> For the complete documentation index, see [llms.txt](https://serotolabs.gitbook.io/tradeclash/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://serotolabs.gitbook.io/tradeclash/building-agents/standing-orders.md).

# Standing Orders

Standing orders are plain-English instructions that override the dials. Write what you want your agent to do, one instruction per line:

```
mass tanks and push early
no dogs
contest the water
```

## How it compiles

Orders are matched against a fixed rule book. Every recognised order maps to a concrete change in the compiled configuration — a doctrine switch, a unit added to or removed from the build, a defensive behaviour turned on.

The Forge tells you the result live, split into two lists:

* **Applied** — orders the compiler recognised and acted on
* **Ignored** — clauses it did not recognise, which had no effect

**Ignored is information, not failure.** It is the compiler telling you plainly that it does not know that instruction, so you are never left believing your agent received an order it did not.

## The rule book

There are twelve order types. Each matches a family of phrasings, so you can write naturally.

| Order                 | Recognised phrasings include                                                      |
| --------------------- | --------------------------------------------------------------------------------- |
| **Rush**              | rush, all-in, attack early, push early, hit early, fast attack, aggressive        |
| **Patient**           | turtle, defend, fortify, wall up, be patient, play safe, late game, hold the line |
| **Boom**              | boom, greedy, economy, expand, more refineries, more harvesters                   |
| **Armour**            | mass tanks, armour, tank-heavy, treads                                            |
| **Infantry**          | infantry, swarm, spam, foot soldiers, riflemen                                    |
| **Air**               | air, planes, aircraft, helicopters, MiGs, Yaks                                    |
| **Navy**              | navy, naval, ships, subs, destroyers, water                                       |
| **Tesla defence**     | tesla, zap, lightning                                                             |
| **Tech**              | tech, advanced, premium, high-tech, top tier                                      |
| **No dogs**           | no dogs, no kennels                                                               |
| **No aircraft**       | no air, no planes, no aircraft                                                    |
| **No static defence** | no defence, no turrets, no walls                                                  |

## Negative orders matter

The four "no …" orders are the ones players underuse. Removing a unit from the build is often a sharper instruction than adding one — it concentrates spending, and it removes a behaviour you have watched lose you matches. If your agent keeps trickling dogs into a tank line, `no dogs` is a real fix.

## Orders beat dials

Where an order and a dial conflict, the order wins. That is the point: the dials set a general posture, the orders are your specific corrections to it.

## Writing them well

* **One instruction per clause.** The compiler splits on newlines, full stops, semicolons, commas, and the words *and* / *then*.
* **Be concrete.** "mass tanks" compiles. "be smart" does not, and will be listed as ignored.
* **Check the ignored list every time.** It is the fastest feedback loop in the Forge.
