--Remind me what is spy resistance in this context?Spy resistance isn't factored in city resistance anymore. Only tech/policy differences are! To recap, city resistance only modifies mission duration.
--Now do you mean they get surveillance only while the spy is there, or do they get the current 20 turn duration after the spy leaves?Broaden surveillance in city
Now automatically in effect after establishment.
--What is the benefit here?Arm the local populace/Target local city defenses/Radicalize the rural citizenry
Event fires on the next turn instead of on mission completion, but mission duration stays the same.
--What is the real advantage of maintaining a variable mission length, if we are making siphon% variableSiphon missions
On selection, the siphon event triggers immediately, and the target is notified. The event lasts a fixed amount of turns like kidnap specialist, with siphon% based on target security level (higher security level = lower siphon%).
The spy mission still lasts for a variable number of turns depending on target city resistance, and the identify roll/kill check is done on the last turn of the mission, using the starting security level. If not killed nor identified, the spy stays in the target city and can pick a new mission. If identified/killed, the spy returns to the hideout/dies, and it triggers the diplomatic dialogue + penalty.
--I get the idea, but losing your spies just plain SUCKS, and I guarantee with this mission active you will lose them a lot more.Capture foreign spies - 20 turns
10 turns later, mark all foreign spies on or below the counterspy's level for execution. They die after their missions are complete. Gain 25/
per executed spy.
--I'm fine with the city immunity (literally just make it where the spy cannot go to that city in the interface. But again ending your spy work before it finishes just plain SUCKS.Sabotage mission - 20 turns
End all negative spy events performed by foreign spies on or below the counterspy's level immediately. The city is immune to all negative spy events for 10 turns.