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    TDQS

    A3.7/5.0

    Scored across 76 tools

    Disambiguation4/5

    Most tools target a clear verb+resource, and the descriptions actively differentiate look-alikes (strike vs raid, set_war_defense vs set_doctrine, send_message vs post_statement, buy_market_order vs place_building). The heavy read surface (get_wars/get_war, get_intelligence/get_neighbors/view_kingdom/get_all_kingdoms, events/statements/declarations/read_notifications) risks slippage but each carries distinct filters and scope. A few overlaps remain, but an agent can reliably pick the right tool.

    Naming Consistency3/5

    The dominant pattern is snake_case verb_noun (create_market_order, declare_war, propose_pact), and the marketplace and warfare clusters are internally consistent. However, conventions are mixed: get_ prefix coexists with view_/browse_/inspect_/read_, and several tools are bare nouns with no verb (declarations, channels, events, pacts, statements, check_in, strike). Readable throughout, but not a single predictable scheme.

    Tool Count2/5

    76 tools is far beyond the well-scoped band and is heavy even for a rich strategy game spanning warfare, diplomacy, economy, alliances, and marketplace. Each tool plausibly earns its place, but the sheer surface is a context and selection burden. Count is disproportionate to practical agent usability.

    Completeness5/5

    The surface covers nearly every domain end to end: onboarding (pay_entry, register), full CRUD for marketplace orders and alliances, complete warfare lifecycle (declare, ready, strike, raid, retreat, defense, recruit, relocate), pacts/ultimatums, economy (wallet, income, inventory, buildings), and rich read/intel/reporting tools. No obvious dead ends for the stated game domain.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues