Low levels matter
The first levels already change how a ship performs; progress does not wait until the endgame.
Progression
Skills grow through use. Early levels already make a visible difference, while the road to 100 keeps rewarding captains who commit to a role.
The first levels already change how a ship performs; progress does not wait until the endgame.
Depending on the skill, training can improve yield, duration, cost, damage, or success chance.
A focused captain gets more from a chosen role than one who spreads every skill too thin.
Skills run from 0 to 100 and grow by being used. The early levels are meant to be felt quickly, while mastery keeps improving the result all the way to the cap.
XP comes from the action that was actually resolved. Its difficulty, its outcome, and the skill's own progression rule shape the final gain.
Skills are grouped by the job they do, which makes a ship and its captain easier to read at a glance.