CivMCP
This server lets an AI coach read and analyze a Civilization VI game from its files and live Tuner socket, but never modify it.
Inspect CivMCP's data sources and whether the live FireTuner connection is active (
civ_status,civ_tuner_status).Query the gameplay rules database: look up techs/civics/units/buildings/districts/policies, adjacency tables, compare two entries, find tech/civic prerequisite paths, list DB tables/columns, and run read-only SQL with localization attached (
rules_lookup,rules_adjacency,rules_compare,rules_path_to,rules_schema,rules_query).Read game history from engine logs: per-turn stats, recent combat/meetings/envoys/eurekas/disasters/queue changes, and save-game headers (
game_history,game_recent_events,saves_list).Read live game state via the Tuner when a game is loaded: overview, cities, units, diplomacy, threats, map tiles near a city, and a read-only Lua escape hatch (
game_overview,game_cities,game_units,game_diplomacy,game_threats,game_map_near,game_lua).Record coaching snapshots and retrieve stored findings (
coach_snapshot,coach_findings), backed by logs, Tuner, and sqlite data.All tools are read-only: no game mutations or moves are possible through this server.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@CivMCPCheck if my game is connected and what turn is it?"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
CivMCP
MCP server that lets an AI read your Civilization VI game and coach you. See PLAN.md for the architecture and phase history.
Description
CivMCP is a read-only MCP server for Sid Meier's Civilization VI (Aspyr Mac 1.4.6). It feeds an AI client — Claude Code, or any other MCP host — three kinds of truth about the game:
Rules from the cached gameplay database (
DebugGameplay.sqlite): techs, civics, units, districts, adjacency, eurekas.History from engine CSVs (
Player_Stats, combat, diplomacy, boosts), archived so they survive the game wipingLogs/on launch.Live state over the FireTuner socket (
127.0.0.1:4318): cities, units, diplomacy, threats, tiles around a city.
A coaching layer on top of that records per-turn snapshots, compares you to speed- and difficulty-scaled pace targets, and turns the gap into advice.
You play every move. The model explains, prioritizes, and points at mistakes. It does not found cities, set production, or end the turn. That is the opposite of civ6-mcp, which plays the game; we reuse some of its read-only Lua (MIT) and nothing that mutates state.
Related MCP server: civ6-mcp
Goals
Teach, don't autopilot. After a session you should know why a Campus wants mountains, why a second city is late, or why 4 science/turn has been flat — not just which button to press.
Cite the real game. Advice must come from this save's yields, queues, and logs, not from the model's memory of Civ VI.
Stay honest about pace. Marathon turn 30 is not standard turn 30. Benchmarks scale by game speed and difficulty so the coach does not invent a crisis.
Work on this Mac. Aspyr Apple Silicon has no
Lua.logand noioin the sandbox. Live data goes through FireTuner; history goes through archived CSVs.Keep it read-only. No
RequestOperation, no deal-making, no “the AI takes your turn.” If a Lua snippet looks like a mutation, it is rejected.Get better from real games. Keep findings that changed a decision; drop the rest. Snapshot history exists so later advice can say “science unchanged for 15 turns.”
Success looks like: you ask “what should I build in my capital and why?” and the answer names the actual queue, yields, and available districts; or “how has my science compared to the AI?” and you get a table from the logs.
Start the server
You need uv (Python 3.12 is installed per-project) and a Civ VI install that has been launched at least once so Logs/ and Cache/ exist.
cd ~/Projects/CivMCP
uv syncOne-shot checks (no MCP client)
uv run civmcp-smoke # FireTuner: needs Civ VI running, a game loaded, EnableTuner 1
uv run python -m unittest discover -s tests -v
uv run mcp dev src/civmcp/__init__.py # MCP inspector UIuv run civmcp is the stdio MCP server. Do not run it by hand in a normal terminal and type at it — an MCP client must spawn it.
Register with Claude Code (this machine)
Already done once as:
claude mcp add civmcp -- uv run --directory ~/Projects/CivMCP civmcpAfter you pull new tools/prompts, restart the MCP server (quit/reload Claude Code, or /mcp) so the client picks up the new list.
