This is how I would start - Specialists with an * have been changed. Those changes are in Italics:
- Diplomat
Releases all captive specialists you own that are being held at an outpost within Diplomat's outpost's sonar range.
- Revered Elder
No other specialists participate in combat, unless both sides have a Revered Elder.
Combat priority: 2
- Foreman
Produces 6 additional drillers with each production cycle while at a factory.
Promotes to: Engineer
- Engineer*
Global: Repairs 25% of the drillers you lose in combat (rounded up) after each combat you win. Local: 25% are repaired after combat taking place where Engineer is present (rounded up). A Maximum of [75-100%] of drillers can be repaired per battle.
- Pirate*
Sub carrying Pirate can target another sub. When targeting a sub, the Pirate's sub travels 2x faster than standard sub speed, then travels at 4x normal speed to nearest friendly outpost. - (Standard subs, not ordinary. Admiral gives the pirate a small boost, which helps with targeting other subs with a speed boost in the mid-late game)
- Lieutenant
Destroys 5 enemy drillers when participating in combat, travels 50% faster than ordinary subs.
Combat priority: 7
Promotes to: General
- General*
Global: General destroys 10 enemy drillers after the specialist stage in each combat in which you have a specialist present after the specialists phase. Local: Travels 50% faster than ordinary subs..
- Princess*
Increases her outpost's sonar range by 50% of standard range. If you lose control of your Queen, the closest Princess becomes the new Queen.
- Infiltrator*
Local: Drains 20 from the shield charge of any outpost it attacks. Global: Each additional Infiltrator drains an additional 10 from the shield charge when attacking an outpost.
Combat priority: 4
- Sentry
Fires on an enemy sub once every 2 hours while at an outpost. Each shot destroys 5% of drillers rounded up. Sentry's range is half of its outpost's sonar range. Target is chosen to maximize damage.
Promotes to: War Hero
- War Hero*
Destroys 20 enemy drillers when participating in combat. Every 5 days this amount is increased by 15.
Combat priority: 7
- Intelligence Officer*
Increases your sonar range by 25% of standard sonar range. Shows you the type of all outposts that are outside your sonar range.
- Tinkerer*
Increases your electrical output by 3 times Tinkerer's outpost's maximum shield charge. Tinkerer's outpost's shield charge is drained at 3 units per hour. Tinkers are hate each other, and as such, only one Tinker can boost production per base.
Promotes to: Minister of Energy
- Minister of Energy
Global: Adds 300 to your electrical output. Your factories produce 1 driller less each production cycle.
- Saboteur
Redirects enemy sub to its owner's nearest outpost when participating in sub-to-sub combat.
Amount: 2
Combat priority: 3
- Assassin
Kills all enemy specialists present when participating in combat.
Amount: 2
Combat priority: 6
- Inspector
Fully charges the shields of a friendly outpost upon arrival and after every combat while he's present.
Promotes to: Security Chief
- Security Chief
Global: Adds 10 to max shield charge of all your outposts. Local: Adds 10 to max shield charge of Security Chief's outpost.
- Double Agent
When participating in sub-to-sub combat, drillers on both subs are destroyed, subs swap ownership along with any specialists aboard, and combat ends.
Combat priority: 5
- Queen
Adds 20 to her outpost's maximum shield charge. If you acquire another Queen, she becomes a Princess. Queen may periodically hire specialists.
- Thief
Converts 15% of enemy's drillers (rounded up) to your side when attacking an outpost, or in sub to sub combat.
Combat priority: 4
- Smuggler
Travels 3x faster than ordinary subs while heading for one of its owner's outposts.
Promotes to: Tycoon
- Tycoon*
Global: Speeds up your driller production rate by 50%. Decreases supply cap by 50. Local: Produces 3 additional drillers with each production cycle while at a factory.
- Navigator*
Owner may change course of sub carrying Navigator. Subs with Navigators travel at .75x of the maximum possible Speed. Navigators can target ships.
Promotes to: Admiral
- Admiral*
Global: Increases speed of all your subs that aren't carrying specialists by 50% of ordinary subs. Local: Admiral travels 2x faster than ordinary subs.
- Martyr
Destroys all subs and outposts within Martyr's blast radius when participating in combat. Blast radius is 20% of standard sonar range.
Combat priority: 1
- Helmsman
Travels 2x faster than ordinary subs.
- Hypnotist
Takes control of all captured specialists present at his outpost.
Promotes to: King
- King*
Global: Destroys 1 enemy driller for every 3 of your drillers that remain after specialist phase in every combat you are involved. Reduces supply cap by 50.