Before attempting a third draft of Great People abilities, I wanted to finish working through the changes to espionage I proposed earlier, which have slowly grown into a rework of most espionage buildings, plus trade and war weariness buildings. Here's what I've been thinking:
In Beyond the Sword, every city can produce +22

and +100%

, and employ up to seven spy specialists, between the Courthouse, Jail, Security Bureau, and Intelligence Agency. An additional +25%

is available at Nationhood civic, and with Castles until they obsolete at Economics. Scotland Yard, built by Great Spies, provides +100%

. These values are higher than their research equivalents; combined with certain mission discounts, a spy economy is a strong alternative to a research economy late in the game. On reflection, I don't think this is a bad thing. Espionage can only keep you even with your rivals, never ahead, and it carries diplomatic penalties. I just think that the bonuses are concentrated in too few buildings, some of which - Security Bureaus and Intelligence Agencies - are poor design choices, as they're hardly present in every city. Here's how we can fix this:
1. Rename various buildings. Intelligence Agencies can only be built by Great Spies. Security Bureau are National Wonders. A new building, the Constabulary, and the old Bunker take their place as mainline espionage buildings. Scotland Yard is cut. (The Constabulary can alternately be named the Police Station.) The current Scotland Yard graphics seem perfectly adequate for a Constabulary as Scotland Yard is, indeed, a police headquarters.
2. Treat raw espionage much like raw culture, and distribute it among a wide selection of buildings. Over the ages, as civilization grows more complex and states begin to collect ever more information, the raw espionage produced by cities rises:
Set +1

for: Castle, Tavern, Post Office, Bank, Customs House, Observatory, Civic Square, Sewer, Hospital, Laboratory, Broadcast Tower, Airport, Bomb Shelter
Set +2

for: Courthouse, Seasonal Palace, Jail, Armoury, Constabulary, Bunker
Set +4

for: Palace, Military Academy, Stock Exchange
3. Add spy slots to buildings where spies would be POSTED. Add espionage modifiers to buildings where spies would be HIRED. Give unique spy buildings both bonuses, plus defense against espionage.
Set 1 spy slot to: Tavern, Post Office, Customs House, Civic Square, Sewer
Set +25%

to: Castle, Jail, Constabulary, Bunker
Intelligence Agency (may be built by Great Spy): +50%

, 2 spy slots, +50% defense against espionage
Security Bureau (National Wonder, requires X Constabulary): +100%

, 2 spy slots, +50% defense against espionage
(Continued in Next Post)