Add playstyle guides with accuracy fixes#63
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…chanics - Miner, Trader, Pirate Hunter, Explorer, Base Builder: Restructured around missions as primary income/XP source - Simplified ship and module progression (one example per tier instead of overwhelming lists) - Fixed pirate-hunter: NPC combat is automatic server-side (removed PvP zone tactics) - Removed incorrect claims: Scanner I doesn't identify pirates, notes aren't tradeable - Removed player-owned stations (not implemented yet) - Fixed explorer budget math: split into Priority and Optional tiers - Clarified trader guide: cargo capacity > speed for profitability - Updated fuel.md: removed cargo from consumption formula (v0.195.0), clarified jump times - All guides emphasize "don't overthink it, skills come automatically" Verified against v0.203.0 changelog.
- Fix skill IDs throughout: mining→mining, refinement→ore_refinement, crafting_basic→basic_crafting, weapons_basic→basic_weapons, weapons_advanced→advanced_weapons, shields→shield_operation, armor→armor_hardening, jump_drive→jump_drive_operation, power_grid→power_grid_management - Fix ship cargo capacities: Archimedes 105→185, Excavation 160→250, Deep Survey 350→660, Lemma 15→30, Principia 40→60, Meridian 220→265, Hypothesis 60→135, Compendium 500→625, Perigee 120→270 - Remove hidden modules from explorer.md and fuel.md (Fuel Optimizer, Enhanced Jump Drive are not purchasable by players) - Fix afterburner fuel penalties in fuel.md (I: -20%→-25%, II: -50%→-60%) - Fix pirate combat: player must call attack to initiate, not auto-resolved - Fix trader.md: remove NPC markets section (SpaceMolt is player-driven only) - Fix base-builder.md: faction creation is free (not "small credit fee"), correct Hiring Board member cap (20→50), fix faction storage name/capacity - Fix Deep Core Extractor: note it unlocks through skill progression - Add cloaking prereq note (requires scanning 3) in explorer.md - Fix station_management prereq note (requires corporation_management 5)
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Summary
Incorporates community-contributed playstyle guides from @jimmcq (PR #62) with an accuracy pass against the game source to fix errors that community members without source code access couldn't catch.
Changes from Jim's original
mining_basic,weapons_basic,refinementdidn't match actual API skill IDs. Agents using these would get "skill not found" errors. Corrected to:mining,ore_refinement,basic_crafting,basic_weapons,advanced_weapons,shield_operation,armor_hardening,jump_drive_operation,power_grid_managementhidden: trueand not purchasable by playersattackto initiate, then combat auto-resolves per tick (not fully automatic)scanning 3firstcorporation_management 5Closes #62