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And an agent with 25 stats, research for a +3 crackdown bonus, and maximum investment can recover lost, defended control points in rich countries quite easily. I just did that actually, fighting with aliens over the EU, I recovered CPs about 10 times.
One clock is first, two is second, so on and so forth. For individual actions on the SAME clock rating, the actions process in descending order of modified skill. So 12 skill + 4 boost goes before 14 skill + 1 boost.
Or you know - learn how to play game?
Pick best agents (hint: not too old AND with skill for faster learning), then boost their ADM, then max it & boost other stats - sooner or later you will have several agents with multiple 25.
And don't forget about having Investigation, Espionage, Science and Loyality. Yes - they don't provide sweet CP. No, they all helping you to keep your CP.
Mate I've done crackdown and purge in the same turn so many times now. It's defending then crackdown then purge. The point of defending is that it's meant to be difficult to crackdown or purge. Max cap is not 15, it's 25 like the other guy said. What year are you on? What's the coup chance? Do you have high public opinion? What's unrest like? People are trying to help you but you don't seem particularly interested. Play on easy yourself if you are struggling or accept it as part of the game.
Current state of the game is that crackdown happens before purge, always, so you can always do a crackdown then a purge. But defend interests always happens before either of those things so if the AI is going to defend, it'll succeed.
The ways to deal with difficult countries with CPs that you want are as follows:
- Coup: this resets all control points and interests and often puts you in charge. Will also mess up any alliances, which can be good (Kazakhstan) or bad (France). Not easily applicable in all cases, especially in democracies, but with enough increase unrest it can be really useful.
- Detain AI en masse: the way this works is that if you put their councilors in jail they will not be contributing to the CP cap, and often that faction will go over the CP limit -and when they do things become REALLY vulnerable. I often will turn a councilor so I know where all their friends are, then detain 3-4 of their councilors on one turn, then crackdown/purge the point the next turn.
- Detain/kill councilors with defend interests: requires timing and knowing what they have, but if you time it so that the CP will expire its defend interest when they don't have anyone to refresh it available you can use that as a way to take the endpoints
- War. Just blitz over that country