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ty-meador

civ-v-llm-harness

by ty-meador

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

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.11.0

TDQS

A4.8/5.0
Behavior5/5

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

With no annotations provided, the description carries the full behavioral burden and does so thoroughly. It explains that refusals carry the same gate object, that leader screens freeze blocking_name and todo, that `todo.ongoing` never blocks the turn, and that main-menu state reports ingame=false.

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?

The description is long and dense, but it is front-loaded with the core purpose and then systematically explains the important status keys. For a tool with no output schema and many return fields, most sentences earn their place, though the paragraph could be more structured with bullets.

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?

There is no output schema and no annotations, so the description must explain the return shape and behavior. It covers gate, seat, todo, blocking_name, alerts, happiness, expiring deals, leader-screen behavior, and main-menu state, making it complete for an agent to interpret the status correctly.

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 are no parameter semantics to clarify. Per the rubric, a zero-parameter tool receives a baseline of 4 when schema coverage is complete.

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?

The description states exactly what the tool reports: whose turn it is, turn number, whether it is my turn, what blocks ending it, and screen states. It also distinguishes itself from siblings by noting that greeting/discussion/tech/great-person screens are not in pending_popups and by naming end_turn, discussion, and dismiss_discussion as related tools.

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

Usage Guidelines5/5

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

It explicitly says `gate` is the one thing to read first, that null means act freely, and that a non-null gate names what must happen before any action works. It also routes the agent to discussion() and dismiss_discussion() while a leader screen is up, and to load_latest/load_save from the main menu.

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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