Version: 1.0.0
Purpose: The continuous decision cycle. How to maintain tempo. Balancing reactive and proactive play.
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.
Before anything else, check all background PoW terminals (or run scripts/job-status.sh). Update the affected memory/jobs/<job>.json. On completion: activate structs, start next operations, refresh memory/player.json’s charge plan. This is the highest-priority step — completed PoW means new capabilities or exposed resources.
See Async Operations for background job management.
Tools: structs_dashboard (fast self-snapshot), structs_query (any entity), structs_intel (scout, valid targets, simulate, forecasts), structs_events (activity feed)
structs_action runs preflight checks before executing; structs_intel simulates outcomes and forecasts power as neededmemory/jobs/<job>.jsonmemory/jobs/<job>.json for new and completed jobsmemory/player.json (lastActionBlock + charge plan for your next action)memory/game-state.json with the strategic picturememory/scorecard.json (see scorecard.md)| 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.
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.