Ummm..okay, seems I am answering the trade question
Trade is handled in the "goods" sense and monetary sense.
When you trade with a country, you have 1 of two options - trade for their "good" or trade for their money/goods.
Trading for the "good" provides a static benefit. For instance, both Germanies have the "good" High Quality*. This means for either Germany, and anyone they see fit to trade their "good" with, any action they take has reduced penalties and their military replenishes and is more efficient - a basic, overall boost to everything they do (were covering military and economy here, so hold yer horses on the "But!").
However, trading for the "good" gives you no economic benefit.
Trading for money/goods nets you a benefit to your country depending on who has a stronger cultural rating and government type - the more capitalistic your nation, the greater your income will be but the more subject it will be to change. More Communist, the less you will receive, but the more stable it will be (this is for gameplay balance, not actually subject to reality). The more culturally dominate you are, the more money you gain as well.
However, you do not gain any of the benefits of that trade partners "good".
Culture - that is the final Victory you can have. the following is the basic Culture rules.
You have (10) cultural exchange points. When you trade with someone, you may also automatically trade CE points, any amount you choose - so long as they are your trade partner, they do not get a say in how much. Every turn, it will add up, until it reaches 100 points, at which point it essentially has become an extension of you and a permanent ally, netting you the ability to gain the "good" and economic benefits. Thus, be careful whom you trade with.
At the start of the year, a vague report will be given to each player on their current culture, notifying them if it is being subverted.
CE points are further disseminated through allies. If your allies have further trade partners that you are not already trading with, then they will receive half of the CE points, rounded up.
At anytime, to counter cultural change, you may -
1. Spend CE points to counter it. CE points spent on countering count for triple their value.
2. Conduct a mission by your agencies to stop the flow of CE - this way costs nothing but only works for one turn, limiting your Espionage and Sabotage attempts.
3. Sever trade with the country. This stops the flow of CE, and the CE will go down at 1 point per turn.
In the case of a conflict, the country will fall into civil war - it will be up to the player of the country to decide whether he will play those culturally subverted, or play as the nationalists from then on.
I am still working on solidifying the rules and numbers, so please be patient. I still have military, technology, basic "Home" economy to deal with, and Espionage and Sabotage to try and figure out.
If Greyblades hasn't a system already
*subject to interpretation
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