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1. A new one that needs at least 6 shooting and six melee
2 one that needs 6 in both intellectual and social.
That way, they need lower numbers, but more. Also, perhaps others like “at least 6 plants or animals, and at least 4 melee”, the idea being that they are working in farms, which are outside…
Then, even if they don’t pass the tests, there could be, say,a low chance of them just manageing to escape (both from a faction base (very rare) or a caravan (rare)
And, perhaps the tests vary. For instance, the empire probally has ways to inhibit farskip, meaning it takes longer to happen (but intellect +farskip helps there). Pirates are more violent, so the melee/ shooting requirements are higher.
Certain ideologies might change things. For instance, slow research means scientific knowledge isn’t as important, so intellect tests go down. Child labor being encouraged might make it easier for a child to escape, but they are more likely to come back injured.
Finally, perhaps they can “get sold around” as slaves (if the faction has any valid trade partners), or sent as a gift (say the civil outlanders send the pawn to the pirates as a gift to lower tensions)
1. If an allied faction gets them, they will return him to you
2. If a non-hostile faction gets them, then trade caravans have a chance of having the kidnapped pawn as an option to buy, and the same with trading at their faction bases
3. If a hostile faction gets him, certain things are rolled, the idea being each place he goes is easier or harder to escape from.
Oh, and if there is compat with mods like Usankas Biological Warfare… oh, the possibilities…