GeneralX
Warlord
There are a lot of options for growth here. For starters, spies should be introduced earlier in the game, as soon as an embassy can be established. I propose that before it is possible to have an intelligence agency that they should be spies, but after the intelligence agency is established you produce agents, a sign that the profession has developed (of course they would be better than spies. They are less likely to get caught and do a better job). Spies/Agents can be planted in any city and their functions are mostly as before, but also, more information gathering. There needs to be several grades of information and across a broad spectrum of game features. The information would be available by clicking on your embassy in that country, going to each advisor screen, and during trade negotiations. The lowest grade information would be like this:
Domestic The Russian civilization is not growing.
Trade The Russians have iron to trade.
Military The best unit that the Russians have, that we know of, is the Cossacks.
Foreign The Russians are at war with America. Their allies are France and Germany.
Cultural The Russian culture is less influential than ours.
Scientific The latest advance that the Russians have discovered is Nationalism.
The highest grade information would look like this:
Domestic The Russian civilization is not growing. The national income is set at 20% to revenue, 25% to Defence, 15% to Health/Welfare, 25% to Education/Science, 10% to Culture/Entertainment, and 5% to Trade/Infrastructure. The fastest growing city is Moscow which is currently at 19. The city that produces the most food is Stalingrad with 15. The city that has the highest production is Stalingrad with 4. The city that produces the most commerce is Moscow with 20. The city that produces the most science is Moscow with 17. The income generated is 605 gold, with expenses at 604 gold. There is 26 gold in the treasury. 15% of the population are happy, 50% are content, 35% are unhappy. The current government is Feudalism.
Trade The Russians have 1 surplus iron and 2 surplus horses to trade. We are connected to Russia through the cities of St. Petersburg and Moscow. The Russians are seeking to acquire more coal and will pay well for it. They currently trade silk with Germany for 1 gold a turn, and spices with France for a world map and 20 gold. They have attempted to trade iron and horses with the English, the Zulu and the Chinese but have not been successful. In the diplomacy menu what would appear is The Russians will pay 1 gold per turn, 20 gold lump sum, horses, a world map, and the technology of Nationalism for coal. They may pay more if pushed.
Military Currently the Russians have 15 workers, 28 rifleman (5 elite, 4 veteran, 19 regular), 14 Cossacks (1 elite, 2 veteran, 11 regular), 16 cannon (0 elite, 2 veteran, 14 regular), 8 frigates (1 elite, 1 veteran, 6 regular) and 6 galleons (0 elite, 0 veteran, 6 regular). Most units are concentrated in Moscow (10 rifleman, 4 Cossacks, 7 cannon, 4 frigates, 2 galleons). The city with the least number of units is St. Petersburg (1 rifleman, 1 cavalry, 1 cannon). Currently the Russians are building 10 rifleman, 5 cavalry and 2 cannon. There would also be a newsflash appear in the normal game screen for special messages eg. The Russians have suddenly moved a large force to St. Petersburg. St Petersburg is near our city of Sydney. In St. Petersburg there are now 10 rifleman (5 elite, 4 veteran, 1 regular), 4 Cossacks (1 elite, 2 veteran, 1 regular), and 7 cannon (2 veteran, 5 regular). The intention of the Russians is to attack Sydney within 2 turns. (An example of a high grade news flash.)
Foreign The Russians are trying to negotiate a Mutual Protection Pact with the Chinese and Japanese. They already have Mutual Protection Pacts with the French and Germans. The reason for the pact is so they can attack the Americans in 10 turns. The Russian leader is Catherine. She is angry with the Americans over a trade embargo and wants to conquer the city of New York to give her access to the coal near that city.
Culture Russias cultural borders and influence is shrinking. The most culturally dominant city the Russians have is Moscow with a cultural rating of 4. The Russians have few cultural improvements (1 amphitheatre, 4 temples, 1 cathedral, no wonders). Currently there are no cultural improvements being built. There are no wonders being built.
Scientific The most recent advance the Russians have discovered is Nationalism. Their research funding is barely adequate. Each advance takes 25 turns to discover. Currently they are researching the steam engine.
The quality and quantity of the information will depend on how many spies/agents you have, where they are, how experienced they are (i.e. how long they have been planted without being caught).
Currently you have to produce a spy to expose a spy. I would like this modified so that you can produce a spy/agent and position them in one of your own cities. They would act as a counter-espionage agent. The more spies/agents you have in that city the more chance you have of exposing any spies/agents from other countries there. Only one spy/agent can be exposed in each city per turn. When an enemy spy/agent is exposed you dont loose the spies/agents you have in that city. They remain and continue their work, but are now experienced and are more likely to succeed. For Communist governments these spies/agents would supplement the work of the secret police and increase the effectiveness of this improvement, reducing the likelihood of civil disorder etc.
