:/
Anyway, it was never stated what the different policy and some of the leader options did mechanically. How much to Doctor and Forge Smith buff my medicine, engineering, and crafting, and what does Scholar actually do? That is, given I have these:
Scholar: Start off with bonus of five Tech points as one studied with holographic display computers.
Doctor: Your leader is also your tribe’s best doctor. Teach tribe skills and + medicine rolls.
Forge Smith: Bonus in Engineering and Crafting. Making stuff up and keeping it maintained. Helps in Invention process in Arms Race mode +2 to one aspect pre gear made.
And these:
1: Child Labor?
-The children can work. Just nothing dangerous. Able to hire children to some tasks.
2: What to do with the dead?
-Make use of the dead, gut organs for transplants and the rest reduced to fertilizer for boost in soil/farming.
3: How to Deal with Spats/Problems:
-Primarily, arbitration, to try to reach a mutually acceptable resolution. If that doesn't work, it will be taken before the council of Justices, who will make their own decision. It's generally better for both parties to wrap it up in arbitration, because if you go in front of the Justices, you have to pay them.
What mods do I get to these:
Combat: 5
Tech: 13
Search: 5
Explore: 6
Farm: 10
Craft: 6
Medical: 7
Tame: 5
Engineer: 13
Clearing it up.
You know in all other Arms Races your just design team and in SG your a official who makes stuff happen?
Here? Not just that, but you are a “unit.”
That’s right. You and any who join your tribe are members of said society.
Doctor Skill: In Mediciad situation get better medicine roll.
Forge Smith: Arm Races phase. Get to add +1 to function, price, or debugging the product. That’s it. It adds the design phase. Was thinking of giving it more uses but decided against even though everyone has it, competent crowd.
As for Scholar?
In a SG situation and Leader is present, in the “tech method” to solve a problem. Get a + 5 for total skill roll to solve problem.
Example!
You and your scouts have found a ancient robot. It seems intact but not moving.
A: Scrape it for resources
B: Tech: Attempt to restart it via tinkering to get it up and running on your side. It would take your score to + 18. Meaning in die roll, majority except a pitiful roll will equal to win. Like 3+ save to win.
C: Hot wire machine so if anyone else comes to turn it on, it will explode as a bomb. ( same deal. Scholar boost to 18 tech. Instead of robotic helper, a trap for would be trespassers.
The policy stuff I added with my two other tribes.
1:
If Children do not work. Morale as parents know they are safe.
If kids work safe jobs. Their parents are free to do more dangerous stuff while kids do resource gathering ( farming and searching in areas in base perimeter.)
If kids get risky job. Your unit counter goes to 700 represents that even your children can do all tasks. Including scouting/hunting and killing as soldiers.
The bodies?
Ceremony means morale. People are cared for, even the dead. And if enemy violates Body before rites, tribe gets modifier in fighting said despoiler.
Transplant: Actually a two part deal. Organs add + 2 to medical to save lives with donor organs. The bodies? +1 in farming as the dead enrich the soil.
Eat the bodies? All dead tribe members become four meat food units. And any looted enemy humans get same treatment. Not starving, but sick you know?
The court case?
Trial is Morale as in structured society.
Pay up or work off means the offender are busting ass to do additional resource gathering for a Tony pitch there.
Fight? It’s a + 2 Combat modifier. As strong literally write the laws.
Anymore things?