What's complicated guys? Yes its COMPLEX, but not COMPLICATED (and YES there is a difference

!)
The only MAJOR decision the player needs to make, in my model, is how they want to 'divvy up' their intelligence points.
Then, every so often, they will also be given other decisions to make, such as:
(a) Do they REALLY want to perform an especially insidious act of sabotage?
(b) If they know of a foreign agent in their midst, do they wish to expel him or feed him false intelligence?
(c) If they are about to commit an act of sabotage, do they wish to pin the blame on another nation?
Every other aspect of my model is determined by the computer-in a sort of 'set and forget' system. These aspects include:
(a) How often are specific missions performed (based on the IP's allocated).
(b) Is the mission a success or failure and, if the latter, are your agents caught or merely unsuccessful (Based on your IP's versus the IP's allocated to 'Internal Security' by the target nation).
(c) If an act of sabotage is commited against you, do you catch them in the act, catch them AFTER the act, or find any evidence of who was behind it (based on your allocation of IP's to Internal Security)
The coming together of the player controlled and computer controlled elements would all be summarised in a succinct 'report' from your Intelligence Advisor. Whether you choose to believe whats in those reports is entirely YOUR decision, as the player.
Trust me, guys, this model DOES work very successfully-even against AI opponents-as I have successfully sent rival nations to war, in Birth of the Federation, on the basis of 'evidence' planted at the scene of my acts of sabotage

! It is also VERY simple to use and understand!!
Yours,
Aussie_Lurker.