Spielerando

Work out which shops and quests vanish when a town is destroyed

Burn down the harbour and the fish seller should go, and the delivery job for him, and the boat trip to the island, but not the other road to the island. Here is a tidy way to list everything that stops, in any order of events and without leaving loose ends.

Why this works

Things in a world stand on other things, and a loss spreads along those ties. Recomputing what survives from the final list of lost things gives the same answer in any order, with no loose quest left pointing at a place that is gone.

When not to use it

Skip it when the story decides by hand what happens after a disaster, so every consequence is written to be meaningful. And do not let it remove things the player has already earned; keep those and give them a line in the journal.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 22 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 "Work out which shops and quests vanish when a town is destroyed" (read_entry what-closes-when-a-town-falls) 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