get_revealed_map
Retrieve the revealed map as a compact character grid with coordinates for visible cities and units, enabling spatial analysis and targeted actions.
Instructions
The whole revealed map as a compact character grid, plus entity positions.
One character per tile so the full map fits in a bounded amount of text —
spatial structure is preserved, fine detail is not. Rows are printed north to
south; column index is x.
Legend: ' ' unrevealed, '~' water, 'M' mountain, '^' hills, 'g' grassland,
'p' plains, 'd' desert, 't' tundra, 's' snow, 'F' forest, 'J' jungle,
'W' marsh/floodplain.
Cities and units follow with exact coordinates and owner ids, since those are
what orders reference. Only revealed tiles and visible units appear — this
never exceeds what the player can actually see.
KEPT DELIBERATELY, for the entity lists rather than for the grid. The
`cities:` section is the only place any tool reports FOREIGN cities with
coordinates — get_city_states names city-states without positions, and
get_diplomacy gives a per-civ city count and none at all — so it is what
anything needing a target city coordinate has to read (the jev harness's spy
travel options come from here). The grid is for computing facts from, not for
pasting into a prompt: a measured probe put an ASCII map of this shape in
front of a model and frontier identification was 2/21, chance, while the same
fact counted and stated in words was 21/21.
Not cheap: the map is scanned in five row bands because one whole-map Lua
pass overran the FireTuner read, so this is five round-trips. Callers that
want it every turn should cache it for the turn.
The `visible units:` rows have the SAME line shape as the `cities:` rows, so
any parser has to scope itself to the section header rather than matching
"(x,y) name [player n]" line by line.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |