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For Scientists, each has a different benefit depending on which lab you install, the basic provides two scientists that are efficent workers and can reduce supply requirements of the ship. The Energistics Lab provides some tools and the scientist it provides has an borderline insta-kill weapon making them ideal for boarding defense. The Monster Lab is a small sickbay that provides a scientist with faster movement and crew effectivness, making it a neat little hospital, doctor included. The Robotics lab is a measly repairbay but has a single scientist that can provide greatly increased supply reducement. Note that on top of this, labs ALSO GENERATE CURRENCY AS OF RELEASE VERSION 1.0.
Magic users are glass cannons of boarding combat, low hp but can hurl high damage bolts at both ships and crew alike. Unlike most labs, arcane science wings do not generate money nor do they have secondary functions, but provides cultists who have similar stats to scientists, but have much better boarding combat.
Butlers are fast runners but have reduced crew effectivness, making them ideal coal and ammo runners, they were meant to be an aesthetic mob to castle modules, for those who want to build battle-mansions.
Is there any other type of Crew, your mod adds at this current time?
Makes making ships ran only by them impossible. Or is that just me?