In Nightmare mode it's pretty common to find mutants with 20+ in a stat. I've seen some starting with 27 in a stat. I thought I noticed the mutants with better stats resist persuasion and possibly seduction but I could be imagining it.
Don't be like my founder and walk through the drug house a bazillion times to find the sparse but not uncommon mutants. You can recruit from like, a half dozen or more with the recruitment activity. I'm sort of making a mutant army now...
Here are some suggestions I thought of when they made sense at the time. I didn't doublecheck!
A display of open spots for the two types of recruitment on the meeting screen from the Recruitment activity would be useful. Being able to access the recruiter's character sheet would be helpful, or having their Persuasion and Seduction skill levels shown somewhere. This is because if a Liberal recruiter has full Persuasion based recruitment slots, but still has open Seduction based slots or the other way around it can't be looked at from that screen.
On the promotion screen it would be useful to be able to assign a whole branch below someone to the same car and then assign travel to a location all at once. If it had an option to pick the best driver automatically that would be swell.
To train persuasion skill it's useful to talk about the issues. With a lot of liberals doing this at once it's useful to hold down the b key to zoom through that screen. A break between this and the seduction process would be useful, maybe requiring a press of the enter key. As it is, holding down b key also goes through the seduction menus, with try to get through the night without spending money. This leads to recruitment on accident since the seduction can succeed with that option, and there is no option to refuse the new member. I ran into this when a liberal was setting two dates a night and then breaking them off to level up the seduction skill at the same time as training many, many mutants in Persuasion. I would have to slow down the b option keypress once I thought I was near the end of the Persuasion screen. I was adding mutants talking to 6 new friends each! It changed every mutant! All of them had 2 dates!! I never knew where the mutants would end Persuasion and the Seduction would begin!
Assign simple tasks in bulk could use a key to assign the whole page to the category unless I missed that somehow.
I sent some members to the other locations and I didn't realize D.C. didn't have a drug house to train their recruits at without alerting the press. I think D.C. would be a place to send already trained members. IIRC I tried the Haunted Church but the press caught wind and the first newspaper was printed about the LCS.
In the drughouse, the press does not report on LCS crimes. You can also train stealthy fighting without becoming wanted for crimes. If you (S)tall with a Conservative in the tile you can train Stealth and Disguise. I also think this won't accumulate crimes even if CONSERVATIVES ALARMED. If you use one person squads these go up fast.
Knives can do some sort of stealth move now, and if it depletes the health bar it does not raise the alarm. That slowly trains Martial Arts, which melee weapons seem to use now, but also gives quick juice and free guns from the CCS. A full squad can take down two or three with low Martial Arts skill once the first few in the order have enough Stealth skill to not be spotted. If it's not a one shot though, the dang alarm goes up, even if they drop the gun and crawl off right afterwards.
Eventually the Conservatives always become suspicious, and at that time the Squad is to leave the premises. If the alarm is raised, any crimes are reported, even vandalism. Also, they start shooting and blocking the exit. However, the main issue after escaping after the alarm was raised is that now the police will be on those Liberals unless all they did was talk and loiter. There might be some distinction between what crimes are done on the map when counting them towards Wanted status, because I thought I noticed when a Liberal raised the alarm by a CCS member surviving and surrendering it was only an Assault charge rather than wanted for Murder, which I thought that Liberal had also been doing there before that. I didn't check to be sure so I could be wrong how that works. <shakes magic 47 ball> Maybe. Dammit!
The reason why this is useful is because without any reported crimes the Homeless Shelter can be used by crimeless Liberals. The CCS can still attack it though. However it's super easy to leave that map, the Squad will start right next to the exit. Moving everything into the Haunted Church that the Liberals aren't wearing might be useful if the Squad is nonviolent.
Seducing the landlord does not result in a free room. However he is always there to train Seduction on after the Liberal unlocks all the room doors on the first floor to train Security skill.
I've found for training skills a routine of talking about the issues until 6 meetings are scheduled, then two random dates, and then training Stealth and Disguise via loitering, and finally obtaining free guns. Training for juice might be better with a full squad since a squad can dismantle bigger herds of CCS.
At some point after I see if I waited too long to work on the issues before the Arch-Conservative amendment can pass in this game, if I do another game I'll see if a pacifist run is doable. I think so. I noticed the CCS even with the option to start active and extremely strong only seemed to become active in the newspaper after the first drughouse graffiti... I don't know if activism activities activate them. I was recruiting and training mutants like Master Splinter. Shredder is bogus, dude! Cowabunga!