So I saw this:
https://www.rockpapershotgun.com/2017/07/24/strategy-game-espionage/Yeah, I know, the concept of using a card based system to initiate or fight off espionage is far beyond what ICW is meant to be about, and not at all within the game engine's capabilities. TBH, I'm only putting it in as a talking point.
Basically, is there any way spying can be made more than dropping a spy unit? Can the concept of diverting resources to missions be a thing? Is it possible to have missions scouting a base while the enemy looks for you (let's play Wack-a-Probot!)? Could the number of buildings and units you see in the mission correspond to those on the strategy map?
Is this a useful idea or a distraction from battles?
Linked to this, I remember the old corruption missions from FoC, and sometimes wonder if their code could be useful.
Its probably too much hassle/work. The team is working all-out already and you're doing amazing things. Just wondered if any of this is even slightly useful/interesting.
Oh, and I realize my FotR post about concept art was extremely arrogant. I apologize for that.