We could add a UnitArray of known REF forces which shows the number of units of each type, which is then used for the GUI. Having the array and the units separate allows the display and the actual number of units to be different. This will allow something like the spy screen in Master of Orion where you can examine a different race, it tells which techs the race has and how many years (turns) the report is. If you had poor luck or low/no spy funding, you can get a display of how it was say 30 turns ago.
Already added this
I also had to add readWriteVectors(bRead, pStream,
uiFlag); uiFlag to vectors in order to keep my saved game alive. We can add to the Conquest screen how many years old the info is, good idea there.
We could also add a percentage chance of discovering each unit. This mean the conquest screen could display a number of units and add the text that you have say 70% chance of knowing all units like they were 2 turns ago. Your spies might have missed some units and they might know all of them.
Not sure if I am following you 100% on this, but it sounds like a cool idea
I understand the "percentage chance of discovering each unit", which sounds like a fun idea. But would we need also to mark each unit that is discovered because next time we send spies they will already know about that one? Or, in real life Armies moved about, gained troops, perhaps lost troops as well, so each time the results could be different, even if the army size is the exact same.
When we add the actual Spy Profession we can turn this into a mission for them.
If hiding something this big is possible despite the introduction of radar and stuff like that, then I guess it would be possible to hide any kind of unit from spies.
True that. Sometimes Armies where right on top of each other before they even realized it, like at the Battle of Barnet during the War of Roses, because of the thick fog and cannon fire smoke the armies came within earshot of each other. Edward IV leading the Yorkist army realized this first, and he made his men remain quite all night to avoid cannon fire. Anyway, it would be neat if there was someway that units could "hide" and perhaps Ambush or get a free first strike, but that's another subject.
I am currently working up the Popup interface for this. We could add a button to the Conquest screen that appears perhaps when the first report of the REF is made. You can then click this button to send spies any turn perhaps. Spy reports could take a few turns to appear.