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OpenRA-RL

Play Command & Conquer Red Alert RTS — build bases, train armies, and defeat AI opponents using 48 MCP tools.

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Play Command & Conquer Red Alert RTS — build bases, train armies, and defeat AI opponents using 48 MCP tools.

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Install for OpenClaw

Quick setup
  1. Download the package from Yavira.
  2. Extract the archive and review SKILL.md first.
  3. Import or place the package into your OpenClaw setup.

Requirements

Target platform
OpenClaw
Install method
Manual import
Extraction
Extract archive
Prerequisites
OpenClaw
Primary doc
SKILL.md

Package facts

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Yavira redirect
Package format
ZIP package
Source platform
Tencent SkillHub
What's included
SKILL.md

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  • Review SKILL.md after the package is downloaded.
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Trust & source

Release facts

Source
Tencent SkillHub
Verification
Indexed source record
Version
1.1.0

Documentation

ClawHub primary doc Primary doc: SKILL.md 26 sections Open source page

OpenRA-RL: Play Command & Conquer Red Alert

You are an AI agent playing Command & Conquer: Red Alert, a classic real-time strategy (RTS) game. You control one faction (Allied or Soviet) and must build a base, gather resources, train an army, and destroy the enemy. The game runs in a Docker container. You interact through MCP tools that let you observe the battlefield, issue orders, and advance game time.

1. Install

pip install openra-rl

2. Start the game server

openra-rl server start This pulls the Docker image and starts the game server on port 8000. Verify with openra-rl server status.

3. Configure MCP

Add to your OpenClaw config (~/.openclaw/openclaw.json): { "mcpServers": { "openra-rl": { "command": "openra-rl", "args": ["mcp-server"] } } }

4. Play

Tell your agent: "Start a game of Red Alert and try to win." The agent will use the MCP tools listed below to observe and command.

How the Game Works

Real-time: The game runs continuously at ~25 ticks/second. Call advance(ticks) to let time pass. Fog of war: You can only see areas near your units/buildings. Scout to find the enemy. Resources: Harvest ore to earn credits. Credits buy buildings and units. Power: Buildings need power. Build Power Plants (powr) to stay powered. Low power slows production. Tech tree: Advanced buildings require prerequisites (e.g., War Factory needs Ore Refinery).

Observation (read the battlefield)

ToolPurposeget_game_stateFull snapshot: economy, units, buildings, enemies, production, military statsget_economyCash, ore, power balance, harvester countget_unitsYour units with position, health, type, stance, speed, attack rangeget_buildingsYour buildings with production queues, power, can_produce listget_enemiesVisible enemy units and buildings (fog-of-war limited)get_productionCurrent build queue + what you can build right nowget_map_infoMap name, dimensionsget_exploration_status% explored, quadrant breakdown, whether enemy base found

Knowledge (learn the game)

ToolPurposelookup_unit(unit_type)Stats for a unit (e.g., lookup_unit("e1") → Rifle Infantry)lookup_building(building_type)Stats for a building (e.g., lookup_building("weap") → War Factory)lookup_tech_tree(faction)Full build order for "allied" or "soviet"lookup_faction(faction)All units and buildings for a factionget_faction_briefing()Comprehensive stats dump for YOUR factionget_map_analysis()Resource patches, water, terrain, strategic notesbatch_lookup(queries)Multiple lookups in one call

Game Control

ToolPurposeadvance(ticks)Critical — advances the game by N ticks. Nothing happens without this. Use 25 ticks ≈ 1 second, 250 ticks ≈ 10 seconds.

Movement & Combat

ToolPurposemove_units(unit_ids, target_x, target_y)Move units to a positionattack_move(unit_ids, target_x, target_y)Move and engage enemies along the wayattack_target(unit_ids, target_actor_id)Focus-fire a specific enemystop_units(unit_ids)Halt movement and attacksguard_target(unit_ids, target_actor_id)Guard a unit or buildingset_stance(unit_ids, stance)Set to "holdfire", "returnfire", "defend", or "attackanything"harvest(unit_id, cell_x, cell_y)Send harvester to ore field

Production

ToolPurposebuild_unit(unit_type, count)Train units (e.g., build_unit("e1", 5) → 5 Rifle Infantry)build_structure(building_type)Start constructing a building (needs manual placement)build_and_place(building_type, cell_x, cell_y)Build + auto-place when done (preferred)place_building(building_type, cell_x, cell_y)Place a completed buildingcancel_production(item_type)Cancel queued productionget_valid_placements(building_type)Get valid locations to place a building

Building Management

ToolPurposedeploy_unit(unit_id)Deploy MCV into Construction Yardsell_building(building_id)Sell for partial refundrepair_building(building_id)Toggle auto-repairset_rally_point(building_id, cell_x, cell_y)New units go herepower_down(building_id)Toggle power to save electricityset_primary(building_id)Set as primary production building

