Version: 2.0.0
Category: Gameplay
Purpose: Point agents at the real combat/raid procedures (the previous fictional “planet capture” API is retired)
storedOre / gridAttributes.ore) and nothing else.onStation / away.planet-raid-complete needs the defender vulnerable (fleet away, or Command Ship offline/destroyed). See defense.md.structs_intel / structs_action / structs_strike, or CLI in the combat skill — not invented chart / planetaryBattleship payloads.| Goal | Follow |
|---|---|
| Scout / go-no-go | structs-combat skill + structs-intel; transcript 02-raid-go-no-go |
| Attack / siege / raid | combat.md — destroy defender CMD to open shieldsVulnerable, then raid PoW |
| Defend under raid | under-attack — ≈4-minute budget; shoot raider CMD; restore shields |
| Team / autoresponse | team-operations + SAFETY Standing Automation Grants |
storedOre and is (or can be made) shield-vulnerable.fleet-move → strip blockers → destroy defender Command Ship if needed → planet-raid-compute -D 3 when blockStartRaid != 0.onStation, and/or destroy the raider’s Command Ship within ~1.8 minutes.autoresponse (Tier 2).