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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)
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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).

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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.

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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
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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)...

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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.

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

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

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Root Out Resistance - Helps fight resistance

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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.

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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.
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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.

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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!

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How will focus effects be adapted for DLC owners? For example, as Japan I would love to get a boost to "diplomatic pressure" on Siam, instead of the current random chance for it to join my faction.
 
How is an operative rescued? Is it through a mission by other operatives?
Would be cool as a diplomatic option to swap captured operatives.
 
A bit of constructive feedback if I may.
Would it not make sense to abstract this functionality in a similar way as the new partisan/garrison way.

I can't help but feel like this is turning into CK3 for WW2

I also see this as being too tedious especially in a multiplayer game.

Just my opinion.
 
Propaganda - This mission is used to hurt a target nation stability and war support
This sounds like it could be incredibly powerful in MP if multiple people gang on germany for example. It will cripple production massively.

  • Reduction of naval invasion penalty
  • Countering enemy dig in or planning bonus
This sounds like the beginning of land warfare rework and it sounds really powerful as it rewards long term planning. Very cool @podcat
 
Are we going to be penalised for not being in a faction? For example if I'm playing Germany I often don't want anyone to join the axis because the AI ruins the game with peace conferences and causing supply issues. Will you have access to less agents because of this?
 
Cheers for the DD Podcat - Mission successful on this Operative DD :D. Looks like a lot of interesting things that can be done, and I'm looking forward to giving it a crack :).

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.

I like this a lot - early in WW2 (I think, running on memory - only slightly less reliable than late-WW2 German propaganda), Britain tried to buy up a lot of Romanian oil to limit how much Germany could access. Very funky that this is, in-effect, something that can be done now in HoI4 :cool:

varying kinds. atm I think its primarily military and civilian intel, but that might change when we balance.

Clearly also needs to reveal whether or not the enemy nation has managed to develop banana-topped pizza :rolleyes:.

It's more of an operations thing (this is a tricky week for naval pics!), but here's a pic of HMS Seraph, the sub that dropped off the corpse pretending to be Captain William Martin for Operation Mincemeat :cool:

Seraph.jpg
 
So do ideologies get boosts/nerfs to their Espionage abilities? How is fascist-monarchist incompetence at Intel gathering/democratic adeptness at infiltration/communist proliferation of sympathizers going to be simulated?
 
A few questions

If a country enters a civil war who keeps the agency? is it split 50/50?
Does nationality have the same impact in ethnic diverse countries like The United states?
Will encryption/decryption be moved to agancy or will it remain in research?
How is the rescue missions done? do you need the enemies to surrender or do you rescue them randomly when taking land from opponent? or is it a mission you send operators to do?
 
perhaps this is talked about earlier, operatives really really should have a (partially or completely) invisible loyalty value that is random for each unit. This will make you guess weather they double crossing you or not. Perhaps some traits like "xenophobic", or "super nationalistic", or just "loyal" would help us to know they are less likely to double cross but it could always be an option. Also make getting caught(before we know it) a loyalty check to see if they turn coat right away and so it never looks like they switched. Just a thought.
 
A bit of constructive feedback if I may.
Would it not make sense to abstract this functionality in a similar way as the new partisan/garrison way.

I can't help but feel like this is turning into CK3 for WW2

I also see this as being too tedious especially in a multiplayer game.

Just my opinion.

That is exactky how i see it. Whilst it is a good idea in theory I feel it would be better abstracted. It just adds another complex layer of micro management. Some of the bonuses you receive from using the operatives too - what happens if you don't use them? Do you face a penalty against the AI or a player that does? How does the balance even work.
 
There are always a few naysayers who will never be happy with anything, but I'm liking this so far.

Spymasters keeps the espionage game focused on the majors, that way Germany doesn't have to protect itself from Canadian, Indian, Australian and South African spies at the same time (at least not to the same degree).

One interesting WW2 spy incident was in Singapore. A British/New Zealander officer was feeding intelligence to the Japanese, which helped them in taking over the peninsula.
https://en.m.wikipedia.org/wiki/Patrick_Stanley_Vaughan_Heenan

There's also Operation Mincemeat and all the subterfuge involved in getting D-day to work. All very important stuff for WW2, and I think the new espionage mechanics really helps bring that extra grand strategy touch to HOI4.

Oh, and Kaiserreich will love this. Lawrence of Germania will now be an actual spy sent to sabotage stability/war support in Germany instead of an event.
 
tbf paradox never got that lock down, even in Hoi3 they had to trough some weird loops to even get it to remotely work

I don't really feel like that's a good excuse, I think its because they want the Soviet survival dependent on the Allied landings, which I don't agree with.
Let me remind that by the time the Allies landed in Europe, the USSR had already neutered Germany's offensive capabilities and pushed them back significantly.
Imo the Soviets should have at least a fair chance of survival and to form a stalemate without the allied landings.

Here hoping the new partisan mechanics do just that, I guess we need to wait and see what happens.
 
Straight pipes are for reserved for code breakers. Spies smoke filterless cigarettes.
 
I don't really feel like that's a good excuse, I think its because they want the Soviet survival dependent on the Allied landings, which I don't agree with.
Let me remind that by the time the Allies landed in Europe, the USSR had already neutered Germany's offensive capabilities and pushed them back significantly.
Imo the Soviets should have at least a fair chance of survival and to form a stalemate without the allied landings.

Here hoping the new partisan mechanics do just that, I guess we need to wait and see what happens.

true, but this still a Bethesda-fallout situation, in that until outer worlds came out, the buggyness of the fallout games was excused because well nobody else was making them better, it's genuinely impossible to know if one can make a real-time WWII grand-strategy game without all the comprises Paradox applies, until one does so.

also to add to your point, or perhaps to counter it, the game by necessity (of Gameplay) portrays an absurdly competent Nazi Germany which does not help with outcome simulation