State assessment of your position

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-desktop MCP catalog (see TOOLS.md). structs_dashboard is the fastest one-call self-snapshot (power, charge, resources, structs + HP); structs_intel looks up any single entity via its query mode (the entity is named in the Check column) and also covers scouting, simulation, and power forecasts; structs_action runs preflight checks.


Assessment Order

Run these checks in sequence. Each layer builds on the previous. Stop and act if any critical issue appears.

1. Survival (Do I exist?)

Check MCP Tool What to Look For
Player online structs_intel / structs_dashboard (load + structsLoad) <= (capacity + capacitySecondary) — there is no halted field
Power status structs_intel Same inequality; headroom = capacity side − load side
Command Ship structs_intel Fleet has Command Ship struct, online

Power formula: availablePower = (capacity + capacitySecondary) - (load + structsLoad). If load exceeds capacity, you go offline and most actions are blocked. Use structs_intel to model Alpha Matter → Watts conversion before building.

Critical: If offline, nothing else matters. Recovery actions are not gated by being offline — struct-deactivate (single or batch, no charge) and reactor infusion always work, so you can shed load or add capacity to climb back online. Fix power, then resume.


2. Resources

Check MCP Tool What to Look For
Alpha Matter structs_intel alphaMatter or equivalent balance
Ore (unrefined) structs_dashboard / player gridAttributes.ore Stealable storedOre on the player, not in the Ore Bunker (bunker only adds planetary shield)
Charge structs_dashboard / player charge = blockHeight − lastAction; a missing lastAction means 0 → full charge

Ore rule: Ore is stealable. Alpha Matter is not. Launch refine with struct-ore-refine-compute (PoW + auto-complete) as soon as ore lands. Unrefined ore = raid target.


3. Power Headroom

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.


4. Military Strength

Check MCP Tool What to Look For
Fleet status structs_intel onStation vs away — raids require fleet away
Command Ship structs_intel Online, present
Defensive structs structs_intel (filter by planet) PDC, jammers, bunkers; planetary shield is a raid-timer value, not HP
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.


5. Diplomatic Standing

Check MCP Tool What to Look For
Guild membership structs_intel → guild ref Guild ID, member count
Guild power structs_intel Guild capacity, alliances
Alliances structs_intel Allied guilds, hostile guilds

6. Expansion Progress

Check MCP Tool What to Look For
Current planet structs_intel → planet ref Planet ID, ore remaining
Structs on planet structs_intel (by planet) Miner, Refinery, Bunker, defense
Planet ore structs_intel maxOre, remaining ore
Exploration readiness structs_intel Current planet empty (0 ore) before exploring

Exploration rule: You can only own one planet. Must empty current planet before exploring new one.


Quick Assessment Script

1. structs_intel({ player_id }) → survival, resources, power
2. structs_intel({ fleet_id }) → military readiness
3. structs_intel({ planet_id }) → expansion state
4. structs_intel({ guild_id }) → if guild member
5. structs_intel (by planet) → struct inventory

Interpreting Numbers

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)

See Also