Four buckets named the way a player would describe them — quick, short, long,
grind — each carrying rough working hours.
The hours exist so effort can answer the question the calendar cannot: can I
still finish this? The same two days is comfortable for a quick event and
hopeless for a grind. The runway heuristic assumes about an hour of play a
day, which is deliberately modest — a warning that only fires once something
is already impossible is useless.
An event with no recorded effort returns "fine" and never warns. Inferring an
estimate in order to warn about it would be fabricating the reader's input.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>