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ty-meador

civ-v-llm-harness

by ty-meador

overview

Summarizes your empire's gold, science, culture, happiness, resources, unit supply, score, golden age progress, and idle trade units or spies for strategic decisions.

Instructions

My empire at a glance: gold, science, culture, happiness, research, era, counts, turn/year. strategic_resources (revealed only) with available spare copies -- negative is a deficit: units and buildings fight and produce at a penalty. luxuries with owned / imported / exported copies (last_copy when selling one would drop the happiness bonus); bonus_resources the resource list's bonus stack. The top-bar tooltips ride along: happiness_breakdown (with the Happiness screen's rows: by_luxury, cities, unhappiness tooltips, the unhappy tier, penalties), gold_breakdown (income vs expenses, unit maintenance), science_breakdown, culture_breakdown, tourism_breakdown, faith_breakdown; unit_supply (Military Overview cap and deficit), score_breakdown, golden_age_progress / golden_age_threshold. idle_trade_units lists caravans and cargo ships without a route (with in_city and the nearest city to walk to: only one standing in my city can be given a route) and idle_spies unassigned spies. Every key in detail: how_to_play("overview").

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.11.0

TDQS

B3.3/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries the full behavioral burden. It does disclose meaningful field semantics (negative `available` means a penalty, `last_copy` warns selling would lose the happiness bonus, `in_city` determines routability), which is real value. However, it never states that this is a side-effect-free read or mentions any prerequisites, so key behavioral traits remain implicit.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

It is front-loaded with a good one-line summary, but the body is a dense run-on paragraph enumerating keys with no grouping or formatting, making it hard to scan. Every clause arguably earns its place as return-value documentation, but the structure wastes the reader's attention.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no output schema and no annotations, the description is the sole documentation of what comes back, and it covers the top-level fields, breakdowns, and edge-case flags thoroughly. It defers exhaustive key detail to how_to_play, which is a reasonable division of labor, though a couple of fields (e.g. `unit_supply`, `score_breakdown`) are named without explanation.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The tool takes zero parameters, so there is no parameter semantics to document; the baseline of 4 applies. The description instead spends its effort on return-value semantics, which is the right target here.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The opening clause 'My empire at a glance' with an enumerated list of resources (gold, science, culture, happiness, era, turn) makes clear this is a read snapshot of empire state. It is specific about content but never contrasts itself with siblings like turn_status, demographics, or culture_overview, so an agent gets no help choosing among them.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

There is no explicit when-to-use or when-not-to-use guidance; the only routing hint is 'Every key in detail: how_to_play("overview")', which points to a documentation sibling rather than stating a selection condition. The agent must infer that this is for periodic status checks.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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