Reputation currently accumulates on delivery but gates nothing — it's a dead stat. Wire it into the economy:
Cheaper planes — purchase price in the market gets a discount that scales with reputation.
Cheaper fuel — refuel cost gets a discount that scales with reputation.
Better jobs — higher reputation unlocks better contracts (higher payouts / premium jobs). Can be combined with the special-jobs issue if it fits naturally.
Show the effect in the UI so the player can see what their reputation is buying (e.g. effective price/discount on market rows and refuel actions).
Implementation notes:
Keep the scaling formulas simple and tunable; unit tests for each of the three effects at fixed rep values; e2e where observable in UI. CI-only e2e per AGENTS.md.
Reputation currently accumulates on delivery but gates nothing — it's a dead stat. Wire it into the economy:
1. **Cheaper planes** — purchase price in the market gets a discount that scales with reputation.
2. **Cheaper fuel** — refuel cost gets a discount that scales with reputation.
3. **Better jobs** — higher reputation unlocks better contracts (higher payouts / premium jobs). Can be combined with the special-jobs issue if it fits naturally.
Show the effect in the UI so the player can see what their reputation is buying (e.g. effective price/discount on market rows and refuel actions).
Implementation notes:
- Keep the scaling formulas simple and tunable; unit tests for each of the three effects at fixed rep values; e2e where observable in UI. CI-only e2e per AGENTS.md.
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Reputation currently accumulates on delivery but gates nothing — it's a dead stat. Wire it into the economy:
Show the effect in the UI so the player can see what their reputation is buying (e.g. effective price/discount on market rows and refuel actions).
Implementation notes: