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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": true
}
logging
{}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
extensions
{
  "io.modelcontextprotocol/ui": {}
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
set_workspaceA

Point the server at a vanilla game tree, optional mod trees, and an optional script_docs dump, then index everything.

game_root: the game's install directory (the one containing common/, or a game/ folder for CK3/Vic3/EU5). mod_roots: mod directories, in load order — later entries win. docs_dir: output of the script_docs console command. Strongly recommended; several checks are skipped without it. game: override auto-detection (eu5, eu4, vic3, hoi4, ck3, stellaris).

workspace_statusB

What is currently indexed, and whether script_docs are loaded.

docs_reportA

Show which script_docs files were ingested and how many entries came out of each. Use this to sanity-check the dump was parsed sensibly — an entry count of 1 for a large file means the split heuristics missed.

lookup_scriptA

Look up a trigger, effect, scope, event target or modifier in the game's own generated documentation. Returns the raw doc entry verbatim, including supported scopes and targets.

This is the authoritative source for what exists in this build. Prefer it over recalled knowledge for anything you are about to write.

search_script_docsA

Substring search across script_docs names and bodies. Use when you know roughly what you want ('prestige', 'add flag') but not the exact name.

kind: trigger, effect, scope, event_target, modifier, on_action, data_type.

find_definitionA

Find where a named game object is defined (a religion, a building, a scripted effect, an event). Searches vanilla and every loaded mod.

category: optional path filter, e.g. 'common/religions' or 'events'.

search_definitionsC

Substring search over every defined object name in the indexed tree.

find_usagesA

Find where a name is actually used across the tree — the fastest way to get real, working examples of a pattern before writing your own.

read_blockA

Read one block out of a script file instead of the whole thing.

file: path relative to the game/mod script root, e.g. 'common/religions/00_religion.txt'. key_path: keys to walk into, e.g. ['catholic'] or ['my_event', 'trigger']. source: 'vanilla' or a mod directory name, when the same path exists in both.

list_categoriesB

List the script directories in the indexed tree with definition counts — a map of where things live, e.g. 'common/religions': 12.

lookup_localisationA

Resolve a localisation key to its text, file and line.

parse_scriptA

Syntax-check a snippet of Clausewitz script without writing it to disk.

Call this on anything you are about to write. Returns exact line/column for every problem, and the top-level keys the parser saw so you can confirm the structure came out the way you intended.

validate_modA

Run validation over the loaded mod(s).

checks: any of syntax, encoding, duplicates, localisation, unknown_script, shadowing. Defaults to all. unknown_script needs script_docs loaded and is skipped otherwise rather than guessed at.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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