Other MCP clients
Point the client at stdio:
{
"mcpServers": {
"civmcp": {
"command": "uv",
"args": ["run", "--directory", "/Users/jonesdevlin/Projects/CivMCP", "civmcp"]
}
}
}Live reads (optional but needed for “what should I build?”)
Quit Civ VI.
In
~/Library/Application Support/Sid Meier's Civilization VI/Firaxis Games/Sid Meier's Civilization VI/AppOptions.txt, under[Debug], setEnableTuner 1.Launch the game, load a save. The Tuner listens on
127.0.0.1:4318(achievements are disabled while this is on).Confirm:
uv run civmcp-smoke.
Rules, logs, saves, and log-based coaching work without the Tuner. Live city/unit/map tools do not.
Usage
Typical loop:
Play a few turns (or load a save).
In the MCP client, ask in plain English (examples below). The model should call
coach_snapshot/coach_review_turnor thegame_*tools — you do not invoke Lua yourself.Take the advice in-game. Repeat next turn.
Pace is scaled by game speed: Marathon turn N ≈ standard N/3. A one-city Marathon T28 game is still the ancient settler phase.
Example commands (what to type to the AI)
Coaching:
Review my turn. What should I do next?
Diagnose my science.
Diagnose expansion.
Explain Campus adjacency.
Explain why a Monument is the first building.
How does a science victory work from here?
What mistakes did I already make?
State (Tuner + loaded game):
What should I build in my capital and why?
List my units and who is idle.
Any barbarians near my cities?
What are the tiles around Constantinople?
Who have I met and are we at war?
History / logs (game does not need to be open):
How has my science compared to the AI over the last 30 turns?
Show recent combats and eurekas.
List my saves.
Rules (always available after one Civ VI launch):
What does a Campus get from mountains and geothermal fissures?
Compare Swordsman and Man-At-Arms.
What techs do I need for Crossbowmen?
Look up Dromon.
If the model has MCP prompts available, these map directly:
You say | Prompt / tool |
“Review my turn” | prompt |
“Diagnose my economy / science / military / expansion” | prompt |
“Explain X” | prompt |
Tools
Tool | Source | What |
| filesystem | Where CivMCP looks for game data and what it finds. Archives engine CSVs on each call. |
| Tuner socket | Is the game reachable; current turn if a game is loaded. |
| rules DB | Tech / civic / unit / building / district / improvement / policy / government: cost, prereqs, yields, unlocks, eureka, adjacency, description. |
| rules DB | Full adjacency bonus table for a district. |
| rules DB | Side-by-side stats. |
| rules DB | Transitive tech/civic prerequisites with costs. |
| rules DB | Tables / columns. |
| rules DB | Read-only SELECT; localization attached as |
| engine CSVs | Per-turn science/culture/gold/faith/cities/score/… for you vs other majors. Survives launch truncation via |
| engine CSVs | Combat, meetings, envoys, eurekas, disasters, production-queue changes. |
|
| Turn, leader, civ, difficulty, speed, map size, timestamp. |
| Tuner Lua | Live turn, era, yields, government, policies, research/civic + turns left, era score. |
| Tuner Lua | Cities: pop, yields, housing, amenities, queue, districts, buildings, loyalty. |
| Tuner Lua | Units: type, position, HP, moves, charges, promotions, idle. |
| Tuner Lua | Relationship, war, grievances, alliances, agendas. |
| Tuner Lua | Visible enemy/barbarian combat units near you. |
| Tuner Lua | Tiles around a city, unimproved resources, rough district hints. |
| Tuner Lua | Read-only escape hatch; mutations are rejected. |
| logs + Tuner + sqlite | Record this turn; return pace targets, trends, findings. |
| same | Findings only ( |
Prompts
Prompt | What |
| Snapshot + history → at most 5 actions for this turn. |
| Economy / science / military / expansion (or all). |
| How a tech/unit/district works, tied to the current game. |
Resources
URI | What |
| Pace table (standard-speed turns) + speed/difficulty multipliers. |
| Common-mistakes checklist. |
| Science / culture / domination / religion / diplomacy checklist. |
| Stored per-turn snapshots ( |
Live Tuner tools need Civ VI running with a game loaded and EnableTuner 1. Engine logs, saves, and coaching-from-logs work without the game open. Marathon turn N is treated as ≈ standard N/3 so the coach does not demand four cities at turn 30.
