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HOI4 Dev Diary - Operatives and Missions

Hi everyone, today it's time to continue talking about espionage. We will be covering the stars and main resource - the Operatives.

Operatives are a new character type just like Admirals and Generals. But instead of leading armies of fleets they are used for 3 things. Defence of the homeland against foreign operatives, Missions and Operations (topic of its own diary).

Recruitment
Operatives are recruited from you Agency. The max amount you can have is dependent on the number of agency upgrades you have as well as if you are spy master or not. A spy master get access to a lot more operatives, depending on the size of their faction. A non spy master can still do things, but is a lot more limited due to this.

When recruiting you get to pick from 3 recruits (upgrades can increase this)
upload_2019-11-5_19-18-33.png

Operatives start as recruits but can become full agents by gaining experience which will improve their abilities. There are various traits that can be gained when active as well as being possible from the start. Some are acquired from upgrades such as commando training in the agency. Sadly I didn't have art ready for traits, but here are a few examples we have:
Tough - will give up less intel if captured
Natural Orator - increased ability when it comes to diplomatic missions and creating collaboration regimes
Seducer - bonuses to missions and operations that require a soft touch (or whatever the enemy may be into)
Commando - bonuses to operations that require combat or stealthy infiltration
Double Agent -
a turned enemy agent will have bonuses to operate in their country of origin
Master Interrogator - Increases the capture chance of enemy operatives when working on counter intelligence.
As well as a bunch of other....

Operatives also have (at least one) nationality and will have a bonus to operating in their homeland. The Agency has some upgrades like Localized Training Centers that increases the chance of picking up agents that can pass as locals in foreign (including you enemies) nationalities. This is a mechanic that will be benefiting the Allies as operatives from German occupied areas can be recruited and sent back on missions where they will blend in easily.

Missions
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).

upload_2019-11-5_19-30-4.png
Counter intelligence - The default mission of an agent not doing anything else is to run Counter Intelligence in their home nation. This boosts the Counter Intelligence value for your nation and helps counter enemy spies.

upload_2019-11-5_19-29-38.png
Build Network - 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. Here is an example of the British agents cooperating vs a single operative
upload_2019-11-5_19-47-34.png


upload_2019-11-5_19-44-20.png

Here you can also notice "Sparrow" as the selected operative. Operatives have codenames of course (I had a lot of fun picking out swedish codenames)...

upload_2019-11-5_19-30-44.png
Quiet Network - 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 risk that any of your operatives are caught is now very tiny while still maintaining it. Perfect if you have prepared a large network for a future invasion, for example.

upload_2019-11-5_19-30-55.png
Boost Ideology - This replaces the old diplo action as now your operatives will be able to affect the ideology of a target nation

upload_2019-11-5_19-31-18.png
Propaganda - This mission is used to hurt a target nation stability and war support

upload_2019-11-5_19-31-29.png
Root Out Resistance - Helps fight resistance

upload_2019-11-5_19-31-37.png
Control Trade - Influence trade opinion by boosting yours and reducing enemies to give you a bigger piece of the the resources up for trade. If multiple nations are involved they cancel each other out, but it still limit 3rd parties.

upload_2019-11-5_19-31-49.png
Diplomatic Pressure - Makes AI to want to accept only your faction, requires human players to have a higher tension/opinion level for joining other factions. If multiple nation’s Operatives are involved they cancel each other out, but it still limit 3rd parties. This can be pretty neat if you are competing with AI nations over where you want someone to join, as well as in multiplayer.

Defense
Operatives on counter-intelligence as mentioned above will help defend your nation together with the agencies base counter-intel value.
upload_2019-11-5_19-56-15.png

This value affects how easily enemy agents can be discovered and stopped as well as how difficult it is to perform operations in your nation (see future diary). In this example there is a base value of 2 and the operatives add 3 together for a total of 5.

When an operative is discovered several things can happen:
Forced Underground or Injured - The operative had to abandon their work and lay low to avoid being captured. Any mission including networks will be on hold during this and networks will start to decay if no other agent is there
Captured - An operative captured by the enemy will be leaking intelligence to them and will eventually be killed (unless rescued). Operatives assigned suicide pills can also minimize the intel leaks here. Operatives who are caught also have a direct impact on their network as people working with them are assumed to have been captured along with them.

upload_2019-11-5_19-54-30.png

Killed - In rare cases operatives may be killed in action leaving one of your slots empty where you will need to recruit a replacement.

The defensive game is mostly a passive affair for the defender as we were cautious of creating required micro, and by having a solid defense and capturing enemy operatives you might actually benefit a bit from the intel gathered on your enemies.

Thats it for this week. See you again next week!

Rejected Titles: CLASSIFIED
 
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Maybe its just me, but I fell overwhelmingly "meh" about this expansion.

Instead of getting the basics right (e.g. Battle Planner, AI, Logistics, Air Warfare, Naval Combat to name a few) PDX adds another "Mini-Game" (CPs anyone?) to it.
Everything discussed so far is presumably dlc exclusive content and it would be very worrying if it included basics. Due to dlc being optional it will necessarily contain mini games and other gimmicks. We'll have to see what's included in the free patch.
 
