Spielerando

Count how often and how long a city stayed unhappy without counting every wobble

A happiness number that bounces around a limit would count dozens of short unhappy spells when the player felt only one long one. Count it naively and your charts lie. This entry shows how to count real episodes, and what to do about one that is still going.

Why this works

A feeling does not flip with every small wiggle in a number. People feel one long bad time, not five short ones. Using two different lines, one to enter and a clearly higher one to leave, turns noise into the episodes a player would actually describe.

When not to use it

Do not use it when short dips are the problem, for example one bad moment is enough to ruin a run. Smoothing would hide it. Also skip it if the number itself is rough or often wrong; fix the measure first.

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
  • 31 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 "Count how often and how long a city stayed unhappy without counting every wobble" (read_entry unhappy-episodes-without-flicker) 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