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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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Isn't it Faction based, not ideology based. So 5 at a minimum in a historical game (Allies, Axis, Commintern, United Front, Greater East Asia Co-Prosperity Sphere), more in alt-history branches.

Yes, but they won't all be spying on each other. Japan and Germany won't be spying on each other, only Japan will bother spying on China, Etc.
 
Yes, but they won't all be spying on each other. Japan and Germany won't be spying on each other, only Japan will bother spying on China, Etc.
Unless Germany can support the Japanese War effort early by spying on China
 
Come on !!!! Spy have contineligence training or agency training. It is so stiupid you can send spy to this two missions. Why there is no research steal missions? This was the most importent mission for soviets before war....
 
this is even more hilarious, when considering that Pod cat released a clip showing how the war in Europe progresses, show casing it's improvements
 
Come on !!!! Spy have contineligence training or agency training. It is so stiupid you can send spy to this two missions. Why there is no research steal missions? This was the most importent mission for soviets before war....
Sounds like an operation, not a mission...
 
This DLC is looking more disappointing with every diary.

1. The spymaster mechanic is a terrible choice. It limits the espionage mechanic unnecessarily for the majority of nations.

2. Having to build a spy agency will make massive amount of minors forgoe any espionage whatsoever. MILs are probably a better investment.

3. The espionage mechanic seems like a minigame that we are forced to play or abandon altogether. It doesn't feel like an integrated feature at all.

Paradox please fix this mess before release. I think it might be better to just restart espionage from scratch at this point. You are too deep into this mess...
 
I have a couple of questions, firstly, will there be decisions, government/agency positions similar to Chief of Army.etc that give bonuses to espionage and will nations with historically ambitious espionage networks gain nation specific bonuses? Such as the British with SOE, an entire department for counter-submarine warfare, Operation Mincemeat, Enigma and all of the preparation for D-Day. Additionally, the dutch resistance was very good at keeping quiet and moving people which brings me on to my next question;

Can a government-in-exile run a spy agency? For example if the french government in exile were to organise the french resistance. As a completely different aside if the french does have that could they get something that lets them form the French Forces of the Interior (FFI)? Because it takes a while to rebuild the army as France and by VE day they had the 4th largest army in Europe. It started as 100,000-ish in June 44 from the resistance and ended up being 400,000 or so by October 44 reaching 1.2 million by VE day. Oh, also Vichy France's intelligence service was passing information to the allies, mostly cryptography stuff IIRC.

My final question, will networks remain as borders change?. If I as Germany were to create a quiet intelligence network in France before the invasion would it remain as counter intelligence afterwards? If I as Canada (surprisingly important to the intelligence effort got to be honest) made a network in the US then turned communist would it remain, would one in German-occupied Poland give me intelligence on Soviet operations as they moved through?

https : //journals.lib.unb.ca/index.php/JCS/article/download/14644/15713/0

Interesting read on how the Canadians joined the intelligence community.
 
1. The spymaster mechanic is a terrible choice. It limits the espionage mechanic unnecessarily for the majority of nations.

Wait, what? How does it do that?

1) In SP, you (the human) will be the spymaster. No limits on your espionage game there.

2) In MP, one of the humans will be the spymaster in each faction. In MP, you can also co-op countries. Hell, you might even assign one player as a co-op as spymaster for the faction and that's all that player does. The MP spymaster will probably need to periodically coordinate with the lesser powers controlled by humans sometimes (since the other countries will have their own smaller spy stuff going on).

2. Having to build a spy agency will make massive amount of minors forgoe any espionage whatsoever. MILs are probably a better investment.

So, you want every two-bit minor like Nepal and Bhutan to have world class spy agencies?

Well, I suppose you can mod the game if you want to have "Pointless Spy Spam and Completely Ahistorical espionage Battle Royal" in your games if you want.

Unless Germany can support the Japanese War effort early by spying on China

Maybe, but German spies will probably be more useful in the UK or USA.

Yeah. I'm not sure why Germany would bother helping Japan in China. Unless defeating China suddenly becomes really hard for human players, it's a waste for Germany to bother with China when there are coups and collaboration governments to prepare.
 
This DLC is looking more disappointing with every diary.

1. The spymaster mechanic is a terrible choice. It limits the espionage mechanic unnecessarily for the majority of nations.

2. Having to build a spy agency will make massive amount of minors forgoe any espionage whatsoever. MILs are probably a better investment.

3. The espionage mechanic seems like a minigame that we are forced to play or abandon altogether. It doesn't feel like an integrated feature at all.

Paradox please fix this mess before release. I think it might be better to just restart espionage from scratch at this point. You are too deep into this mess...

1. Is WAD I imagine, and also good design.

2. Also WAD, and good design.

3. You aren't' forced to play it. Your agents do counter-espionage by default so you can just leave them to it if you don't feel like doing anything else. Keep in mind there are other ways of gaining intel now, with recon companies and spotter planes.

The game's design has always been skewed very, very far in favor of minor countries. As far as the industrial side of things go, where balance isn't being touched, this is still the case. Minors being behind in the espionage game is a needed course correction and frankly, it still seems like it will be trivially easy for them to get into it if they want to.
 
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
WOW. :)

They're not going to be putting vipers in baby cribs are they? :eek:
 
Triple Agents - gotta have at least one Triple Agent! And a secret lair for the enemy SpyMaster, then we can have a little animation to show it getting blown up when a banana pizza with too much curry gets put into an experimental microwave...!
 
Yeah. I'm not sure why Germany would bother helping Japan in China. Unless defeating China suddenly becomes really hard for human players, it's a waste for Germany to bother with China when there are coups and collaboration governments to prepare.

Also with my weak historical knowledge, by the bit i remember germany historically wanst so cooperative, i cant remember where i read that they communicate italians about barbarossa only in the day of atack.
 
Will the German Reich have to deal with internal sabotage from Wilhelm Canaris? He commanded the Abwehr and strongly opposed the Nazis, so he sabotaged the organisation from within by constantly disseminating faulty intelligence.