A ship whose pilot was resting still showed on the location chips as
available. The chips and the Jobs badge now count only ships a job could
go out on now; the board names who wakes first when none is ready.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An e2e check that a new player who skips the welcome has a run in
flight within 30 seconds. Full suite and e2e pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A company started from Settings gets its own welcome; Settings -> Help
reopens the cards, ending in Close (decisions 0.5.131, 0.5.132).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Three welcome cards for every new company: Next, Skip, '1 of 3', swipe,
a focus trap, and a slide that reduced motion turns off; closing records
it and goes to Contracts (decision 0.5.131).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Welcome card text and the tutorial employer's name in content; save
version 7 records whether this company's welcome was seen (decision
0.5.131).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A 'Yours for' chip in the first-look window, a 'Catching up on your
fleet' indicator for slow catch-ups, and a per-pilot logbook with company
totals on the away sheet (CR-021).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Buy the Dispatch Office on the Bridge; set hired pilots Independent,
see what they're doing and edit their orders on Pilots; the spending
floor in Settings; an Independent badge on Fleet (CR-021).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CR-020 and Phase 20 went to the Bridge dashboard, recorded first in
another session. Independent Pilots is CR-021 (decisions 0.5.122-0.5.130);
its Steps 20.1-20.5 commits are Steps 21.1-21.5.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dispatch sheet tells the engine which contract the player has open;
Independent pilots leave it alone, and the loop runs their decisions
while the app is open (decision 0.5.122).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Commands and the resolution loop replay arrivals and Independent
pilots' decisions in time order, at most 7 days, in chunks with
progress; the same time always gives the same save (decision 0.5.125).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Commands to buy the Dispatch Office, set a pilot's mode and orders, and
set the spending floor; save version 5 starts every pilot on Manual
(decisions 0.5.118-0.5.120).
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>
Contract cards drop the Too heavy and Too slow badges; an empty board
says no job fits the fleet, with the refresh countdown (decision 0.5.114).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>