turn_status
Read whose turn it is, what blocks ending it, and which decisions remain, so you can act or clear the blocker.
Instructions
Whose turn it is, current turn number, whether it is my turn, what blocks ending it, and whether a
greeting / discussion / tech / great-person screen is up (those are not in pending_popups).
gate is the one thing to read first: null means act freely; otherwise it names what must happen before
any action works and clear_with the tool that does it (every refusal carries the same object). seat is
the player this server plays. todo lists the decisions the turn still needs: units (need orders), cities
(empty production), promotions, steal_tech (a pending spy chooser, even when blocking_name says something
else: the engine reports one blocker at a time), and todo.ongoing -- units the game is already moving
(automated or on a multi-turn move; attention names a camp, hostile or lost destination beside one),
which never block the turn. blocking_name / blocking_hint say what stops end_turn and which tool clears
it. alerts are facts about my own empire that block nothing: low happiness or an unhappy tier, a strategic
resource in deficit; happiness rides on every status. expiring_deals (within 3 turns) and
expiring_friendships (within 5) list what is about to lapse. While a leader screen is up
(leader_greeting_pending / discussion_pending) the engine freezes blocking_name and todo: discussion()
reads it, dismiss_discussion() closes a plain greeting. From the main menu it reports {"ingame": false,
"screen": ...}: load_latest / load_save get back into a game. Every key in detail: how_to_play("turn_status").
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||