Version: 1.0.0
Purpose: The decision hierarchy. What to do when everything demands attention. How to avoid analysis paralysis.
| Tier | Name | Meaning | Examples |
|---|---|---|---|
| 1 | Survival | Can I act at all? | Halted, offline, no Command Ship |
| 2 | Security | Am I under threat? | Raid in progress, power critical, ore exposed |
| 3 | Economy | Am I producing? | Mining, refining, power generation |
| 4 | Expansion | Am I growing? | Building, exploring, agreements |
| 5 | Dominance | Am I winning? | Raids, attacks, guild advancement |
Rule: Never act on a lower tier while a higher tier is unmet. Survival trumps everything.
Survival jumps above everything.
Security (power) overrides Economy and Expansion.
Security (ore) overrides Economy.
1. Check Survival (halted? offline? Command Ship?)
→ If fail: Fix or wait. Stop.
2. Check Security (raid? power critical? ore exposed?)
→ If fail: Address threat. Stop or loop.
3. Check Economy (mining? refining? power stable?)
→ If weak: Improve production.
4. Check Expansion (building? exploring? agreements?)
→ If idle: Grow.
5. Check Dominance (raids? attacks? guild goals?)
→ If ready: Strike.
Don’t try to fix everything at once. Pick the highest-priority unmet tier. Do one concrete action. Re-assess.
structs_validate_gameplay_requirements — Is the action possible?structs_calculate_damage — Will the attack work?structs_calculate_power — Will I stay online?If validation fails, skip to next option. Don’t loop on impossible actions.
Let MCP tools answer feasibility. Your job is prioritization and sequencing, not manual calculation.
When two items in the same tier compete:
Each loop: Assess (State Assessment) → Identify highest unmet tier → Act → Verify. See Game Loop.