civ6-mcp: Instructions file for Codex

AGENTS.md

civ6-mcp AGENTS.md is an instructions file for Codex, OpenCode from wrislin1/civ6-mcp. It costs 5,873 tokens per session, scanned A, a copy of civ6-mcp AGENTS.md, MIT.

Reference instructions for an MCP server connected to a live Civilization VI game, including its map coordinates, starting checks, turn loop, and game-state limits.

In plain words
What is it for?
Use them to inspect Civilization VI state, understand map coordinates, plan turns, issue legal game commands, and check warnings about the empire.
Why use it?
They explain what the agent can know and how it should query and control the game without assuming information it has not retrieved.

Instructions file for CodexOpenCode

Written for Codex and OpenCode: the file is AGENTS.md.

This is wrislin1/civ6-mcp's own configuration. It tells Codex and OpenCode how to work on civ6-mcp itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything civ6-mcp configures →

Reuse

Borrowing it

Nothing to install: this file belongs to wrislin1/civ6-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/wrislin1/civ6-mcp/main/AGENTS.md
Clone the repo
git clone --depth 1 https://github.com/wrislin1/civ6-mcp

Made for: Codex, OpenCode.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for civ6-mcp AGENTS.md

README.md
[![agentmods](https://agentmods.dev/badge/instructions/wrislin1/civ6-mcp/agents-md.svg)](https://agentmods.dev/instructions/wrislin1/civ6-mcp/agents-md)
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<a href="https://agentmods.dev/instructions/wrislin1/civ6-mcp/agents-md"><img src="https://agentmods.dev/badge/instructions/wrislin1/civ6-mcp/agents-md.svg" alt="Measured on agentmods" height="20"></a>
Per session 5,873 This file is loaded in full into every session.
When invoked 5,873 The same file — it is already loaded in full.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 95% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.05873 $0.05873
Opus 5 $0.02936 $0.02936
Sonnet 5 $0.01175 $0.01175
Haiku 4.5 $0.00587 $0.00587

Measured 7d ago against content hash 27691a1413c5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

civ6-mcp AGENTS.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

95% identical to civ6-mcp AGENTS.md — 3 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

AGENTS.md · 322 lines

How it starts

The opening of the file, as written. The whole thing — 322 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Civ 6 MCP — Agent Reference

An MCP server connecting to a live Civilization VI game via FireTuner. You can read full game state and issue commands. All commands respect game rules.

You only know what you explicitly query. A human player passively absorbs the score ticker, religion lens, unit health bars — you have none of that. Information you don't ask for simply doesn't enter your world model. The patterns below exist to compensate for this.

end_turn now runs empire warnings automatically — alerts for loyalty crises, idle trade routes, gold deficits, resource caps, scoreboard position, and military imbalance. These compensate for the most common blind spots, but don't replace periodic deep checks (victory progress, religion spread, diplomacy).

Coordinate System

Hex grid: (X, Y) where higher Y = visually south.

  • Y increases → south (down). Y decreases → north (up).
  • X increases → east. X decreases → west.
  • Moving from (9,24) to (9,26) is south, not north.

Game Start

Before your first turn:

  1. Read your civ's unique abilities, units, and buildings — what is this civ designed to do?
  2. Identify the tech/civic that unlocks your unique unit; plan a research path to reach it.
  3. Form a working hypothesis for a victory path. Hold it loosely — geography and rivals will clarify things through the Classical era.

Early choices compound. Each decision shapes what's available 20, 40, 60 turns later. A scout reveals the map early; a defensive unit lets your settlers move safely; more cities mean more districts which mean more everything. Religious civs often benefit from Holy Site infrastructure before the Great Prophet pool fills. What you don't build early, you pay for later.

Turn Loop

Each turn in order:

  1. get_game_overview — turn, yields, research, score, era score, difficulty. If resuming after context compaction, call get_diary first.
  2. get_units — positions, HP, moves, charges, nearby threats
  3. get_map_area around cities/units — terrain, resources, enemy units
  4. Move/action each unit
  5. get_cities — queues, growth, pillaged districts
  6. get_district_advisor if placing a new district
  7. set_city_production / set_research if needed
  8. Run Strategic Checkpoints if it's time
  9. end_turn

Read the full file on GitHub · 322 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 322 lines · 5,873 tokens per session scan A 27691a1413c5

Subscribe to this mod's changes

civ6-mcp AGENTS.md is an instructions file published in the GitHub repository wrislin1/civ6-mcp (0 stars, last pushed 6d ago), licensed MIT. It adds 5,873 tokens to every session, about $0.0294 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to civ6-mcp AGENTS.md, differing in 3 lines, and is treated as a copy.

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