First part. Magic Missile does not require control all that much, and none of our spells really stress control in the first place, so that is almost a non-factor at this point. Not in the future, but certainly not right now, yeah? Our combat spell is just blasting someone with raw magic.
I'll point out I have advocated for Assassinate quite a few times by now. Singular effective tactics don't seem to be very popular.
Why do you think we would spend more on the Syndicate exactly?
- Protection rackets, providing a form of income: Do you want the club, or do you want the protection. EA kinda makes stopping this a bit more difficult, and I'm guessing that simply cause it's not specified that some of our acolytes will be in this. Just general thuggery and protection from other groups.
- Informants, who can track down angelic operations: Caw-caw. Ravens, plus whatever informants the syndicate has. We are in fact taking over and adding their information to ours.
- Enforcers, who can then remove those operations: Boom goes the Bootleggers, and so go the flames. Something we already do when possible, though not well given we have no direct intervention tactic yet. EA also helps in places here, and DDD at times.
- Smugglers, to ensure people and products can get in and out of the city safely: Here is your order of BB, and please sign-up for the first order of our next product. We don't have anything specific, but this helps out at times. Right now, it's BB, but Frag next turn.
Note that it may be wide-ranging, but we already have protectors and magic suited to both defense and offense. And are already bringing in BB and CoD. It may not be as effective as a single tactic, but it is a design that builds the base for further tactics. New ones will work with this, should we choose to make them. And at least it gives a intervention tactic. We don't have any at the moment, only defense.