noticing. Following each broken link until nothing more falls, and listing it in the order it happened, gives the player a preview they can trust and a story that stays consistent.
When not to use it
Overkill when only a handful of treaties exist and each simply cancels one other, which you can write by hand. It also fits poorly if treaties should weaken slowly rather than end at once. Then track a strength value instead of yes or no.
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
- 24 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Signing one treaty should end the ones that cannot live beside it" (read_entry treaty-signing-breaks-rival-treaties-in-order) 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