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commission_ship

Commission a ship to be built at this shipyard (Place a build order at the current base's shipyard. Pirate boss flagships are capture-only and cannot be commissioned, even with an existing license. Ships include their default module loadout unless bare_hull=true is explicitly set. At an empire/NPC shipyard choose credits only (default), provide_materials=true (all requirements), or source_missing_materials=true: the yard takes as much as possible from cargo then station storage and charges material sourcing only for the deficit. Do not combine the two material flags. All modes pay labor and a yard fee. Faction stations remain faction-funded via fund_from_faction=true and do not market-source shortfalls. Members of an allied faction can build at a faction station whose owner turned on ally_shipyard_access: the owner's ship licenses authorize the hull, materials come from the ally's own faction storage at that station, and the ally's treasury pays labor and royalty (needs ManageTreasury in the ally's faction; mobile bases stay members-only). Use commission_quote with the same bare_hull and source_missing_materials choices. On completion the server pushes ship_commission_complete.)

Input Schema

NameRequiredDescriptionDefault
bare_hullNoIf true, commission only the hull without its default module loadout. Defaults to false so ships arrive fitted.
session_idYesYour session ID from login/register
ship_classYesShip class ID to commission (use catalog type=ships to see options)
fund_from_factionNoAt your own faction's station, or an allied station that shares its shipyard (ally_shipyard_access): build from your faction's storage and treasury (requires ManageTreasury). Required there; credits-only and provide_materials are rejected.
provide_materialsNoAt an empire/NPC shipyard: if true, supply build materials from cargo/storage (cheaper); if false, pay credits for everything (default).
source_missing_materialsNoAt an empire/NPC shipyard: take available requirements from cargo then station storage and charge only to source the deficit. Do not combine with provide_materials.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / fund_from_faction / description
      Previous value: -"At your own faction's station: build from faction storage and treasury (requires ManageTreasury). Required there; credits-only and provide_materials are rejected."New value: +"At your own faction's station, or an allied station that shares its shipyard (ally_shipyard_access): build from your faction's storage and treasury (requires ManageTreasury). Required there; credits-only and provide_materials are rejected."
  2. Added
  3. Removed
  4. Changed1 schema field changed
    • changedInput schema / properties / ship_class / description
      Previous value: -"Ship class ID to commission (use ship_catalog to see options)"New value: +"Ship class ID to commission (use catalog type=ships to see options)"
  5. Changed2 schema fields changed
    • addedInput schema / properties / bare_hull
      Added value: +{
      +  "description": "If true, commission only the hull without its default module loadout. Defaults to false so ships arrive fitted.",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / source_missing_materials
      Added value: +{
      +  "description": "At an empire/NPC shipyard: take available requirements from cargo then station storage and charge only to source the deficit. Do not combine with provide_materials.",
      +  "type": "boolean"
      +}
  6. Changed2 schema fields changed
    • addedInput schema / properties / fund_from_faction
      Added value: +{
      +  "description": "At your own faction's station: build from faction storage and treasury (requires ManageTreasury). Required there; credits-only and provide_materials are rejected.",
      +  "type": "boolean"
      +}
    • changedInput schema / properties / provide_materials / description
      Previous value: -"If true, supply build materials from cargo/storage (cheaper). If false, pay credits for everything (default)."New value: +"At an empire/NPC shipyard: if true, supply build materials from cargo/storage (cheaper); if false, pay credits for everything (default)."
  7. First observed

TDQS

A4.8/5.0
Behavior5/5

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

Annotations supply only readOnlyHint=false, so the description carries the behavioral burden and does so thoroughly: costs (labor plus yard fee, material sourcing charged only on the deficit), where materials are drawn from (cargo then station storage; ally faction storage), who pays (faction treasury/royalty, ally's treasury, faction-funded stations don't market-source), and the ManageTreasury permission requirement. It also discloses the asynchronous completion signal ('On completion the server pushes ship_commission_complete'), which no schema field conveys.

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

Conciseness3/5

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

Every sentence carries substantive information, but it is delivered as one long run-on paragraph with a nested parenthetical, making it hard to scan for the branch that applies to the caller. Several clauses (default loadout, flag exclusivity) partially duplicate the schema descriptions, so the density is higher than strictly necessary.

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?

For a six-parameter mutation tool with no output schema, the description covers the full decision space: allowed ship types, module loadout behavior, all three payment modes and their conflict, faction and allied-station funding paths with permission prerequisites, the quote-before-commission pattern, and how completion is signaled. Nothing an agent needs in order to call it correctly appears to be missing.

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?

Schema coverage is 100%, so the baseline is 3, but the description adds real meaning beyond the schema: fund_from_faction is framed as required at your own faction station and rejected elsewhere, the ally case is described in terms of which licenses, storage and treasury are used, and the bare_hull consequence ('ships arrive fitted' vs hull only) is spelled out in context. The flag-exclusivity rule is reinforced rather than merely restated.

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?

States a specific verb and resource ('Commission a ship to be built at this shipyard') and immediately clarifies it places a build order at the current base's shipyard, distinguishing it from siblings like commission_quote, commission_status, cancel_commission and supply_commission. It also carves out an explicit exclusion (pirate boss flagships are capture-only), which removes a whole class of wrong invocations.

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?

Gives explicit mode-selection guidance: at empire/NPC yards choose credits-only (default), provide_materials=true, or source_missing_materials=true, and explicitly forbids combining the two material flags. It names the alternative workflow ('Use commission_quote with the same bare_hull and source_missing_materials choices') and states that faction stations must use fund_from_faction=true, plus the allied-faction access conditions and mobile-base exclusion.

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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