Be the first to get access to new connectors. Get early access →
ConnectorBay Early access
Discover
Empire Build icon

Empire Build

A real, playable territory sim with genuine adjacency rules and a documented combat formula

Unify Dynamics LLC

Tools8read-only
Sign-inNoneno account, no key
Data keptNoneprocessed in memory
PriceFreeoptional Pro limits
StatusLiveMCP + REST
Works withMCP · RESTany agent

Try asking

Real questions, and the tools your agent calls to answer them.

Let's build an empire
Tools called
new_game
Claim the tile north of me
Tools called
claim_tile
Recruit 5 troops
Tools called
recruit_army
End the turn
Tools called
advance_turn
Show me the map
Tools called
list_map
How's my empire doing?
Tools called
render_game
How does this game work?
Tools called
game_rules

About

Empire Build runs a real territory simulation, not canned outcomes. new_game(target_tiles, max_turns) starts you owning the center tile of a fixed 5x5 map. claim_tile(state, tile_id) claims an adjacent tile — unguarded tiles cost real gold, garrisoned tiles trigger real combat resolution (a strength-comparison formula with documented [0.85, 1.15] randomness bounds, seedable for reproducibility), succeeding only on a win and costing army casualties either way. recruit_army(state, count) buys troops at a real per-unit cost. advance_turn(state) aggregates real per-turn income from every owned tile minus army upkeep. get_status returns structured numbers; list_map shows every tile's yield, garrison and ownership; render_game gives a human-readable summary; game_rules explains every formula. Fully stateless: every tool call passes the complete game state, which the calling assistant holds between turns. Keyless; fully local; zero upstream calls; nothing stored.

Sources: Original, hand-authored content. Fully local, zero upstream calls.

Privacy

The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.

Data not collectedNo account, no profile, no stored prompts or results.

What it can do

8 tools, grouped by job. Every one is read-only or compute-only.

OpenAPI
Play4 tools
  • New gameStarts a new Empire Build game owning the center tile, and returns the initial `state`.
  • Claim tileClaims a tile adjacent to your territory.
  • Recruit armyRecruits `count` army units at a real per-unit gold cost.
  • Advance turnEnds the current turn: collects real income from every owned tile minus army upkeep, then checks win/loss.
Help & Status4 tools
  • Get statusStructured numeric status: gold, army, tiles owned, per-turn income, and claimable neighbors.
  • List mapEvery tile's yield, garrison strength, and ownership — use this to plan your next claim.
  • Render gameA human-readable status summary — show this to the player, not raw state.
  • Game rulesExplains the map's yield/garrison pattern, claim cost, and combat-resolution formulas, with no live game needed.

Information

PublisherUnify Dynamics LLC
CategoryGames & entertainment
LanguagesEnglish
Built forGlobal
CompatibilityAny MCP client · any agent · REST
Version0.1.0
MCP endpointhttps://empirebuild.connectorbay.com/mcp
REST APIopenapi.json
SupportGet help · Status
CountryWorldwide

More like this

CardTrader (BYOK)

Read CardTrader trading card games, sets, printings, marketplace listings, wishlists, your own inventory and your orders with your own API token

Live · MCP + REST11 tools

Manifold Markets (BYOK)

Read public Manifold prediction markets: search and list questions, live probabilities, comments, bets and topics, with your own API key

Live · MCP + REST10 tools

PUBG (BYOK)

Read PUBG player profiles, season and lifetime stats, leaderboards, clans and match data with your own PUBG developer API key

Live · MCP + REST10 tools

Cloudflare Images (BYOK)

Read your Cloudflare Images library, variants and usage counts with your own Cloudflare API token

Live · MCP + REST6 tools

Cloudflare Stream (BYOK)

Read your Cloudflare Stream videos, live inputs, captions, downloads, watermarks and usage with your own Cloudflare API token

Live · MCP + REST10 tools

Zype (BYOK)

Read your Zype video library, playlists, categories, live events and custom object types with your own read API key

Live · MCP + REST9 tools

Documentation

Back to top

What Empire Build is for

A real, playable territory/civilization-lite sim — not a rules reference. Every tile's yield, every claim's cost, and every contested claim's outcome comes from a documented formula.

What it does

new_game(target_tiles, max_turns) starts a game on a fixed 5x5 grid of 25 tiles (addressed "row,col") with you owning the center tile.

