...is dangerous to implement because the mod would have to be balanced around it.
That's true for pretty much any feature that's included. That alone doesn't make a feature "fraught with danger".
I think you're reading too much into this. This new feature would be dangerous, but there are other equally dangerous mechanics already in the game. A new modder can easily break their work and have to backtrack, and veteran modders need to be vigilant about them when moving forward. For a recent example, flying alien missions via non-existent UFOs. Or circular research dependencies, manufacturing costs vs profits, damage vs toHealth/toStun, captures locking the player out of progress, scripts doing something subtly wrong, etc. All easy to mess up if you're not careful, and all requiring
a considerable amount of work to make the ruleset functional.
The distinction is that depending on implementation, it might be
very easy to enable the feature while simultaneously either a) making it superfluous, or b) hitting players much harder than intended. One cannot just plop this mechanic into anything resembling vanilla infiltration (which many if not most mods retain) and hope it works out.
Regaining countries also doesn't make the feature "irrelevant". What are you even going on about here?
Vanilla-style infiltration is very random and unless the corresponding alien bases are truly monstrous, generally shortly reversible. So you end up with players getting parts of their arsenal removed without much control (big bad bases or no reclamation) or virtually
no change at all (not so bad bases). Neither of these happening would require either scripting on par with the onetime XCF embassy keys, or an
extremely tight tactical balance.
If this mechanic is to actually be worthwhile, one would need to make infiltration a core part of the game and give player the ability to
manage the results. Otherwise, you could just make some random pop-up events that disable purchasing Rifle X or re-enabling Pistol Y. No new features necessary.
But that's not a coherent argument.
The argument was not about balancing
at all, it was about the
degree of it.
You were the guy who claimed "
All you have to do is set allowCountriesToCancelAlienPact to true and destroy the base associated with the infiltration." My post was an answer to that. Now you're backtracking and saying "the mod would have to be balanced". Well, duh.
Of course the argument is incoherent if you
change the discussion.