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I don't think it was meant to appear far away like that. Usually for me it appears closer to the prison. I think it was just an unlucky roll.
If you would like to consider, I'd have 2 "wishes" on the technical side:
1. Could you expand the INI to make rank requirements for the covert action configurable? Personally I would like to use these mission types in late game, so I would configure it to require a colonel (rank 7) in slot 1 and a major (rank 6) in slot 2. Maybe others would rather like to set the requirements to a lower level. Anyways, 2 variables in the INI should do the trick.
2. Could you expand the INI to contain a switch to turn off any slot-rewards for the soldier slots in the covert action? I'm usually using the mod "Buy stats for ability points" available in the workshop, which already does this for all standard covert actions. I'm uncertain if it would also remove slot-rewards in this custom covert action, but I could imagine that they could either conflict
with or be oblivious of each other. A boolean switch to turn them off in the INI could solve this very elegantly.
Anyways, once again: A very great idea.
1) Sounds easy enough.
2) I'm pretty sure that if you are using "Buy stats for ability points" then it should disable the reward by default, since it modifies all of the covert action templates in a given game.
As for 2), it appears to work just like you described.
Everything I could have wished for, thanks.
The CA is already set to only allow one at a time. This might be a bug with the Covert Action code itself not respecting the setting.