Construction and DefenseIntermediateGuide
Filter FIND_HOSTILE_CREEPS through an explicit allowed-user policy, score active combat parts, use range and name as deterministic tie-breakers, require active owned Towers with TOWER_ENERGY_COST, save attack() results, and re-evaluate targets every tick.
Construction and DefenseIntermediateGuide
Find injured owned Creeps, rank lower hit ratios before missing hits and nearest-Tower range, require active owned Towers with TOWER_ENERGY_COST, save heal() results, avoid caching stale targets, and leave over-heal optimization to a later dispatcher.
Construction and DefenseIntermediateGuide
Run Tower repair only after attack and healing are clear, preserve a configurable Energy reserve plus TOWER_ENERGY_COST, exclude Walls and Ramparts, rank ordinary structures by hit ratio and range, save repair() results, and verify later hits.
Construction and DefenseIntermediateGuide
Use a one-time Memory request, validate a visible room and 0–49 coordinates, allow Road placement on natural wall terrain, reject an existing Road or Construction Site, respect MAX_CONSTRUCTION_SITES, disable before createConstructionSite(), and verify later.
Construction and DefenseIntermediateGuide
Read progress and progressTotal, clamp remaining work and completion percentage, report FIND_MY_CONSTRUCTION_SITES at a controlled interval, use site.pos.roomName when room is unavailable, distinguish completion from deletion, and avoid unsupported ETA claims.
Construction and DefenseIntermediateGuide
Use a one-time request locked to Structure ID, room, X, Y, STRUCTURE_EXTENSION and an exact confirmation phrase, verify ownership through Game.structures, stop when hostile Creeps are present, disable before destroy(), save the result, and verify later disappearance.
Construction and DefenseIntermediateDebugging
Bind confirmation to target room and coordinates, recover an owned active Nuker by ID, check cooldown, NUKE_RANGE, Energy and Ghodium capacities, disable before launchNuke(), save the return code, and verify later evidence without requiring target-room visibility.
Construction and DefenseIntermediateGuide
Lock a one-time setPublic() request to Rampart ID, room, coordinates, target boolean and target-bound confirmation, verify ownership and current state, disable before the call, save the result, and re-read isPublic later.
Construction and DefenseIntermediateGuide
Configure a room-specific absolute hits limit, select the weakest Wall or Rampart below both the limit and hitsMax, require Creep Energy and active WORK, use range 3, save repair() and movement results, and raise stages only through a separate reviewed policy.
Construction and DefenseBeginnerLesson
Confirm RCL 2, place one Extension Construction Site, make Builder1 harvest and build it, and understand progress, capacity, and common failure states.
Construction and DefenseBeginnerLesson
Give Builder1 a clear priority: build owned sites, repair selected damaged structures, and upgrade the Controller when no higher task exists.
Construction and DefenseIntermediateSafety
Inspect a misplaced Construction Site, validate its identity, submit remove() once, handle return codes, and verify the result on the next tick.