|Available only with the La Résistance DLC enabled.|
All agency upgrades are divided into 5 branches: Intelligence, Defense, Operations, Operative Training and Cryptology Department. Every upgrade requires a variable amount of civilian factories to be invested for 30 days, but this time can be shortened by -15% if you employ an Illusive Gentleman advisor (so, effectively 25 days).
Intelligence branch consists of 4 upgrades, for each field of intel:
|Economy/civilian||Civilian Intelligence: +25%||5||-|
|Army Department||Army Intelligence: +25%||5||-|
|Naval Department||Naval Intelligence: +25%||5||-|
|Airforce Department||Air Intelligence: +25%||5||-|
Defense branch interacts with operatives' missions. Counter-intelligence bonus from Passive Defence increases execution time of hostile operations on your territory and increases chances of stopping enemy's Operatives. Anti-partisan upgrade increases effectiveness of Root Out Resistance of your Operatives.
Operations branch upgrades increase chances for positive results and decreases risk of your operations.
Operative training branch
Operative training branch upgrades improve effects of certain missions your Operatives can perform in field and provide improvements for the Operatives pool.
Cryptology department branch
Cryptology department branch unlocks and improves the cipher decryption mechanic.
- Main article: Operatives
Operatives are your agents working in the field under your agency. They can perform different missions on map or conduct operations. You gain one operative when you set up your agency, and an additional operative after five agency upgrades. You can get additional operatives from advisors ("Illusive Gentleman"), via national focus or from being the spy master of your faction.
- Main article: Missions
Operatives can perform various missions on the map. The strength and impact of a mission generally depends on the size and strength of your spy network.
- Main article: Operations
Operations become available to you after sufficient intel network has been established in the target country. All available operations can be found under the "Operations" tab in your Intelligence agency.
Cryptology strength can be described as a defensive stat for your ciphers, while Decryption power is your offensive stat.
Every day, your Decryption power adds up towards decryption of selected ciphers.
In order to decrypt an enemy's cipher, you have to accumulate your Decryption power until it reaches your opponent's Cryptology strength.
Starting Cryptology level is 0, which requires you to accumulate 12000 Decryption power.
Each upgrade in Cryptology level increases the net pool by 4250, so with Cryptology level 7 your enemy will have to reach 41750 net Decryption power. The formula will look like this:
It is possible to decrypt multiple codes at once, but your Decryption power will be split into even parts as well, i.e. if you have 50 Decryption power and are trying to break the codes of two countries at once, you will invest 25 Decryption power towards decrypting one opponent's cipher and 25 - towards another. However, if you pause the decrypting process for one country, all your Decryption power will be used for the other code.
Additionally, countries not at war suffer a 50% percent decryption penalty.
Cracked code provides you with following passive bonuses against the target country:
- Air detection: +5.0%
- Interception Mission Efficiency: +5%
- Decrypted Civilian Cipher Bonus: +10%
- Decrypted Army Cipher Bonus: +10%
- Decrypted Navy Cipher Bonus: +10%
- Decrypted Airforce Cipher Bonus: +10%
You can also reveal intel about the cracked codes to the enemy, which will grant you active bonuses on top of the passive ones for 30 days:
- Invasion Penalty: -15%
- Planning Speed: +50.0%
- Defense bonus against country: +15.0%
- Invasion Preparation Speed: +50.0%
- Breakthrough bonus against country: +15.0%
- Decrypted Civilian Cipher Bonus: +50%
- Decrypted Army Cipher Bonus: +50%
- Decrypted Navy Cipher Bonus: +50%
- Decrypted Airforce Cipher Bonus: +50%
After 30 days opponent will change cipher and your decryption progress will be reset to 50%.
Becoming the Spy Master
Spy Master status provides you with an additional spy for every two independent nations and high autonomy puppets (Dominion, Satellite, Imperial Subject, Supervised State) in your faction and is also dependent on the nation's industry. From 0 - 10 factories the nation will contribute 0 spies, for 10 - 49 factories the nation will contribute 1/4 of a spy, for 50+ factories the nation will contribute 1/2 of a spy, i.e. when Germany is a Spy Master for the Axis and it puppets Slovakia, it will not receive an additional operative, but when Italy joins the Axis because it has more than 50 factories Germany will gain 1/2 of a spy and give you an additional operative but if Romania becomes a satellite and it has 10 - 49 factories then Germany will only get a 1/4 of a spy.