civ6mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
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
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| list_savesA | List all Civilization VI save files. Saves are located at: /root/Library/Application Support/Sid Meier's Civilization VI/Sid Meier's Civilization VI/Saves |
| read_game_stateA | Parse a Civilization VI save file and return the current game state including leader, civilization, era, difficulty, and other players |
| get_strategy_briefC | Get a formatted strategy briefing from a Civilization VI save file, suitable for discussing strategy and next moves |
| set_game_contextB | Store additional game context that cannot be parsed from the save file (e.g., current yields, military strength, cities, technologies, goals, diplomatic relations). This information will be included in strategy briefs. |
| get_game_contextB | Retrieve the stored game context information |
| get_civ_statisticsA | Get detailed statistics for ALL civilizations including yields, military, cities, and score. Requires game history logging to be enabled (GameHistoryLogLevel=1 in UserOptions.txt). |
| get_victory_progressA | Get victory progress positions for all civilizations across Science, Culture, Domination, and Score victories. Shows who is leading each victory type. |
| get_yield_comparisonA | Get a comparison table of all civilizations' yields (science, culture, gold, faith per turn), cities, and military strength. |
| get_diplomatic_statusB | Get diplomatic relationships between all civilizations including alliance status, friendship, denouncements, and wars. |
| get_diplomatic_modifiersA | Get specific diplomatic modifiers explaining why civilizations like or dislike each other (e.g., "Allied with a friend +8", "Denounced them -9"). |
| get_military_intelligenceA | Get military strength, combat desire (aggressiveness), and preferred military tech targets for all civilizations. |
| get_combat_logB | Get recent combat history showing battles, units involved, damage dealt, and active conflicts. |
| get_city_productionB | Get what every city is currently building, including strategic items like Giant Death Robots, Manhattan Project, and space race projects. |
| get_city_statusA | Get status of your cities including food advantage at founding (indicates growth potential) and current production. Cities with negative food advantage will struggle to grow without improvements like Granaries or Farms. |
| get_tech_statusB | Get technology research progress for all civilizations. |
| get_world_congressA | Get World Congress voting records and resolution outcomes. |
| get_great_peopleB | Get Great People that have been claimed and those available for recruitment. |
| get_great_people_cultureA | Track Great Artists, Writers, and Musicians for cultural victory analysis. Shows who is collecting cultural Great People, how many Great Works have been created, and who is leading the culture race. |
| get_score_breakdownA | Get detailed score breakdown by category (Empire, Tech, Civics, Wonders, Great People, Religion) for all civilizations. Shows why each civ is ahead or behind and identifies your strengths and gaps. |
| get_strategic_overviewA | Get a comprehensive strategic briefing combining threats, opportunities, active conflicts, victory race positions, and key production to watch. |
| get_trend_analysisA | Analyze trends over multiple turns showing how each civilization's score, science, culture, military, and territory are changing. Highlights military buildups, fastest growing civs, and declining powers. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 21 tools
Each tool targets a distinct aspect of the game (cities, civilizations, combat, diplomacy, great people, tech, victory, etc.). Even potentially overlapping tools like get_strategic_overview and get_strategy_brief have clearly differentiated purposes.
Most tools follow the get_<noun> pattern, but list_saves and set_game_context use different verbs. This is a minor deviation from an otherwise consistent naming scheme.
21 tools is well-scoped for the complexity of Civilization VI. Each tool covers a specific gameplay aspect without being excessive or redundant.
The toolset covers major game systems (cities, tech, diplomacy, victory, etc.) but lacks direct tools for religion and detailed unit management. These are minor gaps for a read-only server.