<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Uncertainty on Locodigital</title><link>https://locodigital.com.br/en/tags/uncertainty/</link><description>Recent content in Uncertainty on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Fri, 04 Sep 2026 10:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/uncertainty/index.xml" rel="self" type="application/rss+xml"/><item><title>Fog of war: how you make decisions without seeing the full map</title><link>https://locodigital.com.br/en/philosophy/fog-of-war-making-decisions-without-seeing-the-full-map/</link><pubDate>Fri, 04 Sep 2026 10:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/philosophy/fog-of-war-making-decisions-without-seeing-the-full-map/</guid><description>&lt;p&gt;The first time I played Age of Empires II, I spent the first twenty minutes building in the base without sending a single scout. I knew where I was, I knew what was nearby — and the rest of the map was grey fog. When the enemy arrived, they came from a direction I'd never seen. I was wiped out in ten minutes.&lt;/p&gt;
&lt;p&gt;Fog of war is the technical name for the mechanic: the portion of the map that stays hidden because you haven't explored it yet. It's a classic of strategy games — Civilization, StarCraft, Age of Empires, Total War — but it appears in less obvious forms in almost every game. And in a completely obvious form in real life.&lt;/p&gt;</description></item></channel></rss>