Version: 1.0.0
Purpose: Spotting chances before others do. What to look for and which tools to use.
Tool names below are from the
structs-desktopMCP catalog (seeTOOLS.md):structs_intellooks up any entity via itsquerymode (pass the entity in the Check column) and handles scouting/simulation/forecasts/economy,structs_dashboardgives your own snapshot,structs_eventsstreams activity, andstructs_actionruns preflight checks before executing.
Opportunity: Planets with weak or no defense structs. Raid targets.
| Check | MCP Tool | Signal |
|---|---|---|
| Structs on planet | structs_intel (by planet) |
No Planetary Defense Cannon, low planetary shield value |
| Planet shield | structs_intel |
Low shield = faster raid proof (timer), not “HP” |
| Stored ore | player gridAttributes.ore via structs_intel / scout |
High ore = high reward |
Caveat: To complete a raid your fleet must be away and your player online, and the target’s shields must be vulnerable — its owner’s fleet off-station, or their Command Ship offline/destroyed/non-existent. Confirm the target’s vulnerability before committing (see the structs-combat skill and scripts/scout.sh). An idle/inactive owner is not automatically a raid opportunity — a powered Command Ship keeps defending regardless of how long the owner has been away, so verify the live shield predicate rather than reading raidability off inactivity. If the owner is shielded but holds ore, it’s a siege decision (destroy their Command Ship), weighed against the fleet engagement and your own exposed home — not an opportunistic raid.
Opportunity: Energy agreements priced below market. Cheap power = more capacity for less Alpha Matter.
| Check | MCP Tool | Signal |
|---|---|---|
| All agreements | structs_intel |
Compare price per Watt |
| Provider terms | structs_intel |
Rate, duration, availability |
| Allocation availability | structs_intel |
Open allocation slots |
Cross-reference: structs_intel for your own Alpha Matter→Watts rate. If agreement beats your reactor efficiency, consider buying.
Opportunity: Guilds seeking members, players without guilds, diplomatic windows.
| Check | MCP Tool | Signal |
|---|---|---|
| Guild member count | structs_intel |
Low count, recruiting |
| Guild power stats | structs_intel |
Capacity, growth trajectory |
| Player guild status | structs_intel |
No guild = potential recruit |
Opportunity: Player or guild just lost a battle. Reduced structs, depleted shield, low ore.
| Check | MCP Tool | Signal |
|---|---|---|
| Planet activity | structs_intel |
Recent struct_attack, raid_status |
| Struct health | structs_intel |
Low health, destroyed structs |
| Player resources | structs_intel |
Low Alpha Matter, depleted |
Window: Short. They may rebuild or get guild support. Act before recovery.
Opportunity: Price spikes, supply gaps, agreement expirations creating demand.
| Check | MCP Tool | Signal |
|---|---|---|
| Agreements | structs_intel |
Expiring soon, low supply |
| Trade value | structs_intel |
Compare Alpha Matter vs energy value |
| Economic metrics | structs_intel |
Market conditions |
Opportunity: Unexplored planets, empty slots, unallocated capacity.
| Check | MCP Tool | Signal |
|---|---|---|
| Planets | structs_intel |
Unexplored (no owner) |
| Reactor capacity | structs_intel |
Allocatable capacity |
| Substations | structs_intel |
Open connection slots |
Exploration: Must empty current planet first. Use structs_action with planet_explore.
Run periodically (e.g., every 2–3 game loops):
structs_intel — Unclaimed or weak planetsstructs_intel — Energy marketstructs_intel — Recent combat, raidsstructs_intel — Guild status, member countsPrioritize by Priority Framework. Opportunities below Security can wait.
Always validate before committing:
structs_action — Action feasible?structs_intel — Attack outcome?structs_intel — Build affordable?structs_intel — Power headroom after action?patterns/gameplay-strategies.md — Strategic patterns