Marmot Developer's Diary #555
Spy Games
If you can dream it, you can screw it up. The sky's the limit when it comes to espionage, but of course the difficulty of missions is proportionate to... well, the mission. I won't get into any specific operations except for one: we of Dawn of &c. realized that every single game to employ spies has neglected the most important, and most basic task of all: Building a network.
In addition to the number of real employees and department funding, intelligence strength relies on the competence and depth of established overseas connections. One does not simply walk into a bank and make off with the year's budget; penetrating the upper echelons of power requires time and dedication, while attempting to incite popular unrest relies less on spy-v-spy than on how better you know the mood of the citizens than their own government. In the ever-shifting political seas, keeping information up-to-date, on both your own people and your foes', is crucial... lest you tread the path of Pahlavi.
But beware punching too far above your weight: the right agent compromised at the wrong time can blow your whole ring, setting you back to Square 1. It might even provide your enemies valuable information into your weak spots. The larger the net, the better the intel, but also the more vulnerable to a sting.
Peace out.