Tests
uv run python -m unittest discover -s tests -vCiv VI on this Mac (Aspyr build 1.4.6)
Root: ~/Library/Application Support/Sid Meier's Civilization VI/
Path (under root) | What |
| Engine options. |
| Engine logs. ~40 per-turn CSVs ( |
| Full gameplay rules DB (318 tables). Rebuilt on launch. |
| Base-game text only ( |
| Manual saves; autosaves in |
| User mods folder (where the snapshot mod goes). |
Game install (read-only reference for Lua API examples):
~/Library/Application Support/Steam/steamapps/common/Sid Meier's Civilization VI/Civ6.app/Contents/Assets/Base/Assets/UI/
Available Tools
8 toolsciv_statusA
Report where CivMCP is looking for Civilization VI data and what it can see.
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description must carry the burden. It indicates this is a status/diagnostic tool, implying a read-only operation, but does not explicitly state it is safe or side-effect free. It adds context about what is reported but lacks details on limitations or prerequisites.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A single sentence that is front-loaded and delivers the core purpose without any filler. Every word contributes to the meaning.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
This is a simple diagnostic tool with no parameters and no output schema. The description adequately explains what it reports (where data is looked for and what is visible). No additional information is necessary for an agent to call it correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, so the schema is fully covered. According to guidelines, a baseline of 4 applies for tools with no parameters. The description doesn't need to explain parameters, and it doesn't.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description uses a specific verb ('Report') and a specific resource ('CivMCP's data locations'). It clearly distinguishes this from sibling tools like rules_query or civ_tuner_status by focusing on data visibility rather than rule operations.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies it is for checking where data is located, but provides no explicit guidance on when to use it versus alternatives. There is no mention of exclusions or conditions, so usage context is only implied.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
civ_tuner_statusB
Check whether the FireTuner socket is reachable and, if a game is loaded, read the current turn.
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description reveals it performs a read-only check and conditional read, but does not mention possible outcomes such as errors when the socket is unreachable or behavior when no game is loaded. Since no annotations are present, this lack of detail leaves behavioral expectations unclear.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, concise sentence that front-loads the primary action and avoids unnecessary detail. It is well-structured and to the point.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no output schema, the description should clarify return values or error conditions, but it does not. It leaves ambiguous what happens when the socket is unreachable or when no game is loaded, making it incomplete for an agent.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema has zero parameters, and the description adds no parameter information because none exist. This is acceptable as the baseline for 0 params is 4, and no further explanation is needed.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool checks FireTuner socket reachability and reads the current turn if a game is loaded. It is specific and distinguishes itself from the sibling civ_status by focusing on the socket and turn, rather than a generic status.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No explicit guidance is provided on when to use this tool versus alternatives like civ_status or rules_query. The description only states the action without specifying appropriate scenarios or conditions.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
rules_adjacencyC
Adjacency bonus table for a district (e.g. "Campus", "Harbor", "DISTRICT_THEATER"): every rule with yield, tiles required, and the tech/civic that enables or obsoletes it.
| Name | Required | Description | Default |
|---|---|---|---|
| district | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries full burden for behavioral disclosure. It states the content of the output (yield, tiles required, enabling/obsolescing tech/civic) but does not mention whether the operation is read-only, how errors are handled (e.g., unknown district), or any side effects. For a query-like tool, this is a notable gap.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is brief and to the point, with no wasted words. The structure is a single sentence with an explanatory clause, which is efficient. It could be slightly clearer in phrasing, but overall it is appropriately concise.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
There is no output schema, so the description should explain the return format. It mentions the fields included (yield, tiles required, tech/civic) but does not clarify whether the result is a list, array, or object, nor does it cover edge cases like nonexistent districts or pagination. For a single-parameter tool, it is partially complete but not fully self-sufficient.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema provides no description for the 'district' parameter, so the description must compensate. It gives example values that hint at the expected format (internal names like 'DISTRICT_THEATER') but does not clarify case sensitivity, full list of valid values, or whether display names are accepted. This adds some value but leaves ambiguity.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states that the tool returns an adjacency bonus table for a district, with examples of district names (Campus, Harbor, DISTRICT_THEATER). It identifies the resource and the specific domain (adjacency bonuses), but it does not explicitly contrast with sibling tools like rules_query or rules_lookup, so it lacks explicit differentiation.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance is provided on when to use this tool versus alternatives. There is no mention of conditions, prerequisites, or alternative tools. The usage context is only implied by the description itself, which is insufficient for an agent to choose correctly among many sibling tools.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
rules_compareA
Side-by-side stats for two entries of the same kind, e.g. compare("unit", "Swordsman", "Man-At-Arms").
