Version: 1.0.0
Purpose: How to evaluate your current position in Structs. What to check, in what order, what the numbers mean.
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_player |
halted === false |
| Power status | structs_query_player |
(capacity + capacitySecondary) - (load + structsLoad) > 0 |
| Command Ship | structs_query_fleet |
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_calculate_power 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_player |
alphaMatter or equivalent balance |
| Ore (unrefined) | structs_query_struct (Ore Bunker, Miner) |
Stored ore = liability until refined |
| Charge | structs_query_struct |
Structs need charge for mining, attacking, activating |
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_calculate_power before building to ensure new struct’s passive draw fits. Use structs_validate_gameplay_requirements with struct_build_initiate to pre-check build feasibility.
| Check | MCP Tool | What to Look For |
|---|---|---|
| Fleet status | structs_query_fleet |
onStation vs away — raids require fleet away |
| Command Ship | structs_query_fleet |
Online, present |
| Defensive structs | structs_list_structs (filter by planet) |
Planetary Defense Cannons, shield health |
| Damage potential | structs_calculate_damage |
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_player → guild ref |
Guild ID, member count |
| Guild power | structs_query_guild |
Guild capacity, alliances |
| Alliances | structs_query_guild |
Allied guilds, hostile guilds |
| Check | MCP Tool | What to Look For |
|---|---|---|
| Current planet | structs_query_player → planet ref |
Planet ID, ore remaining |
| Structs on planet | structs_list_structs (by planet) |
Miner, Refinery, Bunker, defense |
| Planet ore | structs_query_planet |
maxOre, remaining ore |
| Exploration readiness | structs_query_player |
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({ player_id }) → survival, resources, power
2. structs_query_fleet({ fleet_id }) → military readiness
3. structs_query_planet({ planet_id }) → expansion state
4. structs_query_guild({ guild_id }) → if guild member
5. structs_list_structs (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