Version: 1.0.0
Purpose: How to evaluate your current position in Structs. What to check, in what order, what the numbers mean.
Tool names below are from the
structs-desktopMCP catalog (seeTOOLS.md).structs_dashboardis the fastest one-call self-snapshot (power, charge, resources, structs + HP);structs_querylooks up any single entity (the entity is named in the Check column);structs_intelcovers scouting, simulation, and power forecasts;structs_actionruns preflight checks.
Run these checks in sequence. Each layer builds on the previous. Stop and act if any critical issue appears.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Player online | structs_query |
halted === false |
| Power status | structs_query |
(capacity + capacitySecondary) - (load + structsLoad) > 0 |
| Command Ship | structs_query |
Fleet has Command Ship struct, online |
Power formula: availablePower = (capacity + capacitySecondary) - (load + structsLoad). If load exceeds capacity, you go offline and cannot act. Use structs_intel to model Alpha Matter → Watts conversion before building.
Critical: If halted or offline, nothing else matters. Fix power or wait for recovery.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Alpha Matter | structs_query |
alphaMatter or equivalent balance |
| Ore (unrefined) | structs_query (Ore Bunker, Miner) |
Stored ore = liability until refined |
| Charge | structs_query |
Per-player charge bar (CurrentBlockHeight - lastActionBlock) gates attacking, activating, moving, building |
Ore rule: Ore is stealable. Alpha Matter is not. Refine immediately via struct-ore-refinery-complete. Unrefined ore = raid target.
| Metric | Interpretation |
|---|---|
| Available power > 20% of capacity | Healthy. Room to build. |
| Available power 5–20% | Warning. One new struct could tip you offline. |
| Available power < 5% | Critical. Deactivate non-essential structs or add capacity. |
Use structs_intel before building to ensure new struct’s passive draw fits. Use structs_action with struct_build_initiate to pre-check build feasibility.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Fleet status | structs_query |
onStation vs away — raids require fleet away |
| Command Ship | structs_query |
Online, present |
| Defensive structs | structs_intel (filter by planet) |
Planetary Defense Cannons, shield health |
| Damage potential | structs_intel |
Model attack outcomes before committing |
Fleet rule: Building on planet requires fleet on station. Raiding requires fleet away. Command Ship must be online for both.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Guild membership | structs_query → guild ref |
Guild ID, member count |
| Guild power | structs_query |
Guild capacity, alliances |
| Alliances | structs_query |
Allied guilds, hostile guilds |
| Check | MCP Tool | What to Look For |
|---|---|---|
| Current planet | structs_query → planet ref |
Planet ID, ore remaining |
| Structs on planet | structs_intel (by planet) |
Miner, Refinery, Bunker, defense |
| Planet ore | structs_query |
maxOre, remaining ore |
| Exploration readiness | structs_query |
Current planet empty (0 ore) before exploring |
Exploration rule: You can only own one planet. Must empty current planet before exploring new one.
1. structs_query({ player_id }) → survival, resources, power
2. structs_query({ fleet_id }) → military readiness
3. structs_query({ planet_id }) → expansion state
4. structs_query({ guild_id }) → if guild member
5. structs_intel (by planet) → struct inventory
| Field | Meaning |
|---|---|
capacity + capacitySecondary |
Total power you can supply |
load + structsLoad |
Total power you consume |
availablePower |
Headroom; must stay positive |
storedOre |
Stealable; refine ASAP |
alphaMatter |
Safe; cannot be stolen |
onStation |
Fleet at planet (for building) |
away |
Fleet in transit (for raids) |
systems/power-system.md — Power mechanicsschemas/entities.md — Entity definitions