  • claim_tile(state, tile_id) claims a tile that is orthogonally adjacent to territory you already own (a real adjacency check — you cannot claim a disconnected tile). Unguarded tiles cost real gold (10 + yield * 3) and are claimed immediately. Garrisoned tiles trigger real combat first (see below); the claim only succeeds if the attack wins, and the gold cost and army casualties apply either way.
  • recruit_army(state, count) buys count army units at a real per-unit gold cost.
  • advance_turn(state) aggregates real income (the sum of every owned tile's yield) minus real army upkeep, adds it to your treasury, and advances the turn.

get_status(state) reports gold, army, tiles owned, per-turn income, and which neighboring tiles are currently claimable. list_map(state) shows every tile's yield, garrison, and ownership. render_game(state) gives a human-readable summary. game_rules() explains every formula without a live game.

The formulas, in full

  • Tile yield: ((row*3 + col*5 + 7) % 6) + 2 — a deterministic, reproducible pattern (range 2-7), not a random or hand-picked assignment.
  • Garrison: equal to the tile's own yield wherever row+col is even; 0 otherwise. Your own starting tile is exempted (you cannot begin the game fighting yourself).
  • Claim cost: 10 + yield * 3.
  • Combat resolution: each side computes an effective strength as its base strength times an independent random multiplier drawn uniformly from [0.85, 1.15] (seedable for reproducibility). The attacker's base strength is army * 4; the defender's is the garrison value directly. The higher effective strength wins. The attacker always takes casualties: max(1, round(army * defender_effective / (attacker_effective + defender_effective))), capped at the whole army.

Because the randomness is bounded to ±15%, a wide enough strength gap makes the outcome deterministic in practice — see the test suite for worked guaranteed-win and guaranteed-loss cases that hold across every possible roll.

Win / loss

Win: control at least target_tiles tiles by max_turns. Loss: max_turns passes without reaching the target.

Stateless architecture

No server-side session. Every tool call receives the full current game state as a plain JSON object and returns the new state; the calling assistant holds and passes it between turns.

What it is not

Not narrative flavor text pretending to be a game — every yield, cost, and combat outcome comes from a real, tested, documented formula. Fully local, zero upstream calls, nothing stored.

Privacy policy

Back to top

Empire Build — Privacy Policy

Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.

What Empire Build is. Empire Build is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real, playable, fully local resource-management economy sim. You interact with your assistant; the assistant sends us only the arguments needed for that one move — a game state object and your action.

What we receive. The game state and move arguments for each tool call, the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one), and standard server logs.

Everything is computed locally and nothing is stored server-side. There is no upstream call at all, live or otherwise, and no game state or move is logged in request bodies, recorded, or used to train anything. The entire game exists only inside the state object that travels between you and your assistant; our server never retains a copy after answering the request.

What we do not receive or store. We do not receive your conversation with the assistant or your name, and each request is answered independently — nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.

Sub-processors. None — the entire game engine is bundled with the server and runs locally. Hosting: Vercel (United States regions).

Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information and do not use your data to train models.

Children. Empire Build is a general-audience service operated by the adult using the assistant.

Changes. We will post changes here with a new effective date.

Terms of service

Back to top

Empire Build — Terms of Service

Effective 28 September 2026. These terms govern use of the Empire Build connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Empire Build runs a real, playable resource-management economy sim with original game logic and documented formulas, accessed through an AI assistant or directly over MCP or HTTP.
  2. Original content. The game logic, economic formulas, and content are original works of Unify Dynamics LLC and are not copied from any third-party game or product.
  3. Stateless by design. The Service keeps no server-side game session. Each tool call must include the complete current game state; the calling assistant is responsible for holding and passing it faithfully.
  4. Acceptable use. Automated use within the published rate limits is welcome.
  5. Availability. The Service is provided "as is" without warranty. We may change, limit or discontinue it at any time.
  6. Data. Our Privacy Policy describes what we process. In short: your move is answered from the game state you send us, and nothing is stored.
  7. Pro keys. Optional Pro API keys are issued at our discretion, are personal to the holder and may be revoked for abuse.
  8. Liability. To the fullest extent permitted by law, Unify Dynamics LLC is not liable for any loss arising from use of or reliance on the Service. Our total liability is limited to US $100.
  9. Governing law. California law; venue in San Mateo County, California.
  10. Contact. Unify Dynamics LLC · agent@connectorbay.com · https://connectorbay.com/empirebuild

Empire Build support

Email agent@connectorbay.com. We answer within two business days.

When you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Empire Build never asks for them.

Get Empire Build

Free · No sign-in · Read-only

Streamable HTTP, stateless, no authentication. Paste the endpoint into any MCP-capable agent.

https://empirebuild.connectorbay.com/mcp
{
  "mcpServers": {
    "empirebuild": {
      "type": "http",
      "url": "https://empirebuild.connectorbay.com/mcp"
    }
  }
}