Right now, it's hard for new players to figure out what to do about the CCS. This is an idea for changing that.
One month before the CCS breaks out, the Gentleman's Club has a news article that the owner has died in a car accident. The Gentleman's Club reopens as the Conservative Club for Wisdom. It is now invite-only; you can only get in with a sleeper bouncer. The bouncers carry M16s, AR-15s, .45 Pistols, .38 Pistols, or batons, depending on the law.
If inside without an alarm, disguised CCS members you walk past have a chance of asking one of your Liberals if you want to hear something disturbing. If you say yes, they will say something like "Liberals want to kill babies so they can shag more often." You have two responses: a) "That... is disturbing. What can I do?" b) "Whatever."
If you go along with it, you immediately gain one point of Wisdom for even hearing out this trash (with no risk of conversion). You're eventually invited to meet up and talk about making a difference. If you say whatever, they stop talking to you and won't listen to you either. Being invited to meet up gives you a couple of options each day.
1. If you don't show up, it breaks off the meetings. You don't see them again.
2. If you play along with the Conservative, each day you have to make a resistance check or gain Wisdom. Failing while you have more Wisdom than Heart converts your character, losing them forever, and within the next few days, the CCS will raid that Liberal's old safehouse. If you resist for several days, you're invited to join the CCS. If you accept, your character becomes a CCS sleeper and the first safehouse is revealed. If you refuse, they let you go, and you never see the person again.
3. If you debate the issues, you roll. A middling result has no effect (you don't gain Wisdom, you don't get closer to an invite). A high result sways the CCS member. A low result gets your Liberal kidnapped (see below). If you succeed in swaying the CCS member enough times, the CCS member joins YOU instead, and you can recruit them as a regular member or a sleeper -- either way, you get their safehouse location.
4. If you attempt a kidnapping, it runs similarly to datenapping. However, in both this and datenapping a CCS member, a failure results in the reverse: Your Liberal is kidnapped.
If your Liberal is kidnapped, you have about a week to raid their safehouse (which you probably don't have the location of) and rescue your Liberal. Your Liberal is being held in a closet special location similar to the lock-up, only it's very easy to pick the lock. Successfully taking the safehouse also rescues your Liberal. Your Liberal will never escape on their own; it would deprive the player of the tension of solving the issue themselves. If you fail to rescue your Liberal in time, their body is dumped at the Homeless shelter, and the Liberal's safehouse is promptly raided by the CCS.
Under this proposal, you can still use the old fashioned way of getting the safehouse location by walking up to them, saying "No" to the disturbing question, and asking them out.