Build the ship around the job.
A hull is the foundation, not the finished answer. Components, Hull Slots, weapons, ammunition, cargo, power, cooling, Crew, condition, and doctrine combine into the ship you actually operate.
Where do you want to dig in?
Choose the Foundation
Physical envelope, fitting topology, native habitation/protection, Crew burden, structural stats, and any explicit role doctrine all begin with the hull.
Build the Machinery
Reactors, drives, cooling, sensors, shields, computers, life support, and profession hardware create capability.
Add Structural Capability
Cargo, quarters, medical support, laboratories, recovery support, and other internal modules change what a ship can carry or sustain.
Define How You Fight
Weapon family, ammunition, range, accuracy, cycle, defenses, and power allocation shape combat doctrine.
Make the Fit Sustainable
Installing equipment is only the beginning. The ship has to power it and shed the heat it creates.
Choose What the Ship Carries
General and specialized holds determine how long you can operate and what kinds of careers the ship supports well.
Keep Capability Intact
Wear, damage, maintenance, repair, and component condition affect whether your paper build performs in the field.
Build an Organization, Not One Perfect Ship
Different hulls can specialize around different careers, logistics, risks, and Crew.