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HOI4 Dev Diary - The Intelligence Agency

Hi everyone! Today we will start going through the Espionage features announced at PdxCon in greater detail. First off is the hub of everything - Your Intelligence Agency.


The Agency
The Agency is something you need to construct on game start if you plan to involve yourself in the shadow war that will be running now. We recommend at least an investment in defence eventually to help protect yourself even if you do not plan to dedicate resources to offensive operations. Notice that I said ‘construct’? The Agency will take up several of your factories for a while to be created. Civilian factories is the closest we have to a money budget so we felt this was the most appropriate cost to use. When you decide to make the agency you are free to name it (a historical name will be suggested) and you can also pick from a mix of historical logos as well as generic made up ones (surprise - a lot of agencies did not advertise themselves to heavily).

Screenshot_1.png


In the Agency you can recruit Operatives (more about them and what they can do in a future diary), work on cryptology (also a topic of a future diary) and upgrade the different branches of the agency as well as update training or develop new gadgets to help your Operatives.


Branch Upgrades
Just like the creation of an agency it will cost you some industry time to develop its capabilities. The time is always the same, but the cost itself can vary with how powerful the option is.

Screenshot_2.png



Lets have some examples of the many options:
  • Naval Department - This is one of the basic branches that improves your intelligence gathering in that field. It will ensure that you get the most out of any naval intel you get.
  • Passive Defense - This boosts your agencies counterintelligence rating which together with Operatives help you defend against enemy Operatives.
  • Invisible Ink - Improved ways of sneaking intel back through letters or other ways through writing. It means your Operatives will be generating more intel when active somewhere.
  • Suicide Pills - Captured Operatives will now have a final way out limiting leaks of intel to the enemy
  • Diplomatic Training - Operatives learn to operate among high society and politics and would no longer dream of ordering their Martinis stirred. This one helps with missions such as diplomatic pressure and control of foreign trade (yup.. future diary)
  • Cryptology Department - this sets up a department of math wizards and crossword puzzlers. Why shall be covered in a future diary ;)

The Spy Master
If you have enough upgrades and are in a faction you can become the faction’s Spy Master.

Screenshot_3.png


This is the logical path for people who want to lean heavily into espionage to get the most of it. There can only be one spy master per faction and the main advantage of being a spy master is that it will let you run a lot more Operatives (how many depending on the size of your faction). We felt it was mostly historical that only the really big nations truly invested in this, but the most important reason was balance. A lot of spy systems in games fall down on the fact that people can spam you with agents so you either end up super annoyed or the system needs to be toned down to where it’s no longer impactful and fun. In a historical HOI game given this rule, we have then set us up with 3 potentially powerful agencies: Allies, Axis and Comintern.


See you all next week when we take a look at further espionage topics :)
Rejected Titles
  • HOI4 - Mirai Nikki
  • This dev diary will auto-destruct after being read, please stand back.
  • Popping pills & blowings stuff up with government funds!
  • Renamed to iAgency for the Mac version
  • The Department of Ungentlemanly Warfare (™)
  • There is no department called Military Intelligence because we don’t do oxymorons
  • We didn’t manage to make the icon for Commando Training be a man being hit in the nuts, but based on our research 50% of the training seems to have been this.
 
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Customizing your agency sounds like fun, and its reminding me a bit of Evil Genius, for some reason... Not sure why... (I'm so glad a sequel its on the making!)
But what I want to know is what you can do with the agency in detail.
I wonder how they balanced the fun/impact vs balance, I guess we'll find out on a future diary.
 
Well I guess its ok that smaller nations dont have the capacity to form intelligence agencies. But they should have a capacity to defend themselves against foreign networks. Drawing from my own country's history Maniadakis was extremely effective at dimantlng the Italian and Bulgarian spy networks in soon to be invaded-Greece.
 
Eh perhaps useless wasn't the best word, but my point is that as it stands now more tanks and planes will be the better choice for investment.
So if I use my 5-15 CIC (for it looks like about 2 years) to totally upgrade your Agency then spam Resistance Support operations you start losing Tanks/Guns/Men. The question is at what point does your lack of a (Counter) Intelligence Agency allow me to destroy more equipment than you created by not spending those CIC?
As an aside both of your examples are features that don't make much impact either, the naval game doesn't matter outside of spamming subs, and revolts are (currently) ineffectual as well.
What makes you think that will remain the same. I can't think of any DLC or patch that hasn't changed the mechanics of the Naval War, even when it isn't the focus of the DLC.
 
As an aside, will all agents/operatives be randomly generated, or will some be based on actual real-life spies (ex. Juan Pujol Garcia/"Garbo")? If this is the case, I think it would be cool to include Ian Flemming as an easter egg for the British, as he was an actual World War II spy.

EDIT: Also, maybe this could provide an excuse to stage a forum contest. The winner would get put in the game as a spy for whatever country they want, or whatever country they come from IRL.
 
