Game Loop

Version: 1.0.0
Purpose: The continuous decision cycle. How to maintain tempo. Balancing reactive and proactive play.


The Loop

Assess → Plan → Act → Verify → Repeat

Each full cycle is one “tick” of the game loop.


Single Tick Anatomy

1. Assess

Tools: structs_query_player, structs_query_fleet, structs_query_planet, structs_query_planet_activity, structs_list_structs, structs_query_guild

2. Plan

3. Act

4. Verify

5. Repeat


Tempo

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

Reactive vs Proactive

Reactive (Respond to Events)

Trigger: Threat Detection signals, streaming events, state changes.

Proactive (Pursue Strategy)

Trigger: Priority Framework Expansion/Dominance tier, planned sequence.

Balance


Context Limits

When approaching context limits, use Context Handoff. Save state, hand off, resume in fresh session.


See Also