I may be a harsh critic so it's only fair to offer some potential solutions to the problems I see. I'm sure a lot of things were already planned for expansions too. Notes are from playing on v .38 SpiesSome possible mission additions: Spies should be able to sabotage airports and entertainment districts. This plays into military and rebel spawning agendas. Spies could steal or borrow a limited, temporary supply of a strategic resource from another Civ. (how this impacts the other Civ is a separate question) Spies can attempt a very unlikely chance of jailbreaking fellow spies from a player. (Might be imba, maybe ultra-low chance of success and high chance of capture to offset?) Spies on defense need a tickbox for permanently staying on defense. In my last game I had spy raids on my city every single turn, so every single turn I was required to manually reassign them on defense! Spies on diplomatic visibility also need a continue mission tickbox. 6-8 turns is far too frequent for reassigning the mission. Spies should no longer get promotions if they can't actually be promoted, would also cut down on the notification spam. Might be worth adding a graphic to the captured spies screen so the player can identify which are 3-star promoted (ie high value) units in order to make better informed trade/release risk decisions. Finally, when selecting a spy the default screen should be its mission assignment, not the switch city screen. The vast majority of players will be keeping spies at the same mission rather than hot-swapping between cities so it makes no sense to have the move-to city-select panel open automatically.