civ-v-llm-harness
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TDQS
Scored across 9 tools
Each tool owns a distinct slice of the loop: order (single mutation), answer (popup settlement), state/reference/question (three different reads), turn (clock), batch (multi-order), notebook (memory), session (saves/seat). The descriptions go further than most servers by including explicit "Not this tool" sections (e.g. order vs batch vs turn(finish), answer vs order) so the nearest-neighbour confusions are pre-empted.
All nine names are single lowercase words with no prefixes, suffixes, casing or separator mixing (order, answer, batch, session...), which is highly predictable. The only weakness is that they are bare nouns rather than verb_noun, so a few (state, notebook, reference) don't self-describe their action as immediately as a verb would.
Nine tools for a game harness spanning mutation, reads, popup resolution, turn management, batching, persistence and session control is tight and every tool has a clear distinct job. Complexity is pushed into per-tool `action`/`what` sub-selectors rather than into more top-level tools, which is the right trade-off here.
The lifecycle is essentially covered: read board/rules/prompts, issue orders singly or batched, settle every popup, advance/wait the turn, keep notes and standing orders, save/load/seat. The one plausible gap is that session only saves, loads and reassigns seats — there is no operation for starting a new game, which a full session lifecycle would normally include.