Skip to main content
Glama
ty-meador

civ-v-llm-harness

by ty-meador

propose_deal

Propose a trade deal to another civilization in Civilization V. For AI, it negotiates and reports effects; for humans, it presents the deal for acceptance or refusal.

Instructions

Offer a trade to another civ. With an AI: drives the game's real leader / trade screens, proposes, reads the reply, closes them and reports measured effects (gold, gold/turn, happiness, per-resource import/export before vs after): nothing to poll afterwards. With another human seat: puts the same table on the PvP deal screen (pvp: true, pending: true); that seat answers with accept_deal / refuse_deal. items: [{"type":"RESOURCES","resource":"RESOURCE_DYE","from_us":true,"amount":1}, {"type":"GOLD_PER_TURN","from_us":false,"amount":5}] Types: GOLD / GOLD_PER_TURN (amount), RESOURCES (resource, amount), OPEN_BORDERS, ALLOW_EMBASSY, DEFENSIVE_PACT, RESEARCH_AGREEMENT, TRADE_AGREEMENT (from_us picks the direction), CITIES (city_id), VOTE_COMMITMENT (resolution_id, choice_id, repeal), THIRD_PARTY_WAR / THIRD_PARTY_PEACE (other: player id), PEACE_TREATY (implied while at war: any deal then is peace with terms; or make_peace). Read trade_catalog(player_id) first: what is legal, how much gold each side can put up, which cities may be traded (capitals never), the vote and third-party rows. Lump-sum gold needs a Declaration of Friendship (a Brave New World rule; trade_catalog's gold.note says so); gold per turn is not gated. Refuses without opening a screen an amount that is not a positive whole number or beyond what that side has, a city outside the catalog, or an item that does not land on the table at the requested amount. ask_counter=true also returns the AI's counter-offer (counter.items), which can go straight back in. Timed items last the game's deal length (30 turns). Item rules in full: how_to_play("propose_deal").

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
itemsYes
player_idYes
ask_counterNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.11.0

TDQS

A4.7/5.0
Behavior5/5

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

With no annotations, the description carries the full burden and does so richly: it lists what gets refused (non-positive/non-integer amounts, over-budget amounts, off-catalog cities), the Declaration of Friendship gate for lump-sum gold, the 30-turn timed-item length, and that measured effects are reported with nothing to poll afterwards.

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

Conciseness4/5

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

Dense and long, but the core action is front-loaded in the first sentence and the rest is load-bearing detail rather than filler. It could be trimmed (e.g. the parenthetical about Brave New World rules), so it is efficient but not maximally tight.

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

Completeness5/5

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

Despite no output schema, the description explains the reported effects (gold, gold/turn, happiness, per-resource import/export before vs after) and the full item rule set. For a 3-parameter mutation with zero schema documentation, nothing an agent needs to call it correctly appears to be missing.

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

Parameters5/5

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

Schema coverage is 0% and the schema is essentially bare (items is an untyped object array), so the description must compensate. It enumerates every item type with their sub-fields, explains from_us as the direction selector, and defines ask_counter=true as returning counter.items that can be fed straight back.

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

Purpose5/5

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

Opens with a specific verb+resource ("Offer a trade to another civ") and then distinguishes itself from the answering siblings by explaining that the counterpart seat replies with accept_deal / refuse_deal. The two-seat behavior (AI vs human) further separates it from generic diplomacy tools like negotiate_deal.

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

Usage Guidelines4/5

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

Gives a concrete prerequisite ("Read trade_catalog(player_id) first") and states the conditions that change behavior (human seat → pvp/pending; ask_counter=true → counter-offer). It never explicitly says when to prefer this over negotiate_deal, so it falls short of full when/when-not routing.

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

Deploy Server

Other Tools