I might do just that, where can I tweak this value ?
Even in lore, I see the Cult Apprehension mission as a way to gain intel, there is no imminent threat. Once I've enough low rankings cultists in my jails I can skip some without the world falling appart.
This is all from the top of my head but
use notepad++ go into the rule set folder it is called alienDeployments (or something like that)
press CTRL + F TO OPEN search
type in STR_ALERT_CULT_APPREHENSION
from there you will find despawnPenalty: 150 replace with zero
find next on the bar repeat steps for all the cults
X Cult Apprehension missions stop once you have researched X Cult Network, i.e., very early on (depending on RNG and research priorities usually in 3-6 months). You're likely doing something wrong if these really trouble you that much especially in the long term.
I restart often as an ironman player and as perfections to see If I can do better.
It is not wise to do cult network without being able to get them all done at once and get promo 2. you can get armored vest, black ops weapons, frags before ever even having to face a outpost. Why fight outpost with kevlar armor and bad guns and no way to avoid sniper/spotters?
If RNG IS bad sometimes a cult safe house just wont spawn and delays promo 2 but at least i'm not fighting outpost like I would searching network. It's a lot like not attacking manors without promo 3 it just makes life hard just don't do it lol.
so yeah I get stuck with brain rot if RNG sometimes wont give me one of cult safe houses I need. leading to 6 months of cult apprehension and I got sick of it after a while.
another great tip is to research trigger research
(things that say may effect game progress) at start of month since they don't take effect until a fresh month.