During Christmas I tested TAC 2.02d+Iso and found that Criminals can escape (according to LbD mechanics). During one of my test game a lot of Criminals escaped.
I know, TAC balancing for "Escape" currently has pretty high values.
(I did not change balancing of TAC for RaR because I first wanted to get feedback.)
1. Very easy to prevent the escape of Criminal by converting him .... (you probably don't belive me) .... in Missionare.

More then strange solution. "Criminal" and "Missonary"? Maybe this feature remained from vanilla version. In such case it should be fixed.
2 Aspects here:
A) Possibility "Criminal -> Missionary", that is
Vanilla.
B) In the beginning I had implemented Criminals also escaping with Professions outside city (Pioneers, Soldiers, Missionaries, Scouts)
but TAC-Team did not like that, so it was removed.
2. What happens with escaped Criminals? At the moment they disappear from the game.
I guess it would be much more interesting if instead the escaped Criminal we will find a new enemy unit ("Bandit") near the players city. This "Bandit" can attack his former city, steal some goods from warehouse or create some disorder during a number of turns, but cannot destroy the city.
Fully agree, it is on our list but it is just not implemented yet.

I first wanted to have the according "Barbarian Civ".
Could you, please, explain why random-based mechanics is used in LbD for education.
It is not "random based" only !
It is "
random based with growing chances" !
It is relatively complicated formulas but to make it easy:
The longer a Colonist works in a Profession, the higher his chances are to become Specialist.
(Of course, there are also several other factors.)
Reasons why I chose that approach:
It is not deterministic. I hate deterministic things like "Always after X rounds Y happens".
That is boring and not realistic.
There is no fun in things like that if you always know exactly what will happen when.
It is much more interesting if things are not always the same.
So with LbD the actual rounds when a Colonist becomes Specialist are always a little different.
But at some point (round Colonist is working) chances have become so high, that it is basically certain that he will become Specialist in the next few rounds.
Trust me on this:
I really put a lot of thought into that feature.
----------------------
Almost all of my features are somehow influenced by
randoms which have many other factors influencing them.
(Factors influencing random base, growing chances, thresholds, min and max values, ....)
This is simply because this generates a much more interesting and
realistic feeling than deterministic approaches.
If you always know exactly when something will happen, this is extremely boring !
I simply refuse to code boring deterministic approaches if I can do much more interesting and realistic feeling features !
(Although the
math / formulas behind might be harder to understand for people not familiar with randoms.)