Hi, great mod, apart from that as soon as rogues are in the city, they remain. It's what made me go from "wow, this is awesome" to "meh, I really don't want to play it anymore", and I think that's a pity, for the rest of it is very good.
No replies here for a while I see, so sorry about the necro. But this appears not to be fixed yeet.
Tried with dogs (after the fact), which did not help.
Before I continue, I want to say that I take it for granted people think that being able to deal with foreign rogues in you city in SOME way is must. I have a few solutions.
To make it more interesting than just have a dog and its not getting in, I propose, and I do not know how difficult this is to make, so forgive me if it's hard, that to enter a city a rogue must infiltrate it successfully. This should be a percentage possibility based on the skill of the rogue, either through a line of feats, err I mean promotions (this mod reminds me so much of D&D) or just his overall level, against the level of any anti-spy units/builds/civics such as dogs and watchtowers.
Infiltrating should not be so hard that you don't make it if the enemy just has one dog there, unless your rogue is a newb and the dog is a vet. It is more interesting if infiltration mostly works, unless the enemy is really prepared and has stacked many dogs there. This number should be so high that it is not economically to do so in every city. In that way, you are instead encouraged to have an antispy task force, or an FBI/CIA if you will, travelling around the nation looking for spies (ok don't take that too literally, but you get my drift).
When it comes to detecting rogues already in the city, it should use the same formula as during infiltration. Each unit/building/civic option should contribute somewhat, say, each unit has several anti rogue promotions so that they each have a 10 % chance to find and ??? him every turn. Then you would need either many of them or more turns, yet one unit could get lucky and find him. This, in my opinion would in a better way simulate reality, AND make it more enjoyable.
Now what to do with the rogues once detected, I'm not sure what's best. But a few solutions are.
1) Have them evicted at the end of the owner's turn / the beginning of the owner of the infiltrated city's turn, so that he/she has a chance to react to the rogue(attack him)
2) if found you're caught, with possible escape back to capital. Makes it more terrifying to leave a well promoted rogue in a city for too long, but still it makes them a little too much like the spies.
3) a variation of 2), if you're found you may try to escape before you're caught. Well same as 2) really, only worded a bit differently.
4) Allow certain units to attack them in cities, as is discussed above. Other infiltration-type units might have to be a must, such as dogs or other rogues (its easier to hide from an army than from one good spy).
The total war series has similar mechanics to what I propose, btw.