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For the first investigation, I believe its
Purple-Hidden = 1 unrest
Purple = 1 unrest
Yellow = 2 unrest
Blue = 0 unrest
For the second investigation
Purple-Hidden = 1 unrest
Purple = 2 unrest
Yellow = 2 unrest
Blue = 1 unrest
So as long as you can use Field team abilities/skills and the occasional -2 unrest red mission, then you should NOT need to rush the hidden mission timers, but if you allow unrest to get out of control then it can be a helpful additional unrest control mechanic
And then there's Anarchy missions that show up once a non-purple mission District unrest goes red. I haven't gotten the Civilian Anarchy mission, but I hear it's pretty frustrating/hard to deal with.
They're like XCOM 1's terror missions, except you have a maximum of 4 Civilian casualties and a significant amount of hostiles for your 4 guys to clear.
I'd say they're frustrating, since all it takes is 4 of the enemies to decide a civvy needs to stop being alive to fail the mission, with intervened turns this is more of an issue.
Also, the greater the unrest, the harder the mission, I think.