Yeah, your 1 in 3, instead of 1 in 2, is probably more closer to reality.
In approximation,
Intel pieces = number of lieutenants x number of pieces per lieutenant
So the left side can also be influenced by changing number of lieutenants, unless 4 per a gang is set in stone, of course.
Say 3 lieutenants, each requiring 2 pieces of intel, while the boss 3 = 30 battles at minimum
Etc.
Right now, intel gain is the most unbalanced aspect of the game.
I'm slowly catching up, starting to understand why you're worried about this. For example, I'm having a sort of all comes Sam now, except he doesn't put points into Presence. Somebody else can specialize him or a party member for interrogation, then our difference can easily be like 1/4-1/3 in number of battles needed. I can also decide target facilities more or less. It makes sense that it's a part of the challenge for us, as outracing the enemies is part of the game. On the other hand, you have less control over our game length...
it definitely wouldn't be an attempt to escape work on the default
Of course, sorry, didn't want to imply that you were cooking something like that, only that it more complicates things.
and have a second setting, which adds an additional intel piece for each leader.
Will it work like when one chooses difficulty and then can add this on top?
I think the number of battles influences in-game time too, interacting with lvlup and income per days variables. If set independently (and no problem with that), may up difficulty for some players above the default difficulty setting.