briefing
Returns a compact Civilization V game state to decide your next move or recover after a context reset, listing mandatory actions, changes, threats, and board details.
Instructions
My turn in one compact read, for deciding and for recovering after a context reset: what I must do, what
changed, and what the board looks like. decisions is every mandatory item, never cut -- units needing
orders, promotions, cities with nothing to build, research unset, an incoming deal, a stolen tech, decision
popups, or the blocker -- each with the tool that clears it. warnings are facts that do not block (alerts,
expiring deals / friendships / allies); opportunities idle caravans and spies, free route slots.
changes since the baseline (my previous briefing of this game and seat, kept beside my notebook):
empire totals {was, now}, cities and units new / gone, events from the game's log (its own cursor:
turn_digest keeps its own). empire; cities (only those worth a look, with why); units (totals,
ongoing, attention, damaged); threats (visible hostiles within 4 plots of a city or 2 of a unit, nearest
first; distance only, no odds; ones already briefed are marked seen); camps; civ_rules (my leader's
trait text, on a first briefing or since="turn"); notes (new since my last briefing or finish_turn;
notes="all" the latest limit); assignments and orders when I have any. While a gate is up only gate
comes back (withheld).
Every list but decisions stops at limit (default 8, max 50) with omitted and more naming the tool
that shows the rest. since="turn" lists every event after my previous turn ended: use it after a context
reset. detail="full" gives every field of every row. Five game reads; nothing another seat can see is
read. Every key in detail: how_to_play("briefing").
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| limit | No | ||
| notes | No | auto | |
| since | No | previous | |
| detail | No | compact |