{"data":[{"about":"alliance research nodes: effect, max level, cost curve","name":"alliance_research","url":"/v1/game-data/alliance_research"},{"about":"the alliance store: loyalty prices and weekly limits","name":"alliance_store","url":"/v1/game-data/alliance_store"},{"about":"the black market's item pool and rotation","name":"black_market","url":"/v1/game-data/black_market"},{"about":"every building: slots, levels, upgrade costs and times, Town Hall gates, effects, unlocks","name":"buildings","url":"/v1/game-data/buildings"},{"about":"outer city plots and the Town Hall levels that unlock them","name":"city_plots","url":"/v1/game-data/city_plots"},{"about":"combat and hospital rules: heal cost and time as a share of training, wounded rules, formulas' constants","name":"combat","url":"/v1/game-data/combat"},{"about":"dragon pets: levels, cost curve, skill trees","name":"dragons","url":"/v1/game-data/dragons"},{"about":"map economy: resource nodes, respawns, palace, bandits, alliance, invites, rate limits, terrain, kingdom transfer","name":"economy","url":"/v1/game-data/economy"},{"about":"timed events: windows and effects","name":"events","url":"/v1/game-data/events"},{"about":"gear stats and crafting recipes (wood, ore, materials, seconds, forge level)","name":"gear","url":"/v1/game-data/gear"},{"about":"the hero skill tree: ranks, cost per rank, minimum level, effect","name":"hero_skills","url":"/v1/game-data/hero_skills"},{"about":"heroes","name":"heroes","url":"/v1/game-data/heroes"},{"about":"leagues: tiers, prizes and payouts","name":"leagues","url":"/v1/game-data/leagues"},{"about":"limited-time pack sales: windows, discounts, Town Hall / VIP gates","name":"limited_time_sales","url":"/v1/game-data/limited_time_sales"},{"about":"game-wide numbers: queue slots, march slots and sizes by Town Hall, diamond seconds per diamond, starting resources","name":"meta","url":"/v1/game-data/meta"},{"about":"the shop: real-money packs, items (speed-ups, boosts, shields...) with their effects, diamond prices, purchase bonuses","name":"packs","url":"/v1/game-data/packs"},{"about":"quests and daily tasks: requirements and rewards","name":"quests","url":"/v1/game-data/quests"},{"about":"the research tree: silver cost and seconds per level, prereqs, max level, effect","name":"research","url":"/v1/game-data/research"},{"about":"kingship titles and their buffs and debuffs","name":"titles","url":"/v1/game-data/titles"},{"about":"units: attack/defense/hp/speed/load/upkeep, training cost and seconds, tiers, traps and walls","name":"troops","url":"/v1/game-data/troops"},{"about":"the tutorial's steps: requirements and rewards","name":"tutorial","url":"/v1/game-data/tutorial"},{"about":"VIP levels: point costs and benefits per level","name":"vip","url":"/v1/game-data/vip"},{"about":"war machines: levels, cost curve, skill trees","name":"war_machines","url":"/v1/game-data/war_machines"}],"docs":[{"name":"agent-payments","url":"/v1/agent-docs/agent-payments"},{"name":"ai-player-guide","url":"/v1/agent-docs/ai-player-guide"},{"name":"game-mechanics","url":"/v1/agent-docs/game-mechanics"},{"name":"how-to-play","url":"/v1/agent-docs/how-to-play"},{"name":"mcp-server","url":"/v1/agent-docs/mcp-server"},{"name":"player-actions","url":"/v1/agent-docs/player-actions"},{"name":"protocol","url":"/v1/agent-docs/protocol"},{"about":"the web client's English text: display names of buildings, units, techs and items, tutorial steps, error messages","name":"text-en","url":"/v1/agent-docs/text-en"}],"formulas":"# Formulas (how the web client computes what it shows)\n\n- Research (research.json \"tech\"): researching level L+1 of a tech costs cost_silver[L] silver and takes seconds[L]\n  seconds (before speed bonuses), up to max_level. Every {tech_id, level} in its prereqs must be reached first.\n- Training cost: each unit's cost_food/wood/stone/ore/silver (troops.json) times the count; time is train_seconds\n  times the count, before speed bonuses.\n- Healing: food = sum(unit.cost_food * wounded * combat.heal_food_pct_of_train_cost / 100);\n  seconds = sum(unit.train_seconds * wounded * combat.heal_seconds_per_train_second_pct / 100), at least 1.\n- Finishing a timer with diamonds (queue.finish, march.speedup): ceil(remaining_seconds / meta.diamond_seconds_per_diamond).\n  Send the price you expect as expected_cost; a stale one is refused with price_changed and the real price.\n- Hero skills (hero_skills.json): rank R+1 costs point_cost[R] skill points and needs the hero at min_hero_level.\n- Alliance research level L costs floor(base_cost_silver * cost_growth_per_level^L).\n- Building upgrades: exact next-level cost, time and effect are in the snapshot's city.next_costs.\n- March time and camp odds: ask the server with march.preview (same payload as march.start).\n- Real-money pack bonuses (packs.json iap_bonuses): first full-price diamond pack +first_purchase_bonus_pct (a sale\n  price skips it and does not use it up: first_purchase_bonus_available stays true after a sale buy), first diamond\n  pack each month +monthly_bonus_pct, together at most +max_bonus_pct of the pack's diamonds, plus lifetime-spend\n  milestones paid in full; the shop_packs tool reports what is still available.\n"}
