Game Loop

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


The Loop

Check Jobs → Assess → Plan → Initiate → Dispatch → Verify → Update Memory → Repeat

Each full cycle is one “tick” of the game loop. PoW operations run as background jobs between ticks.


Single Tick Anatomy

0. Check Jobs

Before anything else, check all background PoW terminals. Mark completions in memory/jobs.md. On completion: activate structs, start next operations, update charge tracker. This is the highest-priority step — completed PoW means new capabilities or exposed resources.

See Async Operations for background job management.

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. Initiate

4. Dispatch

5. Verify

6. Update Memory

7. Repeat


Tempo

Mode Loop Frequency When
Crisis Every 30-60 sec Under attack, power critical, ore exposed
Active Every 2-5 min Builds completing, initiating new actions
Pipeline Every 10-30 min Managing background PoW, scouting, planning
Idle On event or check-in Long PoW running (mine/refine), streaming events

Pipeline mode is not idle. When PoW is running in background, use the time for reconnaissance, strategic planning, guild coordination, or managing other players. The player with the most age clocks ticking simultaneously has the best tempo.


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