| Name | Required | Description | Default |
|---|---|---|---|
| a | Yes | ||
| b | Yes | ||
| kind | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Since no annotations are provided, the description carries the full burden. It implies a read-only comparison but does not explicitly state that there are no side effects or permissions required, leaving some ambiguity.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, concise sentence with an illustrative example, delivering the essential information without unnecessary elaboration.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description is sufficient for basic usage given the low complexity and absence of an output schema, though it does not mention return format or edge cases.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema provides no descriptions, but the example clarifies that 'kind' identifies the category and 'a' and 'b' are the two entries to compare, adding meaningful context beyond raw parameter names.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's function: comparing two entries 'side-by-side' and provides a concrete example with parameters, making it easy to distinguish from sibling tools like rules_query or rules_lookup.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explains when to use the tool (for two entries of the same kind) and gives a representative example, but does not explicitly contrast with sibling tools or state when not to use it.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
rules_lookupB
Look up a technology, civic, unit, building, district, improvement, policy or government by English name or type key (e.g. "Campus", "TECH_WRITING"). Returns cost, prerequisites, yields, what it unlocks, eureka/inspiration trigger, adjacency rules, and the in-game description. kind narrows the search: technology, civic, unit, building, district, improvement, policy, government.
| Name | Required | Description | Default |
|---|---|---|---|
| kind | No | ||
| name | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description explicitly states the return content (cost, prerequisites, yields, unlocks, triggers, adjacency, description) and implies a read-only lookup operation. However, with no annotations provided, the description carries the full burden of behavioral disclosure and does not explicitly state that the tool has no side effects or what happens when no match is found.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is concise, using two sentences to convey purpose and parameters. It front-loads the primary action and then lists the return fields and kind parameter, making it easy to scan. No redundant or filler content is present.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description covers the core functionality, return fields, and the kind parameter, but does not address error cases (e.g., lookup failure), edge cases, or the significance of the output beyond the field list. Without an output schema, this leaves some context missing for an agent deciding how to use the result.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema has no descriptions for the parameters (0% coverage), but the tool description partially compensates by explaining that 'name' is an English name or type key and that 'kind' narrows the search with a list of possible values. It does not clarify the default behavior when kind is omitted or the expected format of name, leaving some ambiguity.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's function: looking up a specific game entity by English name or type key, and lists the types of entities covered. It does not explicitly differentiate itself from sibling tools like rules_query or rules_adjacency, but the verb 'look up' and the return field list make the primary purpose unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides no guidance on when to use this tool instead of alternatives. It does not mention situations where rules_lookup is preferable to rules_query, rules_compare, or other siblings, nor does it explain what makes this tool the right choice for a given request.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
rules_path_toB
Every technology or civic needed (transitively) to reach the target, with costs and eras.
| Name | Required | Description | Default |
|---|---|---|---|
| target | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description explains what the tool returns but does not explicitly state whether it is read-only or has side effects. Since no annotations are provided, the description carries the burden; it is not contradictory, but leaves some ambiguity about mutation.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, concise sentence that fully conveys the core functionality without unnecessary words. It is well-structured and front-loaded with the key action.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple tool with one parameter, the description covers the main purpose and output content. However, it omits parameter format details and any usage context, leaving some gaps for an agent relying solely on this description.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The single parameter 'target' is only described by its name and type (string). The description mentions 'target' but does not specify the expected format (e.g., technology ID, civic name) or provide constraints or examples.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's function: it returns every technology or civic needed (transitively) to reach a given target, including costs and eras. This is specific and distinguishes it from siblings or generic queries.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description does not provide explicit guidance on when to use this tool versus the sibling tools (e.g., rules_query, rules_lookup). The purpose is inferable, but no conditions or alternative contexts are mentioned.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
rules_queryC
Run a read-only SELECT against the gameplay database. The localization DB is attached as loc:
JOIN loc.LocalizedText l ON l.Tag = t.Name AND l.Language = 'en_US' to get English names.
