docs(site): edit rules for clarity + cross-links; migrate off rules.txt
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Editorial pass over site/ru/rules.md (on top of the verbatim port): - moved the lore intro to the RU home page, rewritten in a modern voice; - fixed typos, replaced the TODO/WTF cargo-tech note and the abandoned (---ссылка---) marker with the verified mechanic and a real cross-link, dropped the report TODO row; - wove organic intra-page cross-links (#combat, #movement, #victory, ...); - documented engine nuances verified against the code: ore auto-farming and the capital / "запасы промышленности" store (industry capped at population); cargo lost with ships destroyed in battle; and that a losing race's colonists at a neutral planet are NOT lost — they stay aboard (this corrects the audit note, verified in route.go). Migration: delete game/rules.txt (its content now lives, authoritative, in site/ru/rules.md) and repoint every reference to it (ui/frontend code comments + tests, ui/docs, tools, ui/PLAN.md links). Record the RU-authoritative rule in site/README.md and CLAUDE.md. The English site/rules.md mirror follows in a separate stage.
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@@ -136,7 +136,7 @@ new one); Create is disabled while the name is invalid or duplicate
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(reusing `lib/util/ship-class-validation.ts`). Create reuses the existing
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`createShipClass` order-draft flow, so the optimistic overlay reflects
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the change immediately. Ship classes are immutable after creation (per
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`game/rules.txt`), so there is no edit — only Create-new. Delete-class
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`site/ru/rules.md`), so there is no edit — only Create-new. Delete-class
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lives in the ship-classes table (`lib/active-view/table-ship-classes.svelte`),
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not the calculator.
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@@ -5,8 +5,7 @@ subsection (a single-row dropdown + contextual actions after
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F8-05), the map-driven destination pick, and the optimistic
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overlay that keeps the inspector and the map in lock-step with
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the local order draft. The engine semantics are quoted from
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[`game/rules.txt`](../../game/rules.txt) section "Грузовые маршруты"
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(lines 808–843); this file is the source of truth for how the UI
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[`site/ru/rules.md`](../../site/ru/rules.md#routes) section "Грузовые маршруты"; this file is the source of truth for how the UI
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surfaces those rules.
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## Engine semantics in one paragraph
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@@ -29,8 +29,8 @@ sequence.
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The designer presents the four proportions as percentages
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(`step="0.1"`, range `[0, 100]`) so the player can type and reason
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about whole-number splits — closer to how `game/rules.txt` describes
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sciences (`game/rules.txt:345-362`: "10 parts Drive, 5 parts
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about whole-number splits — closer to how `site/ru/rules.md` describes
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sciences (`site/ru/rules.md` #sciences: "10 parts Drive, 5 parts
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Weapons, 30 parts Shields, 0 parts Cargo, …"). The wire shape is
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still fractions; conversion happens inside `validateScience` only on
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Save (`value / 100` for each of the four).
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