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Glama

buy_ship_license

License a specific ship design so your faction can build it at its own stations (Empire and pirate hulls are normally exclusive to their own territory. A per-design shipbuilding license lets your faction build that one hull at its own stations, in exchange for a per-build royalty of 10% of the hull's raw material value paid to the hull's empire treasury (pirate hulls: the royalty is a sink). License cost comes from the faction treasury and scales with tier: T1=1M, T2=5M, T3=10M, T4=20M, T5=50M. Requires the ManageTreasury permission. Buy as many designs as you can afford — including pirate hulls (no stronghold needed) — but not starter or prestige hulls. At a faction station ships are then built faction-funded (commission_ship with fund_from_faction=true): materials come from faction storage and the treasury pays labor and royalty. The finished hull goes to the commissioning member, who may resell it.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
session_idYesYour session ID from login/register
ship_classYesShip class id to license (from ship_catalog), e.g. solarian_frigate

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Added

TDQS

A4.6/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond the minimal readOnlyHint=false annotation, the description discloses licensing costs (tiered T1-T5), royalty fees (10% of raw material value, with pirate hulls as a sink), permission requirements, and the full downstream workflow (faction-funded building, material sourcing, treasury payments, and disposition of the finished ship). This is thorough behavioral disclosure.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single dense paragraph packed with necessary details. It is efficient with no fluff, but the parenthetical-heavy structure makes it slightly harder to parse. Breaking it into separate sentences or bullets would improve readability without adding length.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the simple schema and no output schema, the description covers all essential aspects: purpose, prerequisites, costs, exclusions, and post-license process. It leaves no critical gaps for an agent to decide whether to use the tool or understand the consequences.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% for both parameters, so the baseline is 3. The description adds value by clarifying that ship_class references a ship design from ship_catalog and providing an example ('solarian_frigate'), which helps the agent understand its format. It does not add much for session_id, but that is already self-explanatory.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states 'License a specific ship design so your faction can build it at its own stations,' which clearly identifies the action and resource. It distinguishes from sibling tools like buy_listed_ship and commission_ship by explicitly framing the license as a prerequisite for faction-based building, and even references commission_ship as a subsequent step.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Provides clear context: Empire and pirate hulls are exclusive to their territory, and this tool grants a per-design license. It notes exclusions (not starter or prestige hulls), requirements (ManageTreasury permission), and a follow-up action (commission_ship with fund_from_faction=true). It stops short of explicitly contrasting with alternatives in a 'when not to use' sense, but the use case is well defined.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

B3.4/5.0
Disambiguation4/5

Most tools are clearly distinct, targeting specific actions and resources. A few overlaps exist (e.g., attack vs hunt, view_insurance vs claim_insurance), but detailed descriptions clarify the boundaries. The scale makes selection harder, but each tool has a clear purpose.

Naming Consistency4/5

The majority use a consistent verb_noun snake_case pattern (e.g., create_buy_order, get_cargo, accept_mission). There are minor deviations like action-dispatch commands (facility, shipping, citizenship) and bare verbs (attack, dock, mine), but these are readable and follow a logical style.

Tool Count1/5

With 212 tools, the server far exceeds any reasonable scope for an MCP. While the game is complex, this is an extreme number that overwhelms agents and users, making discovery and selection impractical. The calibration considers 25+ already too many, and 212 is extreme.

Completeness5/5

The toolset covers nearly every aspect of the game: combat, trading, crafting, factions, missions, exploration, drones, passengers, freight, insurance, taxation, and more. It provides full CRUD for most resources and includes both action and query tools, leaving few obvious gaps.

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