| Name | Required | Description | Default |
|---|---|---|---|
| sql | Yes | ||
| limit | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full transparency burden. It does disclose the read-only nature, which is important, but it does not explain potential side effects, error behavior, or result limits. It also does not mention any permissions or rate constraints, leaving some behavioral aspects undocumented.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is extremely concise, with the primary purpose in the first sentence and a specific, practical join example in the second. It avoids unnecessary detail and is well-structured for quick understanding.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple query tool with only two parameters and no annotations or output schema, the description conveys the core purpose and a useful join pattern. However, it leaves the limit parameter and output format unexplained, and does not address possible errors or large result sets. It is adequate but not fully complete for a new user.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema lists sql and limit but provides no descriptions, and the tool description does not explain either parameter. The join hint is helpful for writing queries but does not clarify the meaning or constraints of sql or limit. With zero schema description coverage and no compensation, parameter semantics are largely missing.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool runs read-only SELECT queries against the gameplay database, which is a specific action and resource. It also provides a useful join pattern for localization. However, it does not explicitly contrast with sibling tools like rules_lookup or rules_adjacency, so its distinct scope is only partially implied.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives no explicit guidance on when to use this tool versus the alternative rules_* tools. It does not mention scenarios where this tool is preferred or where other tools should be used instead. The only hint is the general SELECT capability, but that is implicit.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
rules_schemaA
List the tables in the gameplay database, or the columns of one table.
| Name | Required | Description | Default |
|---|---|---|---|
| table | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden of behavioral disclosure. It only states the action without mentioning side effects, permission requirements, error handling, or whether the operation is read-only. While listing is inherently non-destructive, the description does not add any behavioral context beyond the bare function.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A single, well-structured sentence that front-loads the action and clearly separates the two modes (no table vs. table provided). Every word earns its place with no redundancy.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple schema-listing tool with no output schema, the description covers the essential purpose and parameter effect. It doesn't specify return format or edge cases, but given the low complexity and absence of output schema, it is sufficiently complete for an agent to call it correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema has 0% description coverage, so the description must compensate. It does by explaining that the 'table' parameter, when provided, lists columns instead of tables. This adds meaningful semantics beyond the raw schema (which only says 'string or null'). However, it lacks details like case sensitivity, format expectations, or examples.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states a specific action ('List') and a specific resource ('tables in the gameplay database, or the columns of one table'). It distinguishes itself from sibling tools (rules_query, rules_lookup, etc.) which focus on querying data rather than inspecting schema. An agent can immediately understand what this tool does and when to use it.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies usage: use it to list tables, or with a table parameter to list columns. However, it does not explicitly state when to prefer this over alternatives or mention exclusions. Sibling tools like rules_query are for data retrieval, so the context is clear but no direct guidance is given.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
8 tool updates
v0.1.0- First observed
civ_status - First observed
civ_tuner_status - First observed
rules_adjacency - First observed
rules_compare - First observed
rules_lookup - First observed
rules_path_to - First observed
rules_query - First observed
rules_schema
TDQS
Scored across 8 tools
Each tool has a clear, distinct purpose: generic SQL query, game entity lookup, adjacency bonus rules, comparison, tech/civic path, schema introspection, and server status. No apparent overlap or ambiguity.
The majority use a consistent 'rules_' prefix, but two tools (civ_status, civ_tuner_status) deviate with a 'civ_' prefix. This is a minor inconsistency but still understandable.
With 8 tools, the set is well-scoped—neither too sparse nor overwhelming. Each serves a distinct function relevant to querying and exploring Civilization VI game data.
The tool set covers core CRUD-like operations (query, lookup, adjacency, compare, path) and system introspection (schema, status). It lacks obvious write/update operations, but given the read-only nature of the domain, it is reasonably complete.
Resources
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