An away scenario in the balance simulator: hired pilots fly Independent
for 8 hours and earn a median 56% of active play with the same fleet
(target 40-80%), never below the spending floor or stranded (CR-021).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CR-019 §6 amendments (plan 0.5.52, 0.5.53, 3.9, 9.4, 12.1; CR-002,
CR-006, CR-007). The balance player reads boards for the qualifying
fleet; e2e 12.6 learns Heavy Cargo before a Heavy job is offered.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With a fleet, boards keep only candidates some pair can complete, up to
the board size or 200 attempts (decision 0.5.114). The balance player
keeps enough cash to refuel landed ships before buying one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New ships (deal or Market) come full on Manual refueling; save version
3 puts every existing ship on Manual. The balance simulator refuels only
when a job needs it (decisions 0.5.111, 0.5.112).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
For every purchasable ship and route it can fly, the leg's fuel at the
origin's price against the median payout of fitting contracts; the
balance script prints the table (decision 0.5.110).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Five tutorial runs before the deal and a tutorial XP multiplier of 2.
The deal no longer waits for the loaner to be back at Earth, since five
runs end at the Moon; accepting it still puts the avatar at Earth.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Applies CR-015's amendments to the implementation plan (deferred list,
decisions, content, sim, client and phase notes). The balance check now
also confirms no simulated ship ever needs emergency fuel while the
player has credits on Auto top-up. Phase 15 is complete.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ships carry fuel: a leg burns from the tank at departure (no credits),
dispatch needs the fuel on board (not-enough-fuel), a leg's fuel cost
is fuel burned x the tank's average price, and Auto top-up refills on
landing with what the credits cover. The save gains tank fields (save
version 2, migration fills every tank). Market ships arrive full; the
deal's ships come with a quarter tank to keep the balance targets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ships get a tank capacity and a burn rate instead of range and fuel
cost; locations get a fixed fuel price and a sellsFuel flag instead of
the launch cost multiplier. A leg burns burn rate x the economic
distance of (distance / origin factor), and reach is a full tank's
worth. Tanks are sized so every reach answer is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Positions, distances, range checks, trip times, fuel and the no-strand
rule no longer take a time argument; the 48-hour no-strand margin goes
with it. Tests now check that a route's pay, trip time and fuel are the
same whenever it is offered or flown.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>