# Ships This document defines the intended role of ships in the simulation. Ships are mobile actors that operate across the spatial model in [UNIVERSE-MODEL.md](/home/jbourdon/repos/space-game/docs/UNIVERSE-MODEL.md) under the authority of commanders defined in [COMMANDERS.md](/home/jbourdon/repos/space-game/docs/COMMANDERS.md). ## Core Principles - every active ship should have a commander - ships operate in explicit movement regimes - ships execute logistics, combat, construction, scouting, and transport roles - ship capability depends on hull, modules, and commander intent ## Ship Roles Common roles include: - mining - hauling - construction - escort - patrol - combat - scouting - passenger or utility support later From a simulation point of view, the important distinction is not only hull category but also commander role: - self-directed industrial ship - station-assigned ship - fleet-assigned ship - faction-directed strategic ship ## Movement Ships should move according to the layered spatial model: - thrusters inside a `localspace` - warp between anchors inside one system - stargate or FTL for inter-system travel Ships should not behave as if an entire system is one continuous local dogfighting field. ## Command Requirements A ship without a commander should be severely limited. At minimum, it should not perform meaningful autonomous loops such as: - mining cycles - trade runs - route planning - combat patrols - logistics procurement Ship commanders should be able to receive work from: - player direct orders - a superior commander - economic opportunities exposed by the market Some ships should also specialize in worker transport, provided they carry the required human habitat module defined in [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md). Ship work selection should also obey policy restrictions such as allowed trade partners, regional limits, and station-serving constraints. See [POLICIES.md](/home/jbourdon/repos/space-game/docs/POLICIES.md). ## Capabilities Ship capability should depend on: - hull class - fitted modules - cargo and storage compatibility - propulsion capability - docking compatibility - optional warp and FTL capability Cargo and movement capability should materially affect which market opportunities a ship can accept. This should eventually include item-class compatibility as described in [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md). Those capabilities should primarily come from fitted modules as described in [MODULES.md](/home/jbourdon/repos/space-game/docs/MODULES.md). ## Relationship To Other Documents - [UNIVERSE-MODEL.md](/home/jbourdon/repos/space-game/docs/UNIVERSE-MODEL.md) - [COMMANDERS.md](/home/jbourdon/repos/space-game/docs/COMMANDERS.md) - [ECONOMY.md](/home/jbourdon/repos/space-game/docs/ECONOMY.md) - [STATIONS.md](/home/jbourdon/repos/space-game/docs/STATIONS.md) - [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md) - [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md) - [MODULES.md](/home/jbourdon/repos/space-game/docs/MODULES.md) - [POLICIES.md](/home/jbourdon/repos/space-game/docs/POLICIES.md)