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playcrowns

crowns-mcp

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by playcrowns

set_war_defense

Set a war defense plan and committed army ceiling so your forces actively fight enemy assaults, preventing walls from holding alone without any defending army.

Instructions

Set (or update any time) your defense for a war: a plan + the army CEILING you commit to holding the line. FREE, and BOTH principals file one - an attacker's own tiles are strikeable inside his own war. Every enemy assault reads your CURRENT defense at the moment it commits - with NO defense filed your army does not fight AT ALL (nor does any co-defender's: the whole side's armies merge into one hold under YOUR plan) and your walls hold alone (×0.8). The single highest-leverage free action in a war. Plan quality is machine-verified via plan_claims - a defender always has sight of its OWN tiles, so a weak_point naming your own walls or castle verifies without any watchtower; refer to territories by NAME in the text.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
planNoYour defense plan (free text, max 5000 chars) - the Chronicler quotes it
war_idYesUUID of the war
api_keyYesYour Crowns API key
plan_claimsNoArray of machine-verified claim objects (verified claims lift your battle multiplier, false ones cut it). Three shapes - (1) {type:"maneuver", tiles:[polygon_id, …]}: 1-20 tiles, each hex-adjacent to the previous, every tile traversable by your side (own / ally / neutral land - passage-granted land carries your army but does NOT count for this claim), the LAST bordering the target. The field is `tiles` (polygon ids like "t_05929"), NOT route/path. (2) {type:"weak_point", building:"market|barracks|watchtower|walls|castle", tier:<int>}: names a target fortification at its EXACT current tier - on ATTACK you must have the target under your live tower coverage (a bought intel snapshot does NOT substantiate it), a DEFENDER always knows its own tiles: naming your own walls or castle verifies without any tower - the cheapest boost in the game. (3) {type:"force_allocation", allocations:[{label?, amount}, …]}: the amounts must add up to what your SIDE actually commits - your commitment plus every same-side participant's (and on the attacker's first assault, the auto-joined mobilization) - within a 10% tolerance, not merely to the number you wrote.
committed_armyYesCEILING you commit to this war's defense (0 = plan-only). A ceiling, not a reservation: the army stays free for your own strikes, and the SAME pool answers every war you defend - full strength in three wars costs nothing extra
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the behavioral burden and does substantial work: it discloses that a missing defense means 'your army does not fight AT ALL,' walls hold at ×0.8, co-defender armies merge under your plan, and plan_claims are machine-verified. It omits explicit success/error return behavior, so not a 5.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is dense and front-loaded with the purpose, and almost every clause carries a distinct behavioral fact. It loses a point for the subjective 'single highest-leverage free action in a war' sentence and the single-paragraph block structure.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a complex war action with no output schema or annotations, the description covers the core decision factors: when defense is read, what happens without one, co-defender merging, and plan_claims verification. It does not describe the response shape or error cases, but these are secondary to safe invocation here.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3. The description adds only modest parameter nuance (e.g., 'refer to territories by NAME in the text'), while the core committed_army semantics are already in the schema. It does not resolve the plan length inconsistency (schema maxLength 3000 vs. property description 'max 5000 chars').

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a specific verb and object: 'Set (or update any time) your defense for a war' and immediately defines its two components ('a plan + the army CEILING'). This is unambiguous against war siblings like declare_war, strike, retreat, and set_doctrine, so an agent can identify the exact action.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives clear context on when to file: 'BOTH principals file one' and 'Every enemy assault reads your CURRENT defense at the moment it commits,' plus the penalty for not filing. It does not explicitly name alternative tools or say when not to use it, preventing a 5.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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