I would've thought it would be cool if you only knew your agents by their code names. As in that would be what showed up instead of their first and last names. Also, I've heard people bring up the fact that the portraits for the operatives look more stylized than the usual portraits for leaders and generals, which were more colorized photos. These look more like they're from propaganda.
 
For nationality/double-agent boost, how will it determine where that boost is effective. If you are playing as Britain and you have a French operative, where does that give a boost? Scenarios I'm thinking of are Metro France (Cores) vs French Indochina (Colonies), Vichy France vs Free France, occupied French lands vs unoccupied. Similarly if you're Germany with a British double agent, where on the map does it get a bonus, same rough scenarios as the French ones, but also does it get a boost in the subject territories as well?
 
Operatives are a new character type just like Admirals and Generals.
For modding purposes, will the first names of the operatives be taken from the common\names\00_names.txt file just like ace names?
I wonder because, if I currently generate a random female general by event, they'll always have a male first name; will this change after the update?
 
Instead of introducing more charachter mechanics into the game, I would have preferred if the devs focus would have been on improving the warfare part of the game.
For example: AI, front handling, Naval UI improvements etc

Charachter mechanics feel out of place in a game where you control hundreds of divisions.

It's an abstraction to let us engage with an important part of ww2. The question is if these features will be interesting and not tedious to interact with, and if the ai will have a semblance of competence with it.
 
Maybe its just me, but I fell overwhelmingly "meh" about this expansion.

Instead of getting the basics right (e.g. Battle Planner, AI, Logistics, Air Warfare, Naval Combat to name a few) PDX adds another "Mini-Game" (CPs anyone?) to it.

Im still hopeful that there will be more to the update thaun just spy's, like, I really hope they use this opportunity to fix and improve many other things that desperately need it
 
Now that influencing ideology in a country is no longer just a passive Political Power cost, but requires an operator, will it be stronger then?

We havent balanced stuff at all yet, but probably yeah in the case of you not running into a lot of defense

I suspect that's going to be an Operation where you'll be able to funnel some infantry equipment to them.
yup. Missions are "free" in that they only cost the Operatives time while operations are the stuff that costs.

This is some crazy stuff. I like the depth of choice. I just hope it doesnt become too focused on the operatives and instead there are mode broad sweeping intelligence things you can do like codebreaking and such. Also, wasn't intelligence going to tie into recon at some point?
We will cover intelligence and codebreaking later on
 
If your agent is captured, exaclty WHAT information is he leaking to the enemy?
varying kinds. atm I think its primarily military and civilian intel, but that might change when we balance.
 
Is there going to be a sequence of events around the British sending a bunch of (mostly female) operatives to German occupied France only to have them get readily captured, but that only happens so long as the peerage is still in place?

But it stops when the Germans turn on the Soviets.
 
We havent balanced stuff at all yet, but probably yeah in the case of you not running into a lot of defense


yup. Missions are "free" in that they only cost the Operatives time while operations are the stuff that costs.


We will cover intelligence and codebreaking later on

But what about boosting a country with their voluntary permission and/or a rule to permit voluntary boosting only?
@podcat
 
"Boost ideology" became a mission, but not "supporting coup"?

Also, will we get access to historical charactacters as spies, such as Dušan Popov, Nancy Wake, Noor Inayat Khan, Christopher Lee (yes, this one), Noel Wild and so on?
 
What about Japanese spies in US? For obvious reasons they will stick out. A large segment of the Japanese population living in the US were secluded.

There should be language traits also. This could be done by building language academies as upgrades to the Intelligence Agency. You can't just send a random spy to Hungary if he/she doesn't speak Hungarian.

An already advanced Intelligence Agency should have recruits coming in with at least 2-3 languages (usually home country language, a major language and a neighboring/foreign language).
 
This seems fantastic, except that it's one more reason to revise the namelist of some countries. Especially France and the Soviet Union. The problem probably affects other countries (Belgium, probably Spain too) but I know that it's particularly serious there. Why? Because the namelist are ports from Victoria II (some would like to believe Vic III) and so the French agents would all be nobles or bear the names of generals from the first world war. Who don't want to spy using Adolphe Pétain or Napoléon d'Orléans? I took those because they are particularly ridiculous, which exaggerate the situtation a bit but a quick glance at list and you will recognize Foch, Franchet-d'Espérey, Boulanger, de MacMahon. All generals in the late 19th century up to the interwar years. Most of the other names being from famous noble families. It make sense if you are selecting future generals as the penetration of the nobility was certainly greater in the army in France but that quickly create problems when you have to generate names for aces and agents.

In Russia the problem is the same. I recognized a bit less names but among them is Kornilov the general who attempted a coup against Kerensky, Kolchak the famous white admiral but also famous the communists like Tukashevsky and Voroshilov who are already commanders and members of the high command in the game. As if they were picked by nepotism.

