notebook
Store game notes, assign purposes to units or cities, and queue multi-turn orders so plans survive context resets.
Instructions
My memory, kept beside the game per seat and surviving a context reset: free-text notes, assignments (what a unit or city is for) and multi-turn orders for units. Use it for what future-me must know; the game itself holds no plan. action, with its args -- remember {text, tag?, replace_id?}: write a note (returns the note with its id; new notes ride on the next briefing / finish); recall {tag?, limit?}: list notes; forget {note_id}: delete a note for good. assign {role, purpose, unit_ids? / city_ids?}: give units or cities a purpose that shows in their rows; assignments: list them; amend {assignment_id, purpose? / role?}; close {assignment_id}. give_order {unit_id, steps}: a plan of steps run one per turn at each finish; orders: the plans with their status; cancel_order / resume_order {order_id}. Returns {ok: true, ...} with the row written or the rows listed, or {ok: false, err, accepts, example}. A note written on a turn later than the one on screen (a save was loaded) comes back marked later_timeline.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| args | No | the action's arguments by name: text / tag / replace_id, note_id, role and purpose with unit_ids / city_ids, assignment_id, unit_id and steps, order_id | |
| action | Yes | remember | recall | forget | assign | assignments | amend | close | give_order | orders | cancel_order | resume_order | |
| action_id | No | a token of my choosing: a retry with the same action_id replays the stored result |