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Life Lessons Addon
About This Mod
Have you ever wondered how you managed to create all these advanced technological wonders that newly recruited tribes suddenly discovered in your colony? Or how a 15-year-old stowaway on a spaceship rebuilds his liver without a medical education.
This mod adds the concept of craftsmanship to the game. While the LIMUWORLD research system reflects the collective knowledge of the colony, and the settler's skill system reflects the settler's personal talent, the vocational skills acquired during the life lesson reflect the settler's personal knowledge.
Life Lessons" adds new personal skills such as "First Aid", "blacksmithing", "shipbuilding" and "tailoring". In addition, new, more intellectual skills, such as chemistry and physics, are being added. These skills are used as an obstacle to development because many day-to-day operations in the colony require specialized training.
Skill Requirements
Below are examples of how skills affect the daily activities of settlers.
Invoices and recipes
Most of the products that can be manufactured now require skills, and sometimes both.
Making the most complex products requires at least basic knowledge, so it is much more important to attract the most experienced craftsmen. It is difficult to train replacements, and some skills, such as shipbuilding, may be rare enough to consider "outsourcing".
Computer
We in the middle world often take for granted how much we have trained over the years to master the use of computers in all its forms. Most people are already familiar with computers, but many children and other tribesmen are unfamiliar with them and may need to be taught how to use computer devices such as communication consoles.
Construction
Gone are the days when a 15-year-old sea urchin from the cave world was the lead engineer building a spaceship that defies the laws of physics. Most industrial enterprises and higher education now require or train skills. While most buildings require only basic construction training, many require more specialized knowledge, such as electronics and engineering.
Well-trained engineers are needed for the development of the colony. Advanced skills, such as electronics and engineering, are very difficult to acquire naturally. But you can learn a lot of skills by analyzing existing designs and understanding how they work. This is a very good way to study electronics and mechanics, as they can help to disassemble many ancient structures and debris.
First Aid, Surgery and Medicine
Your untrained one-eyed cat doctor is now a real threat in the medical ward. Settlers who are not trained in first aid are much more likely to exacerbate injuries and increase the risk of infection than to improve their condition. Most internal injuries and some more serious injuries, such as shrapnel and fragmentation, require intervention by a more experienced and appropriately trained doctor. Unfortunately, trained doctors are very rare.
Until you train or "purchase" 1 of them, you can turn on all the trend settings on the "Health of the Settler" tab to be able to treat injuries, even if it poses a great risk to the patient.
Doctors are very rare, so if you accidentally stumble on the map, it can be convenient to hire 1 person doctor from another faction.
Research
Qualified scientists are now the most important contributors. Most research projects now require different scientific skills. For example, to study hydrothermal energy, you need a geologist. Once the settler has mastered all the necessary specialties, he conducts research as usual.
Senior Researcher
A single settler with a large brain can master all the skills and conduct all of the colony's research alone, but projects often require skills that someone other than an experienced researcher possesses. In such cases, settlers with the skills necessary for the study may be appointed, and other researchers may be involved in the study once the study is initiated. If only one researcher possesses all the necessary skills, the entire research team can work on the project.
Teaching & Training
Some skills are self-taught, but many require the participation of teachers who already have them. At the bottom you will see a new tab "Basic Lesson", where you can create and schedule classes, which can be gathered for training. There may be a lot of people in the classroom at the same time, but in general the classroom is not as effective as the practical classes, so teaching a new doctor, for example, can take a very long time. Yes...........
In the user interface of the lesson there are 2 main components:
Lesson plan: Lesson plan is the recruitment of students, teachers and the list of subjects taught. You can teach many subjects at the same time, so you can make a basic lesson plan for the primary school and forget about it. Teaching multiple specialties simultaneously reduces the overall speed of learning.
Schedule of lessons: The schedule indicates which lessons should be held and when. For example, you can schedule several classes with different students on different days of the season. It takes some time for students to reach the audience, so it is better to schedule in blocks of 2-3 hours or more.
After you create a schedule, you can bind it to the teacher's location, and your classes will meet at the next scheduled time.
There is a button in the lower left corner of the screen that launches a small tutorial to introduce these concepts.
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