I can answer some of the more technical questions.
1) What happens if one of your liberals die while having underlings and love slaves? Do the underlings disappear if their new contact is lacking in slots? Do their lovers disappear? Does that propagate down the chain? Do you get to pick which stay?
The liberal that dies will have their best subordinate promoted to take their place in the chain of command. This person needs at least 2 juice to be promoted, unless it's to replace your founder, in which case a direct subordinate needs at least 101 juice or it's game over and the entire organization disintegrates.
Lovers will abandon the LCS, as they aren't here for the new boss. The only exception is if the seduced subordinate has 100+ juice and is
also the best pick to replace them: In this case, they'll accept the promotion to take their lover's place, and become a regular member.
Subordinate caps aren't considered during this promotion process, so it's probably possible to get someone over their cap after the promotion process. This is partly a quality of life thing, since you aren't picking who to keep and who to let go.
2) What's the calculation for teaching new skills? Do liberals need to have basic competence at one to attend the classes? Do they need to be idle? What is a good skill level to teach from? Can they receive multiple classes at once?
In New Age, everyone in the city will find the time to take the class unless they're in jail, and multiple classes can be taught and learned from at once.
The formula for calculating experience is quite complicated, but some key notes:
- The teacher can only teach up to their current skill level in a skill.
- The base rate of learning is 1 skill xp per day for every point the teacher has in the skill, plus 3 skill xp per day for every point of the teacher's teaching skill, minus 1 skill xp per day for every point the student already has in the skill. This means being good at teaching is the most important thing for rapid learning, especially when the student and teacher are similar in level.
- The rate of learning is reduced if the teacher has a high workload, which is when many students are learning many skills from them. If the workload is low, the teaching rate is not reduced and classes are cheaper to run. The learning reduction isn't quite proportional though; having twice the workload soft cap only reduces to 62.5% learning rate. So it's actually not inefficient to have tons of people learning, it's just slower.
- The maximum rate is 50 skill xp per day, the minimum is 1 skill xp per day.
- The teacher gains 1 skill xp in teaching per student per skill that student is learning. This can give you a sense of their workload, since they are effectively gaining experience proportional to their workload.
3) How do you use the first aid skill?
First aid is passively used as needed. If they're in your squad, they'll try to stop bleeding in the field, but they can't restore health during a squad action beyond that. Having someone skilled in first aid in your safehouse (doing literally anything) will improve healing rates for everyone at the safehouse. If you have a very skilled doctor at your base you can often forego sending liberals to seek medical treatment when injured and just hang out at base for a bit.