Quite. It also feels maybe an over tuned or over engineered solution, when all that was really needed was to just remove this particular mission. I really don’t even see what purpose this mission serves any more. Pillaging someone’s Neighbourhood doesn’t seem tactically useful, versus pillaging other more high value districts or stealing gold or great works. And spawning a few anti-cav units isn’t going to win any wars. Honestly, I feel like some of this stuff just comes down to someone or some people just doing a community balance mod. I’m already using a bunch of mods to really just “correct” some silly balance changes or problems, eg mods that let me use T3 gov unique policy cards with T4 governments, rebalance mercantile city state envoy yields, increase tech and civic costs and slow pacing, rebalance happiness thresholds slightly, buff Workshops, give Lumbermills a river adjacency at Square Rigging, and rebalance unit combat strength. I’ll just add “mod that removes partisan missions” to the list. I’m still interested to see the additional balance changes in the patch notes. FXS have been pretty good a balancing, notwithstanding a few head scratchers generally.