compare
Evaluates side-by-side candidates for production, research, improvements, or trade decisions, providing facts without a recommendation.
Instructions
Your candidates side by side in one read, for a decision you are weighing; the facts, never a pick.
kind="production": city_id + candidates (up to 8 UNIT_/BUILDING_/PROJECT_/PROCESS_ types): can_produce or
why not, cost, stored, turns, gold / faith price with *can_buy, effects, conditional per-tile yields with
how many of this city's tiles qualify, estimated_change (formula in assumptions), maintenance, unique_replaces.
kind="research": up to 8 TECH types: status, cost, progress, turns, missing_prereqs, path_beakers and
path_turns_estimate for a locked one, unlocks.
kind="improvements": unit_id (a worker) + optional plots ([[x, y], ...]; default: plots within 2 that are
owned or hold a resource) + optional candidates (BUILD_ types): per plot yields_now, worked, city; per build
legal (or why), turns (work only), tile_change, empire_change when a city works the tile, removes /
chop_production, connects, maintenance. Fogged plots are not read. sort= a yield or "turns".
kind="trade": unit_id (a caravan or cargo ship in a city): every destination with what each end receives,
distance and hazard (visible hostiles and camps near it; never "safe"). sort= gold, science, food,
production, *_them or distance.
Every answer has context, sources, assumptions, n / returned and omitted with the arguments that fetch
the rest (limit, 1-20). detail="full" adds help text and the chooser's hover breakdown. Field by field:
how_to_play("compare").
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| kind | Yes | ||
| sort | No | ||
| limit | No | ||
| plots | No | ||
| detail | No | summary | |
| city_id | No | ||
| unit_id | No | ||
| candidates | No |