assign
Give units or cities a structured task in your Civilization V notebook, defining role, target, completion checks, and review triggers for later sessions.
Instructions
Give units or cities a structured assignment in my notebook: what they are for, where, when it is done and when to look again. A prose note (remember) says why; an assignment lets a later me -- after a context reset, in a new session -- see at once what each unit is doing and whether that still holds. role: a short word (escort, settle, improve, defend, explore, diplomacy...). purpose: one sentence. unit_ids / city_ids: mine, now; each is fingerprinted (type and creation turn; name and founding turn), so if an id later names a different unit the assignment says the assigned one is gone instead of following it. target: {x, y} a plot (a city site, a tile to improve, a city to take or hold), {unit_id, owner} a foreign unit, or {player} a civ or city-state. done_when (checked on every read; default "manual"): {kind: "unit_at"|"city_at"|"improvement", x, y} (x, y default to the target plot; unit_at takes unit_id, improvement takes improvement e.g. "FARM"), {kind: "building", city_id, building}, {kind: "tech", tech}. review (optional): {turn: N, hostile_within: plots, hp_below: percent} -- look again at turn N, when a visible hostile comes that close to an assigned unit or city, when an assigned unit's hp drops below. replace_id: this replaces that assignment, which is closed as replaced (the two never compete). The answer is the stored assignment reconciled right away (see assignments). One game read.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| role | Yes | ||
| review | No | ||
| target | No | ||
| purpose | Yes | ||
| city_ids | No | ||
| unit_ids | No | ||
| done_when | No | ||
| replace_id | No |