The cost of placing a spy/agent will need to be less so that a reasonable network can be established. They would not be used for sabotage though. For this there needs to be a third type of spy, a covert operations agent, who would perform acts of sabotage. The espionage screen would have them as an option (Plant Covert Ops) and they would perform sabotage duties only. The cost of this team would be the same as it is for a spy now.
Domestic The Russian civilization is not growing.
Trade The Russians have iron to trade.
Military The best unit that the Russians have, that we know of, is the Cossacks.
Foreign The Russians are at war with America. Their allies are France and Germany.
Cultural The Russian culture is less influential than ours.
Scientific The latest advance that the Russians have discovered is Nationalism.
The highest grade information would look like this:
Domestic The Russian civilization is not growing. The national income is set at 20% to revenue, 25% to Defence, 15% to Health/Welfare, 25% to Education/Science, 10% to Culture/Entertainment, and 5% to Trade/Infrastructure. The fastest growing city is Moscow which is currently at 19. The city that produces the most food is Stalingrad with 15. The city that has the highest production is Stalingrad with 4. The city that produces the most commerce is Moscow with 20. The city that produces the most science is Moscow with 17. The income generated is 605 gold, with expenses at 604 gold. There is 26 gold in the treasury. 15% of the population are happy, 50% are content, 35% are unhappy. The current government is Feudalism.
Trade The Russians have 1 surplus iron and 2 surplus horses to trade. We are connected to Russia through the cities of St. Petersburg and Moscow. The Russians are seeking to acquire more coal and will pay well for it. They currently trade silk with Germany for 1 gold a turn, and spices with France for a world map and 20 gold. They have attempted to trade iron and horses with the English, the Zulu and the Chinese but have not been successful. In the diplomacy menu what would appear is The Russians will pay 1 gold per turn, 20 gold lump sum, horses, a world map, and the technology of Nationalism for coal. They may pay more if pushed.
Military Currently the Russians have 15 workers, 28 rifleman (5 elite, 4 veteran, 19 regular), 14 Cossacks (1 elite, 2 veteran, 11 regular), 16 cannon (0 elite, 2 veteran, 14 regular), 8 frigates (1 elite, 1 veteran, 6 regular) and 6 galleons (0 elite, 0 veteran, 6 regular). Most units are concentrated in Moscow (10 rifleman, 4 Cossacks, 7 cannon, 4 frigates, 2 galleons). The city with the least number of units is St. Petersburg (1 rifleman, 1 cavalry, 1 cannon). Currently the Russians are building 10 rifleman, 5 cavalry and 2 cannon. There would also be a newsflash appear in the normal game screen for special messages eg. The Russians have suddenly moved a large force to St. Petersburg. St Petersburg is near our city of Sydney. In St. Petersburg there are now 10 rifleman (5 elite, 4 veteran, 1 regular), 4 Cossacks (1 elite, 2 veteran, 1 regular), and 7 cannon (2 veteran, 5 regular). The intention of the Russians is to attack Sydney within 2 turns. (An example of a high grade news flash.)
Foreign The Russians are trying to negotiate a Mutual Protection Pact with the Chinese and Japanese. They already have Mutual Protection Pacts with the French and Germans. The reason for the pact is so they can attack the Americans in 10 turns. The Russian leader is Catherine. She is angry with the Americans over a trade embargo and wants to conquer the city of New York to give her access to the coal near that city.
Culture Russias cultural borders and influence is shrinking. The most culturally dominant city the Russians have is Moscow with a cultural rating of 4. The Russians have few cultural improvements (1 amphitheatre, 4 temples, 1 cathedral, no wonders). Currently there are no cultural improvements being built. There are no wonders being built.
Scientific The most recent advance the Russians have discovered is Nationalism. Their research funding is barely adequate. Each advance takes 25 turns to discover. Currently they are researching the steam engine.
The quality and quantity of the information will depend on how many spies/agents you have, where they are, how experienced they are (i.e. how long they have been planted without being caught).
Currently you have to produce a spy to expose a spy. I would like this modified so that you can produce a spy/agent and position them in one of your own cities. They would act as a counter-espionage agent. The more spies/agents you have in that city the more chance you have of exposing any spies/agents from other countries there. Only one spy/agent can be exposed in each city per turn. When an enemy spy/agent is exposed you dont loose the spies/agents you have in that city. They remain and continue their work, but are now experienced and are more likely to succeed. For Communist governments these spies/agents would supplement the work of the secret police and increase the effectiveness of this improvement, reducing the likelihood of civil disorder etc.
The cost of placing a spy/agent will need to be less so that a reasonable network can be established. They would not be used for sabotage though. For this there needs to be a third type of spy, a covert operations agent, who would perform acts of sabotage. The espionage screen would have them as an option (Plant Covert Ops) and they would perform sabotage duties only. The cost of this team would be the same as it is for a spy now.