It's usually possible to avoid getting attacked, and the student body in my experience usually handles most combat anyways, so how much it matters to you if the staff are good at fighting I don't know, but it's at least potentially relevant. Combat traits matter if the staff member gets into combat. I believe Inspiring (removes negative traits from mentored students) is useful on nurses, guidance councilors, and psychologists but not on janitors since if I'm not mistaken it can trigger for students who come in to be counselled or to have their injuries tended, but it's not particularly relevant as guidance offices, sickbays, and psychologists' offices have low student capacity and don't seem to be particularly popular with students anyways. Such traits likely won't matter as much on guidance councilors, psychologists, and nurses as they probably won't be around as many students as often or as long as teaching staff and probably janitors, but they can still have an effect. Traits that affect the needs or sanity of others nearby function as long as others are nearby to be affected. Those Demanding / Unionized guidance councilors, nurses, and psychologists may not be doing anything much since the students seem to prefer attending class, sleeping, eating, and sitting around in the common rooms, but they still want their extra pay. Matters more for larger universities or when staff have to leave to fulfill needs than for small universities or when staff needs are provided for at the university. Also helps with responding to void gates and firestorms. Movement speed bonuses are useful for any character, but especially for janitors (who spend a lot of time moving around the school) or for staff who have a long distance to cover when they go to fulfill needs. Higher movement speed reduces travel times, lower movement speed increases travel times. Not sure about that, but that's what I think it does. I believe pedagogy acts as a speed modifier on whatever the staff member's job happens to be, not just on actual teaching. Originally posted by Lan:Do their traits matter when in rooms like the one that removes sanity? Staff members' traits? For some rooms - mostly guidance offices, sickbays, and pyschologists' offices - additional rooms are probably better than more efficient rooms almost regardless of university size since they have very low capacity. If it helps for sizing, I believe a full suite of classrooms in a field will give about 20 student slots, though obviously not all of those are available at any given moment. Overall, I would say that increasing room efficiency is better when your university is small while adding more rooms is better when your university is large. Beast Magic) is available at any given moment. Adding new rooms rather than upgrading old ones can also shorten time wasted on moving from one room to another, which can amount to a rather significant improvement if your university building has become large or has some routing efficiency issues due to where certain rooms are placed, and for classrooms should also increase the likelihood that a given class type (e.g. should I be building more dorms or just leveling up one?Room efficiency makes whatever the room does go faster - students reduce boredom / tiredness / hunger faster in a more efficient student room / dormitory or private room / refectory and learn magic faster in a more efficient classroom - whereas adding more rooms increases overall capacity and availability. Originally posted by Lan:Room efficiency vs multiple rooms? not sure how much efficiency matters.
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