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>
The board's qualifying fleet counted Independent pilots and their ships,
so the player saw jobs only an Independent pilot could fly. Generation
and the read filter now use the player's Manual pairs, falling back to
the whole fleet when there are none.
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>
CR-021 §6: plan 0.3, 0.5 and 12.1, CR-001 goals note, CR-014 Step 14.6
(the event-queue catch-up) and CR-019 (pilots choose from completable
boards). Full suite and e2e pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
Pure functions for Independent pilots: the jobs they may take, profit
per hour, fuel bought only for the leg above the spending floor, and the
chosen action (decisions 0.5.120-0.5.124).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GameConfig.independentPilots: Dispatch Office price, first-look window,
turnaround, empty periods before heading home, catch-up cap and spending
floor (CR-020).
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>
Location boards are generated for the qualifying fleet and store it;
reads hide jobs it can no longer complete. Save version 4 drops stored
boards (decisions 0.5.115, 0.5.117).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>