So as agents will make those names more visible due to the necessity generate names for theme, the cracks of the current namelists will show and the risk of a collapse of the supension of disbelief will become greater. This is not a war between cousins and nephews of First World War commanders, although that would probably be amusing to consider.

PS: in the French namelist Étienne in incorrectly spelled Éttiene

Wish you all the best!
 
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Hi everyone, today it's time to continue talking about espionage. We will be covering the stars and main resource - the Operatives.

Operatives are a new character type just like Admirals and Generals. But instead of leading armies of fleets they are used for 3 things. Defence of the homeland against foreign operatives, Missions and Operations (topic of its own diary).

Recruitment
Operatives are recruited from you Agency. The max amount you can have is dependent on the number of agency upgrades you have as well as if you are spy master or not. A spy master get access to a lot more operatives, depending on the size of their faction. A non spy master can still do things, but is a lot more limited due to this.

When recruiting you get to pick from 3 recruits (upgrades can increase this)
View attachment 523481
Operatives start as recruits but can become full agents by gaining experience which will improve their abilities. There are various traits that can be gained when active as well as being possible from the start. Some are acquired from upgrades such as commando training in the agency. Sadly I didn't have art ready for traits, but here are a few examples we have:
Tough - will give up less intel if captured
Natural Orator - increased ability when it comes to diplomatic missions and creating collaboration regimes
Seducer - bonuses to missions and operations that require a soft touch (or whatever the enemy may be into)
Commando - bonuses to operations that require combat or stealthy infiltration
Double Agent -
a turned enemy agent will have bonuses to operate in their country of origin
Master Interrogator - Increases the capture chance of enemy operatives when working on counter intelligence.
As well as a bunch of other....

Operatives also have (at least one) nationality and will have a bonus to operating in their homeland. The Agency has some upgrades like Localized Training Centers that increases the chance of picking up agents that can pass as locals in foreign (including you enemies) nationalities. This is a mechanic that will be benefiting the Allies as operatives from German occupied areas can be recruited and sent back on missions where they will blend in easily.

Missions
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).

View attachment 523488 Counter intelligence - The default mission of an agent not doing anything else is to run Counter Intelligence in their home nation. This boosts the Counter Intelligence value for your nation and helps counter enemy spies.

View attachment 523487 Build Network - 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. Here is an example of the British agents cooperating vs a single operative
View attachment 523503

View attachment 523499
Here you can also notice "Sparrow" as the selected operative. Operatives have codenames of course (I had a lot of fun picking out swedish codenames)...

View attachment 523489 Quiet Network - 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 risk that any of your operatives are caught is now very tiny while still maintaining it. Perfect if you have prepared a large network for a future invasion, for example.

View attachment 523490 Boost Ideology - This replaces the old diplo action as now your operatives will be able to affect the ideology of a target nation

View attachment 523491 Propaganda - This mission is used to hurt a target nation stability and war support

View attachment 523492 Root Out Resistance - Helps fight resistance

View attachment 523493 Control Trade - Influence trade opinion by boosting yours and reducing enemies to give you a bigger piece of the the resources up for trade. If multiple nations are involved they cancel each other out, but it still limit 3rd parties.

View attachment 523494 Diplomatic Pressure - Makes AI to want to accept only your faction, requires human players to have a higher tension/opinion level for joining other factions. If multiple nation’s Operatives are involved they cancel each other out, but it still limit 3rd parties. This can be pretty neat if you are competing with AI nations over where you want someone to join, as well as in multiplayer.

Defense
Operatives on counter-intelligence as mentioned above will help defend your nation together with the agencies base counter-intel value.
View attachment 523506
This value affects how easily enemy agents can be discovered and stopped as well as how difficult it is to perform operations in your nation (see future diary). In this example there is a base value of 2 and the operatives add 3 together for a total of 5.

When an operative is discovered several things can happen:
Forced Underground or Injured - The operative had to abandon their work and lay low to avoid being captured. Any mission including networks will be on hold during this and networks will start to decay if no other agent is there
Captured - An operative captured by the enemy will be leaking intelligence to them and will eventually be killed (unless rescued). Operatives assigned suicide pills can also minimize the intel leaks here. Operatives who are caught also have a direct impact on their network as people working with them are assumed to have been captured along with them.

View attachment 523505

Killed - In rare cases operatives may be killed in action leaving one of your slots empty where you will need to recruit a replacement.

The defensive game is mostly a passive affair for the defender as we were cautious of creating required micro, and by having a solid defense and capturing enemy operatives you might actually benefit a bit from the intel gathered on your enemies.

Thats it for this week. See you again next week!

Rejected Titles: CLASSIFIED
Ok here's the obvious question: how will the AI handle this?
 
If your agent is captured, exaclty WHAT information is he leaking to the enemy?

Think about compromised spy networks. Escape routes.

Even if an operative would be a single fighter with codes specifically for him/her and the clear understanding that no extraction would be attempted - even then he/she would have valuable info about hos/her objectives.

And, of course, how he/she was recruited, how he/she was placed, how he/she was trained.

Lots of valuable information.