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Operatives can perform various missions on the map. The strength and impact of a mission generally depends on the size and strength of a network (more on those below).

Counter intelligence[edit | edit source]

Counter intelligence is the default mission of an agent not doing anything else. This boosts the Counter Intelligence value for your nation and helps counter enemy spies. There is a chance of killing or capturing enemy spies. Capturing spies yields a one-off and temporal bonus to intelligence.

Build network[edit | edit source]

The Operative will build a network of contacts in an area. Several operatives can help out either to expand the reach of the network or to build it faster. Networks have various passive effects:

  • Reduction of naval invasion penalty
  • Countering enemy dig in or planning bonus
  • Faster division planning when entering a network (based on the first enemy state on the path)
  • Improve intel advantage in combat locally (25%) (based on the intel ledger’s intel rework)
  • Gives static intel on the nation based on nation level strength. You will only get naval intel if the network encompasses ports, rest are even.

Networks target cities (VPs of particular size) and spread over an area. They can link up multiple operative's networks into larger ones.

Networks are very important to both your missions and operations. All operations require you to have a network of varying strength in the target country. Note that while most operations only require a certain amount of strength in one part of the target country, mission efficiency is affected by the network's coverage of the entire country. This means that you will have to devote several agents if you wish to perform missions in large countries.

Quiet network[edit | edit source]

If you do not plan to make use a network right away you can place it in quiet mode. It will no longer give effects, but covers a larger area and has only a tiny risk that any of your operatives are caught, while still maintaining the network. Perfect if you have prepared a large network for a future invasion, for example using a quiet network to build up the network to use it for coordinated strike later on, without the higher potential chance that your operatives are captured in a standard build network mission.

Boost ideology[edit | edit source]

This replaces the old diplomatic action as now your operatives will be able to affect the ideology of a target nation (specifically the associated ideological party, for e.g. if your country ideology is Communist, then this will increase the popularity of the Communist party in that specific nation).

Base gain: 0.1 per day (increased of 20% if agent has Natural Orator as an acquired trait)

Propaganda[edit | edit source]

This mission is used to reduce a target nation's stability and war support (base is -0.05% per day). You can reduce stability and war support by up to 20%.

Agent doing the mission will be more effective (+25%) if Psychological Warfare agency upgrade is done.

Root out resistance[edit | edit source]

Lowers resistance target in affected states.

Control trade[edit | edit source]

Influence trade opinion by boosting yours and reducing enemies to give you a bigger piece of the resources up for trade. If multiple nations are involved they cancel each other out, but it still limits 3rd parties.

Diplomatic pressure[edit | edit source]

Makes the nation pressured to be more accepting of your diplomacy while at the same making it harder for other nations to do diplomacy with the pressured nation. Affects invites to factions and non-aggression pacts. You can add up to 20 positive diplomatic pressure points, which at the same time count as 20 negative diplomatic pressure points for other nations. Also lowers the World Tension requirement by up to 20% when trying to invite to a faction.

If multiple nation’s Operatives are involved they cancel each other out, but it still limits 3rd parties. This can be used if you are competing with AI nations over potential faction members, as well as in multiplayer.