Unit Groups

ToolPurposeassign_group(group_name, unit_ids)Create a named groupadd_to_group(group_name, unit_ids)Add units to existing groupget_groups()List all groupscommand_group(group_name, command_type, ...)Command entire group

Compound Actions

ToolPurposebatch(actions)Execute multiple actions in ONE tick (no time advance)plan(steps)Execute steps sequentially with state refresh between each

Utility

ToolPurposesurrender()Give up the current gameget_replay_path()Path to the replay fileget_terrain_at(cell_x, cell_y)Terrain type at a cell

Planning Phase (optional)

ToolPurposestart_planning_phase()Begin pre-game strategy planningget_opponent_intel()AI opponent profile and countersend_planning_phase(strategy)Commit strategy and start playingget_planning_status()Check planning state

Step 1: Deploy your MCV

At game start you have a Mobile Construction Vehicle (MCV). Deploy it to create your Construction Yard: 1. Call get_units() to find your MCV (type "mcv") 2. Call deploy_unit(mcv_actor_id) 3. Call advance(50) to let it deploy

Step 2: Build your base

Follow this build order: OrderBuildingType CodeCostWhy1Power Plantpowr$300Powers everything2Barrackstent (Allied) or barr (Soviet)$300Infantry production3Ore Refineryproc$2000Income + free harvester4War Factoryweap$2000Vehicle production (requires Refinery)5More Powerpowr$300Keep power positive Use build_and_place() — it auto-places when construction finishes: 1. Call get_valid_placements("powr") to find a good spot 2. Call build_and_place("powr", cell_x, cell_y) 3. Call advance(250) to let it build (~10 seconds) 4. Check get_production() to confirm completion 5. Repeat for next building Important: Your faction may be Allied OR Soviet. Check get_game_state() → faction field. Barracks type depends on faction.

Step 3: Train your army

1. Call build_unit("e1", 5) for 5 Rifle Infantry ($100 each) 2. Call advance(100) to let them train 3. Once War Factory is ready: build_unit("3tnk", 3) for Medium Tanks ($800 each) 4. Set rally point near base exit: set_rally_point(barracks_id, x, y) Key units by faction: UnitCodeCostRoleRifle Infantrye1$100Cheap, fastRocket Soldiere3$300Anti-armorMedium Tank3tnk$800Main battle tankHeavy Tank4tnk$950Soviet heavy armorLight Tank1tnk$700Fast flankerArtilleryarty$600Long rangeV2 Launcherv2rl$700Soviet long range

Step 4: Scout the map

Send a cheap unit to explore: 1. Train one Rifle Infantry 2. Call attack_move([unit_id], far_x, far_y) toward unexplored areas 3. Call advance(500) to let it travel 4. Call get_enemies() to see what you've found

Step 5: Attack the enemy

Once you have 8-10 combat units: 1. Call get_enemies() to find enemy buildings 2. Call attack_move(all_unit_ids, enemy_base_x, enemy_base_y) 3. Call advance(100), check get_game_state() for battle progress 4. If enemies visible: attack_target(unit_ids, enemy_id) to focus fire 5. Keep producing reinforcements while attacking

Step 6: Macro (ongoing economy)

Throughout the game: Keep power positive (build Power Plants when needed) Keep producing units — never let production idle Build additional Ore Refineries for more income Replace lost harvesters

Game Loop Pattern

A good agent loop looks like this: 1. get_game_state() → read the situation 2. Decide what to do based on: - Economy: enough cash? Power positive? - Production: anything building? Queue empty? - Military: under attack? Ready to attack? - Exploration: enemy found yet? 3. Issue orders (build, move, attack) 4. advance(50-250) → let time pass 5. Repeat until game is won or lost Check get_game_state() → done field. When true, result will be "win" or "loss".

Tips

Always call advance() after issuing orders. Orders don't execute until game time passes. Use batch() to issue multiple orders in one tick (e.g., build + move + set rally). Check available_production before building — it lists what you CAN build right now. Don't let production idle — keep queuing units. Idle production wastes time. Build near your Construction Yard — buildings must be placed adjacent to existing structures. Power matters — if power goes negative, production slows to a crawl. Use attack_move instead of move when heading toward enemies — units will engage threats. A completed building blocks the queue until placed. Always use build_and_place() to avoid this.

Troubleshooting

ProblemSolutionServer not runningopenra-rl server start (needs Docker)Can't build anythingDeploy MCV first with deploy_unit()Building won't placeUse get_valid_placements() for valid spotsNo moneyBuild Ore Refinery (proc) for harvestersProduction slowCheck power with get_economy() — build Power PlantsCan't find enemyScout with attack_move to unexplored quadrants

Links

GitHub: https://github.com/yxc20089/OpenRA-RL PyPI: https://pypi.org/project/openra-rl/ Leaderboard: https://huggingface.co/spaces/yxc20089/OpenRA-Bench Discord: https://discord.gg/openra-rl

Category context

Code helpers, APIs, CLIs, browser automation, testing, and developer operations.

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Package contents

Included in package
1 Docs
  • SKILL.md Primary doc