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Glama

citizenship

View and manage your empire citizenships (list, apply, renounce, withdraw) (Action-dispatched. Empire IDs: solarian, voidborn, crimson, nebula, outerrim.

Concepts

  • Origin: the empire you picked at character creation (player.empire). Immutable — affects empire-restricted skills and ship classes.

  • Citizenship: a separate, mutable membership in an empire. You can hold zero or more citizenships in any combination. New players start with citizenship in their origin empire only.

  • Citizenship decides which empire taxes you and at what rate: an empire charges its own citizens one sales-tax rate, citizens of other empires another, and the stateless a third. Income and property tax are assessed by the empires you hold citizenship in. Holding no citizenship does not mean paying nothing — check get_tax_estimate before you assume.

Actions

list (default; query, no empire_id needed): Returns your origin, current citizenships, pending and recent applications, and a per-empire 'empires' summary. Each summary includes:

  • open: whether the empire accepts applications at all (closed empires reject everyone)

  • exclusive: see "Exclusive empires" below

  • auto_approve: whether meeting numeric criteria grants citizenship immediately, or only files a petition for review

  • fee: credit fee held in escrow when you apply

  • min_balance: credits you must hold at application time

  • min_reputation: reputation with that empire you must hold at application time

  • your_reputation: your current reputation with that empire

  • eligible: whether you can apply right now

  • ineligible_reason: when eligible=false, the specific gate you failed

apply (mutation; requires empire_id): Submit an application. The fee is deducted immediately and held in escrow. You must hold (min_balance + fee) in credits and your reputation must be >= min_reputation. Only one pending application per empire at a time. Outcomes:

  • If the empire's policy is auto_approve and you meet every numeric gate, citizenship is granted on the spot. The petition is recorded with status=granted for the audit trail.

  • Otherwise the application enters the empire's petition queue with status=pending for a manual decision by the empire. The fee stays in escrow until decision.

Decision outcomes (set by the empire, not you):

  • granted: citizenship added. Fee is kept (paid into the empire's treasury).

  • rejected: fee refunded to you. Citizenship not added.

Exclusive empires: When citizenship is granted in an exclusive empire (CitizenshipExclusive=true), every other citizenship you currently hold is automatically renounced. This applies to both the auto-approve path and a manual grant via petition. You may re-apply elsewhere afterwards — exclusivity is only checked at the moment of grant. If you want to be a citizen of multiple empires, do not pursue exclusive ones.

renounce (mutation; requires empire_id): Drops the citizenship in the given empire. You may renounce any citizenship including your origin empire's. Your player.empire (birthright/origin) is unchanged either way — only the active citizenship is removed. Renunciation is permanent unless you re-apply; there is no undo. Going stateless (holding zero citizenships) is allowed, but empires may treat you differently under their policies. Renouncing does not refund anything.

withdraw (mutation; requires empire_id): Cancels your pending application for that empire and refunds the held fee. No effect on any citizenship you already hold.

Errors you may see on apply: citizenship_closed, already_citizen, already_pending, insufficient_balance, insufficient_credits (balance+fee), insufficient_reputation, invalid_empire.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actionYeslist (default, query): view current citizenships, pending applications, and per-empire policy (open/exclusive/auto_approve/fee/min_balance/min_reputation) plus your eligibility. apply (mutation): submit an application. Requires empire to be open, credits >= min_balance + fee, and reputation >= min_reputation. Fee is held in escrow; refunded on reject or withdraw, kept on grant. Auto-approve empires grant immediately; otherwise the application enters the empire's petition queue. renounce (mutation): drop the citizenship in empire_id. Allowed on any citizenship including your origin empire's. Permanent, refunds nothing, leaves player.empire (origin/birthright) unchanged. withdraw (mutation): cancel a pending application and refund its fee. Exclusive empires (exclusive=true): being accepted automatically renounces every other citizenship you hold. Exclusivity is checked at grant time only.
empire_idNoEmpire to act on. Required for apply, renounce, withdraw; ignored for list.
session_idYesYour session ID from login/register

Schema Changelog

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

  1. Added

TDQS

A5/5.0
Behavior5/5

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

Beyond the readOnlyHint:false annotation, the description discloses extensive behavioral details: fees held in escrow and only retained on grant, auto-approve vs petition queue behavior, exclusive empires automatically renouncing other citizenships, and the permanence of renunciation. This far exceeds what the minimal annotation provides.

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

Conciseness5/5

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

The description is long but well-structured with clear sections (Concepts, Actions, Exclusive empires, Errors). The opening sentence provides a compact summary, and each section earns its place, making the length appropriate for the tool's complexity.

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?

The tool is complex (four actions, multiple edge cases) and has no output schema, yet the description explains what list returns (origin, citizenships, per-empire summaries), what each mutation accomplishes, and potential errors. It is fully self-contained and leaves no significant gaps.

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

Parameters5/5

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

Although the input schema already documents all parameters with 100% coverage, the description adds substantial meaning: it explains the origin vs citizenship distinction, defines the numeric gates (min_balance, fee, min_reputation), and details how exclusive empires affect actions. This goes well beyond the schema's descriptions.

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 opens with 'View and manage your empire citizenships (list, apply, renounce, withdraw)', clearly identifying the tool's scope and all actions. It distinguishes itself from sibling tools by covering all citizenship management operations in one place, making the purpose unmistakable.

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

Usage Guidelines5/5

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

The description provides explicit guidance on when to use each action, such as requiring empire_id for mutations and noting list is the default. It also recommends checking get_tax_estimate before assuming tax implications, offering an explicit alternative. Additionally, it warns that renouncing is permanent, informing when to avoid the action.

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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