Version: 1.0.0
Purpose: The continuous decision cycle. How to maintain tempo. Balancing reactive and proactive play.
Assess → Plan → Act → Verify → Repeat
Each full cycle is one “tick” of the game loop.
Tools: structs_query_player, structs_query_fleet, structs_query_planet, structs_query_planet_activity, structs_list_structs, structs_query_guild
structs_validate_gameplay_requirements, structs_calculate_power, structs_calculate_damage as neededstructs_action_* tools or submit transaction via structs_action_submit_transaction| Mode | Loop Frequency | When |
|---|---|---|
| Crisis | Every 30–60 sec | Under attack, power critical |
| Active | Every 2–5 min | Normal play, mining, building |
| Passive | Every 10–30 min | Waiting for builds, low threat |
| Idle | On event or manual | Streaming events, user prompt |
Trigger: Threat Detection signals, streaming events, state changes.
Trigger: Priority Framework Expansion/Dominance tier, planned sequence.
When approaching context limits, use Context Handoff. Save state, hand off, resume in fresh session.