Espionage doesn't require allegiance/approval to interact with. The minimum we need to get espionage going is influence. We don't even need to make it depend on happiness yet - that's something that can be added later.eleazar wrote:Um, espionage as general, vaguely considered would require happiness, influence, and allegiance/approval to interact with.
There's no need to jump straight to "all the other systems it interacts with", any more than there was a need to jump to all the other systems that research and industry interacted with. Espionage - or more broadly, influence - is just another pillar, like research and industry. So thinking about it in the broader sense of "influence" as opposed to "espionage", a reasonable next step would be to add a few simple content items to increase influence production, and develop a way to produce projects that cost influence. Actual "espionage" doesn't need to even enter into it in the sense that the happiness and hypothetical espionage meters don't actually need to be used yet.eleazar wrote:Jumping straight to espionage and all the other systems it interacts with is in my judgement biting off much more than we can chew at once, and is generally something that IMHO would fit better closer to 1.0 than to today. Unless you have a new different scheme for espionage or a plan for a partial implementation that doesn't require an excessive number of additional systems to work.
So to summarize -> let's make an influence screen analogous to the production and research screens, which in the future, can interact with happiness, allegiance, and espionage when they are implemented.
On an unrelated note, as I was writing this, I became aware of the ambiguity between "production" in the sense of "resource production" and "production" in the sense of "industry". Perhaps we should consider renaming the production window and the corresponding tech branch to "industry"?