Well I guess its ok that smaller nations dont have the capacity to form intelligence agencies. But they should have a capacity to defend themselves against foreign networks. Drawing from my own country's history Maniadakis was extremely effective at dimantlng the Italian and Bulgarian spy networks in soon to be invaded-Greece.
I think Greece will be able to spare the IC for passive defense. That's pretty much all it did if I remember correctly, unless you count being informed of the date of the Italian invasion beforehand, which might entail being able to see Italy's NFs in this game.
 
How will this impact the balance between Axis and Allies, specifically the IC-ratio between Germany and UK?

E.g. Germany currently has x% more IC than UK, if each subtracts the same amount for intelligence investments, the delta increases in favor of Germany.
 
When you decide to make the agency you are free to name it (a historical name will be suggested) and you can also pick from a mix of historical logos as well as generic made up ones (surprise - a lot of agencies did not advertise themselves to heavily).

Then why do you give the "Abwehr" an incon with the modern day German eagle design instead of the more fitting "Reichsadler"? If it has got political reasons, the Reichsadler can be displayed without the swastika, it can also be sitting on an iron cross. It is not a banned symbol. The modern day German eagle design destroys immersion.
 
As an aside, will all agents/operatives be randomly generated, or will some be based on actual real-life spies (ex. Juan Pujol Garcia/"Garbo")? If this is the case, I think it would be cool to include Ian Flemming as an easter egg for the British, as he was an actual World War II spy.

EDIT: Also, maybe this could provide an excuse to stage a forum contest. The winner would get put in the game as a spy for whatever country they want, or whatever country they come from IRL.
Ian Fleming was NOT a spy. Yes he worked for British Naval Intelligence, but as an administrator and planner.
 
I think Greece will be able to spare the IC for passive defense. That's pretty much all it did if I remember correctly, unless you count being informed of the date of the Italian invasion beforehand, which might entail being able to see Italy's NFs in this game.

Yes of course, nothing more, oh and destroying the Communist party, very efficiently (the French actually copied Maniadakis's tecnhiques in Algeria). Its not just about Greece, I am asking how can minors protect themselves against espionage by majors generally. I can see a "passive defence" which takes 5 civfactories for 30 days. How does that affect the enemy actions?
 
How will this impact the balance between Axis and Allies, specifically the IC-ratio between Germany and UK?

E.g. Germany currently has x% more IC than UK, if each subtracts the same amount for intelligence investments, the delta increases in favor of Germany.
I'm guessing they will not spend the same percentage in intelligence, U.K in a safer position isolated from conflict might be more inclined to invest in intelligence, while Germany, bogged down in a destructive war in Russia, might prioritize military production.

Also, maybe certain countries like the U.K might get intelligence related buffs through advisors or national spirits.
 
Vanilla will see something of this? or any minor can still provoke cups in the major powers without any risk?

Lack of answer is worrying.

So, even after this patch, for people don't buying the dlc, the Dominican Republic can still provoke coups simoultaneisly in USA,URSS and UK?
 
Eh perhaps useless wasn't the best word, but my point is that as it stands now more tanks and planes will be the better choice for investment.

As an aside both of your examples are features that don't make much impact either, the naval game doesn't matter outside of spamming subs, and revolts are (currently) ineffectual as well.

However, in most games you have to be at war or have the intention of going to war for there to be any real value. Here, if you are South America and the economic and espionage mechanics become engaging in themselves, this would open the possibility of a pleasant, historical playthrough.

Lack of answer is worrying.

So, even after this patch, for people don't buying the dlc, the Dominican Republic can still provoke coups simoultaneisly in USA,URSS and UK?

any minor can still provoke cups in the major powers without any risk?

If you are worried that minors will not be able to provoke a coup, I wouldn't. However, if the operative phrase is as outlined, that could be a very good thing. If you want to overthrow a government that is much more powerful than your own, that comes with enormous risk as it should. HOI4 tries to straddle the line between historical and fun, but frankly higher risk in this case works both ways. Low risk games also tend to require little to no cognitive effort, like clickers. High risk is where a lot of the more cognitively intense games thrive, provided a variety of options between low risk low reward and high risk high reward scenarios. This would simply be one of those high risk high reward scenarios. Furthermore, they already said coups will be addressed in a future dev diary, so I assume that just means you are going to have to wait for a much longer answer, instead of getting a short one here.
 
They've said that Coups and Boosting have been moved from the diplomatic menu to the espionage menu so I'd say there is a decent chance minors won't be able to launch coups on random nations anymore - for better or for worse
 
They've said that Coups and Boosting have been moved from the diplomatic menu to the espionage menu so I'd say there is a decent chance minors won't be able to launch coups on random nations anymore - for better or for worse

my question is if it is tied to the DLC.

3 years ago paradox said that the fix would come in a patch, not behind the paywall.