In the current espionage system, NP rate and mission cooldowns don't scale with game speed, but either mission cost or mission effect scale for those that matter (e.g. Tech Steal, Gold Steal).
However, there are two missions that pillage improvements with constant cost AND effect, which is fine since these are military related and unit movement/combat doesn't scale.
There is one aspect that was missed in consideration though, and that's the repair time. Currently you can get hit with the same mission again before you can finish repairing every pillaged improvement because it takes a long time in Marathon.
Why should repair time scale with game speed? Unlike the initial improvement which is more economy-aimed, repairing (at least for strategics and fortifications) should be a tactical priority. Your units shouldn't stop healing for an extended period of time in a slower game speed, and the choke point probably won't hold 3x as long without the Citadel.
Proposal part 1:
Repair time (BUILD_REPAIR) doesn't scale with game speed, and is always 3 turns (2 with any work rate booster).
But wait, Forts cannot be pillaged and so you need to spend 3x time to build them again! Well, why were they made unpillageable to begin with? They do have a pillaged state in the database, so it should be possible.
Proposal part 2:
Forts are not instantly destroyed when pillaged.
However, there are two missions that pillage improvements with constant cost AND effect, which is fine since these are military related and unit movement/combat doesn't scale.
There is one aspect that was missed in consideration though, and that's the repair time. Currently you can get hit with the same mission again before you can finish repairing every pillaged improvement because it takes a long time in Marathon.
Why should repair time scale with game speed? Unlike the initial improvement which is more economy-aimed, repairing (at least for strategics and fortifications) should be a tactical priority. Your units shouldn't stop healing for an extended period of time in a slower game speed, and the choke point probably won't hold 3x as long without the Citadel.
Proposal part 1:
Repair time (BUILD_REPAIR) doesn't scale with game speed, and is always 3 turns (2 with any work rate booster).
But wait, Forts cannot be pillaged and so you need to spend 3x time to build them again! Well, why were they made unpillageable to begin with? They do have a pillaged state in the database, so it should be possible.
Proposal part 2:
Forts are not instantly destroyed when pillaged.