Difference between revisions of "Intelligence agency"

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(Becoming the Spy Master)
(Becoming the Spy Master)
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Once you have upgraded your agency at least 3 times, are independent or a Dominion, and you are a part of a faction, you can choose to invest 50 {{icon|political power}}PP to become this faction's Spy Master.
 
Once you have upgraded your agency at least 3 times, are independent or a Dominion, and you are a part of a faction, you can choose to invest 50 {{icon|political power}}PP to become this faction's Spy Master.
  
Spy Master status provides you with an additional spy for every two independent nations and high autonomy [[Puppets|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..  
+
Spy Master status provides you with an additional spy for every two independent nations and high autonomy [[Puppets|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.
  
 
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{{Mechanics_Navbox}}

Revision as of 14:31, 9 May 2020

Main screen of your intelligence agency, where you can upgrade your agency, choose operations or decrypt enemy's ciphers.

An intelligence agency is required for most of the espionage actions. It requires investing Civilian factory 5-15 civilian factories for Time 30 days to become operational.

Agency upgrades

All agency upgrades are divided into 5 branches: Intelligence, Defense, Operations, Operative Training and Cryptology Department. Every upgrade requires a variable amount of Civilian factorycivilian 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

Intelligence branch consists of 4 upgrades, for each field of intel:

Icon Name Effect Civilian factoryCivilian factory
cost
Prerequisites
Agency upgrade economy department.png Economy/civilian Civilian Intelligence: +25% 5 -
Agency upgrade army department.png Army Department Army Intelligence: +25% 5 -
Agency upgrade naval department.png Naval Department Naval Intelligence: +25% 5 -
Agency upgrade airforce department.png Airforce Department Air Intelligence: +25% 5 -

Defense branch

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.

Icon Name Effect Civilian factoryCivilian factory
cost
Prerequisites
Agency upgrade defense department.png Passive defense
  • Counter intelligence: +1.5 for the first upgrade
  • Counter intelligence: +1.25 for the second upgrade
  • Counter intelligence: +1 for the third upgrade
  • Counter intelligence: +1 for the fourth upgrade
5 -
Agency upgrade anti partisan.png Anti-partisan
  • Root Out Resistance mission effects: +25% for the first upgrade
  • Root Out Resistance mission effects: +25% for the second upgrade
5 -

Operations branch

Operations branch upgrades increase chances for positive results and decreases risk of your operations.

Icon Name Effect Civilian factoryCivilian factory
cost
Prerequisites
Agency ugrade steal blueprints.png Blueprint stealing Steal Blueprint effectiveness: +25% 5 -
Agency upgrade portable radios.png Portable radios Coordinated Strike effectiveness: +100% 8 Yes.pngHas researched Radio
Agency upgrade invisible ink.png Invisible ink

Intelligence gained from Operatives and Infiltrated Assets: +20%

Steal Blueprint risk: -25%

5 -
Agency upgrade plastic explosives.png Plastic explosives

Targeted Sabotage efficiency: +25%

Strengthen Resistance efficiency: +25%

8 -
Agency upgrade suicide pills.png Suicide pills

Death chance of our Operative on capture: +10%

Own operative detection chance offset: -0.05%

5 -

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.

Icon Name Effect Civilian factoryCivilian factory
cost
Prerequisites
Agency upgrade localized training center.png Localized training centers

Enemy nationality recruit chance: +25%

Occupied friendly nationality recruit chance: +25%

Operative recruitment choices: +1

Unlocks Local Agent Recruitment Decisions

10 -
Agency upgrade commando training.png Commando training Chance of recruiting an Operative with the Commando trait: +100% 5 -
Agency upgrade interrogation techniques.png Interrogation techniques

Enemy operative capture chance: +100%

Enemy operative intel extraction rate: +25%

5 -
Agency upgrade diplomatic training.png Diplomatic Training

Control Trade mission effects: +25%

Diplomatic Pressure mission effects: +25%

5 -
Agency upgrade psychological warfare.png Psychological Warfare

Propaganda mission effects: +25%

Boost ideology mission effects: +25%

8 -

Cryptology department branch

Cryptology department branch unlocks and improves the cipher decryption mechanic.

Icon Name Effect Civilian factoryCivilian factory
cost
Prerequisites
Agency upgrade form department.png Form Department

Decryption power: +25

Cryptology Level: +1

Unlock Cryptology Department: Yes

8 -
Agency upgrade decryption boost 1.png Radio Interception Group
  • Decryption Power: +25 for the first upgrade
  • Decryption Power: +10 for the second upgrade
5 Yes.pngHas completed Agency Upgrade Form Department
Agency upgrade decryption boost 2.png Machine-Assisted Decryption
  • Decryption Power: +25 for the first upgrade
  • Decryption Power: +15 for the second upgrade
  • Decryption Power: +10 for the third upgrade
10

Yes.pngHas completed Agency Upgrade Radio Interception Group

Yes.pngHas researched Mechanical Computing

Agency upgrade cryptology 2.png Government Cypher School
  • Cryptology level: +1 for the first upgrade
  • Cryptology level: +1 for the second upgrade
5 Yes.pngHas completed Agency Upgrade Form Department
Agency upgrade cryptology 1.png Machine-Assisted Encryption
  • Cryptology level: +2 for the first upgrade
  • Cryptology level: +2 for the second upgrade
  • Cryptology level: +2 for the third upgrade
15

Yes.pngHas completed Agency Upgrade Government Cypher School

Yes.pngHas researched Mechanical Computing

Operatives

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.

Missions

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.

Operations

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

Cipher decryption mechanic uses two stats: Cryptology level.png Cryptology strength and Decryption power.png Decryption power.

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.

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 you will have to decypher it from scratch.

Becoming the Spy Master

Once you have upgraded your agency at least 3 times, are independent or a Dominion, and you are a part of a faction, you can choose to invest 50 Political PowerPP to become this faction's 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.

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