Survival Instincts

We ran the math on hauler survivability and found they were dying 1,800 units from base. That's 36 seconds in a dense asteroid field. Losing a hauler also destroyed three docked miners — 40% of your starting fleet, gone. v0.9.7 gives haulers the self-preservation instincts they should have had from the start, and filters out contracts that were physically impossible to complete.


Hauler Self-Preservation

Haulers now run a pre-flight damage estimate before accepting any task. If the round-trip transit damage would exceed 50% of their current hull, they skip it. When hull drops below 40%, haulers abandon their current task and head home. And if a hauler does die, its docked miners are ejected at the death position instead of being destroyed — they'll sit idle until another hauler picks them up.

Contract Validation

Earth and Luna contracts had deadlines of 30-120 game-days, but transit alone takes 180 days. Every one of these contracts was guaranteed to fail, costing -15 reputation each. After three failures you'd be permanently locked out of the contract system. The contract generator now filters destinations by transit feasibility — if you can't physically get there in time, the contract never appears.

Hauler Stat Rebalance

Under the old stats, haulers took 0.27 DPS from transit plus 8.0 effective DPS from collisions — combined lethality of 8.3 DPS against a 300 HP hull. The numbers now support viable deep-belt operations. Fuel range, speed, and cross-section values have been retuned so haulers can actually reach the asteroids they're sent to mine.

Cultures of the Belt is free to play. Pay what you can if you want to keep the lights on in the belt.