Ahhh, but there's the rub. I like murky issues where there's enough complexity to make it worth figuring out, and I needed to learn more about Google Sheets and Frontline Solver in any case. Very much to the point, Programmers RARELY understand all of the implications of what they're creating. They're trying to tick off bullets in the Program Specification, and they're just grateful when it actually works, somehow.
To me "the grind" is the Tournament and the Spire, because there's nothing to learn nor investigate once you've been through it a couple of times. The only real challenge is figuring out how to set up your city to produce enough stuff to throw away as soon as you have it. And for WHAT? Some buildings and stuff that just makes the entire model MORE erratic? No Thank You!
On the other hand, it's a great joy to wade into something complex enough to be worth understanding, and in a gaming environment I can keep at it as long as it's still interesting, without somebody bugging me about budgets and schedules. And if something useful is accomplished, so much the better.
For me THAT'S stress relief. Grinding out Troops and Goods that I can throw at the Tournament, Spire, and FA Pit, is just mind-numbing.
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