Yoyo
A hand-curated yo-yoing reference — types, trick categories, competition styles, maintenance and glossary
A real, playable resource-management economy sim with genuine production, starvation and growth formulas
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gameassign_workersbuildadvance_turnrender_gameget_statusgame_rulesResource Race runs a real economic simulation, not canned responses. new_game(target_population, max_turns) starts a colony of 6 population with starter resources and buildings. assign_workers(state, wood, food, gold) reallocates the workforce; build(state, building) upgrades house/sawmill/farm/mine at a real, level-scaled cost, deducted only if affordable. advance_turn(state) applies one full turn: production (workers times a base rate times a building-level bonus), consumption (population times a real food rate), a genuinely computed starvation penalty when food runs short, building upkeep, and population growth from surplus food capped by housing capacity. get_status returns structured numbers; 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.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
7 tools, grouped by job. Every one is read-only or compute-only.
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A real, playable resource-management economy sim — not a rules reference or a random-flavor-text generator. Every number is computed live from documented formulas in the game engine.
new_game(target_population, max_turns) starts a colony of 6 population with starter resources
(20 wood, 20 food, 10 gold) and buildings (house 1, sawmill 1, farm 1, mine 0).
Each turn:
assign_workers(state, wood, food, gold) reallocates the whole workforce across the three jobs;
unassigned population is idle and produces nothing. Takes effect on the next advance_turn.build(state, building) upgrades house/sawmill/farm/mine by one level, deducting a real,
level-scaled cost — it fails with a structured error if the treasury cannot afford it.advance_turn(state) applies one full turn of the economy, in order: production (workers ×
a per-job base rate × a bonus from the matching building's level), consumption (population ×
2.0 food), the starvation penalty (a genuinely computed deficit-to-population-loss formula,
not a scripted outcome — see below), upkeep (gold cost per building level), and growth
(surplus food converts to new colonists, capped by housing capacity).get_status(state) returns structured numbers (resources, workers, buildings, next upgrade costs).
render_game(state) gives a human-readable summary — show this to the player. game_rules()
explains every formula without a live game.
workers[job] * base_rate[job] * (1 + 0.25 * building_level[matching_building])
— base rates are 3.0 (wood), 4.0 (food), 2.0 (gold); the matching building is sawmill/farm/mine.population * 2.0 food per turn.ceil(deficit / 2) population (capped at current
population), where deficit is the exact unmet food amount.sum(building_levels) * 1.0 gold per turn, deducted after production (can go negative —
gold debt is real and carries forward, never forgiven).floor(surplus / 5) new colonists are added,
capped by house_level * 10 housing capacity.ceil(base_cost[building] * (current_level + 1) ** 1.5), split across resources
per a fixed per-building ratio — a genuine polynomial curve, so later levels are provably pricier.Win: population reaches target_population by max_turns. Loss: population reaches zero (colony
collapse), or max_turns passes without reaching the target.
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.
Not narrative flavor text pretending to be a game — every response comes from a real, tested economic simulation with documented, reproducible formulas. Fully local, zero upstream calls, nothing stored.
Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Resource Race is. Resource Race 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. Resource Race is a general-audience service operated by the adult using the assistant.
Changes. We will post changes here with a new effective date.
Effective 28 September 2026. These terms govern use of the Resource Race connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
state; the calling assistant is responsible for holding and
passing it faithfully.Email agent@connectorbay.com. We answer within two business days.
https://resourcerace.connectorbay.com/mcphttps://resourcerace.connectorbay.com/openapi.jsonWhen 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. Resource Race never asks for them.