Problems with the current Siphon Missions:
Proposal to address these issues:
When a siphon mission is completed, it doesn't result in an instant yield, but in a yield change per turn over a certain duration (like a trade deal). The transferred amount per turn is based on the average of the city yields while the spy was in it to conduct the mission. The effect duration is always the base mission duration (so operating quicker than the base mission length will be rewarded).
Example:
It takes a spy 25 turns to complete the "Steal Gold" mission in a city. The city produces 50 gold per turn on average in this time. Then, the mission will result in 25 gold per turn (50% of 50 gold per turn) being transferred from the city owner to the spy owner for a duration of 30 turns (total amount: 750). If the spy had taken 30 or 35 turns to complete the mission, these values wouldn't be different.
In the current implementation, an amount of 625 gold would have been stolen instantly.
- The reward from the missions scales with mission duration, meaning that mission duration effectively doesn't matter at all. There is no difference in the reward for completing two missions of 30 turns each and the reward for completing three missions of 20 turns each
- Yields are stolen as instant yields, which (a) encourages the gamey behavior of always spending all the gold one has to prevent it from being stolen, (b) is frustrating for the player if they are on the receiving end and (c) contributes to overall yield inflation as the spy owner always gets the full amount even if that's more than can currently be stolen
Proposal to address these issues:
When a siphon mission is completed, it doesn't result in an instant yield, but in a yield change per turn over a certain duration (like a trade deal). The transferred amount per turn is based on the average of the city yields while the spy was in it to conduct the mission. The effect duration is always the base mission duration (so operating quicker than the base mission length will be rewarded).
Example:
It takes a spy 25 turns to complete the "Steal Gold" mission in a city. The city produces 50 gold per turn on average in this time. Then, the mission will result in 25 gold per turn (50% of 50 gold per turn) being transferred from the city owner to the spy owner for a duration of 30 turns (total amount: 750). If the spy had taken 30 or 35 turns to complete the mission, these values wouldn't be different.
In the current implementation, an amount of 625 gold would have been stolen instantly.