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Then you need an agent with Turn Councilor. You should be able to see if any of your agents has it in the missions bar or council screen (it will just be grayed out on the mission bar if they can't use it).
High persuasion helps and you're penalized by their loyalty and difference in ideology, so use a high persuasion agent and/or target one with low loyalty
Then send agent with 'turn councillor' (and high persuasion) on mission.
Success chance varies - i.e. +6 difffculty on their home turf/-6 if you 'detain' them.
Success can change if their agent starts in a friendly/non-friendly location and moves before the attempt happens.
Turning a councillor reveals all their faction's councillors on the map, and their missions/orgs - allowing you to see who might be causing your trouble and eliminating them easily, or finding a councillor with a juicy org to steal.
You can force the turned councillors to auto-fail their missions at a certain threshold (again useful if they're a troublemaking councillor); although setting this quite high can cause your scheme to get discovered and your turned councillor dismissed/brought back into the fold of their parent faction very quickly.
Yea like I said a lot of effort for little return. Cheaper easier ways to solve most problems and faster results. The only big payoff is a very nice org to steal. That is very iffy just to find that needle in the hay stack. Then to steal it...a lot of turns spent with your agents doing that when they could have been doing better things. So now back around again to little return on a maybe big item.
I wouldn't say it's a lot of effort - a couple of investigate targets and then a turn councillor mission. If you set their failure threshold low they can stay turned to you for years - providing intel on all the other councillors without you needing to investigate them anymore.
I've had a Protectorate turncoat under my umbrella for years. His failure threshold is 20% (he's an Investigator, so I don't really care too much about his missions). But by having him on my side I can see everywhere the Protectorate is, what they're doing, I can see what stats their councillors have, freely steal tech at my leisure, and assassinate their spies; all without having to run any further investigate missions.
Best of all, I see ALL their orgs, and can shop for the best ones to steal. I don't really care if the turncoat fails their missions or not, because every other councilor of their will be weaker and I will be stronger, once their best orgs are mine.
Curious but what are the best organizations to have? I've been aiming for Tier 3 ones, or those that contribute a lot to research or mission control.
All depends on the councillor you're assigning them to. You might want to really boost their primary missions stats to 25 using orgs, or you might want to try and round them out using orgs. You could be really hurting for Boost or Mission Control, and an org is a handy way to get that quick bonus. Tier 3 orgs aren't always the best - sometimes you can get a better benefit from three tier 1 orgs, or a tier 2 org and a tier 1 org. Even some of the exclusive orgs that are tied to Government/Criminal aren't that great sometimes.
You also get more info on their faction through the intel screen including what they're currently researching (which is extra useful if you've got a Servants agent on the payroll and need to keep sabotaging their tech).
Something tells me someone misses the point of a "mole" or "spy".