Hearts of Iron IV

Hearts of Iron IV

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Johnny 5 May 24, 2022 @ 8:18am
Spy agencies current worth
So I'm just querying the use of the agencies and their tasks on current beta.

I generally try to build a spy agencies asap and try to get a few upgrades like intel and crypto.

I generally am only using agents to build networks and then create collaboration govt, I also occasionally use them for reducing resistance in playthriughs were to get non cores early on.

Are the other uses worth it? The coup system sounds fun on paper but it never used to work, and the propoganda one longer raises faction support no?

I've never even considered any of the tech stuff, not sure what it does but the payoff doesn't seem with it, and they take ages.

Thanks for advice
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taffmasterlang May 24, 2022 @ 10:43am 
Diplomatic pressure can be useful for forcing a non-aggression pact to delay or even prevent your country from being attacked,
velvetcrabman May 24, 2022 @ 3:11pm 
As above, early game that and in some specific cases lower resistance are by far the most useful spy roles early game whilst you build on abilities.

Diplomatic pressure is super effective for getting that Nap or just raising good feeling for focus tree targets.
Johnny 5 May 24, 2022 @ 11:28pm 
Originally posted by velvetcrabman:
As above, early game that and in some specific cases lower resistance are by far the most useful spy roles early game whilst you build on abilities.

Diplomatic pressure is super effective for getting that Nap or just raising good feeling for focus tree targets.
Ok. Does it effect the stuff like chances to accept annexations etc?

So im guessing the coup and steal techs aren't worth it then?

Which other abilities are good mid game?
velvetcrabman May 25, 2022 @ 8:00am 
yes, it effects all aspects of diplomacy, very handy as Germany prewar for added insurance for Czech/Yugo/etc stuff, one spy pressuring the target and another/others pressuring France/UK can be a great aid

Stealing tech is good if you're way behind, coups if you're playing a long game where you have little military power or are just trying to go a peaceful route

Collab gov't is a brilliant aid when rampaging around the map, particularly if you can form it before wars end, you get puppets before the peace conference and not only have extra points to spend on other targets but massive compliance in collab states

Intelligence agencies for army/navy/air can not only give you buffs but debuff the enemy, all good

Code breaking is a huge benefit at any time, invaluable if playing as Russia as you can have Italy and Germany set up so as one code broken and getting benefits the other is decrypting or fire both at once for crazy buffs on an offensive.

Like any other aspect of the game it takes an investment of time, some experimenting and a few failures to learn about espionage properly. It's very easy to just give up thinking you know it all, we've all done it at times, but most complaints are made by people who don't seem to have made those investments. as ever, again, synergy is the key, find out what works with what and which things enhance the effect and when it's best to use them.
Aron_77 May 26, 2022 @ 12:15am 
I think intelligence agencies are underpowered. But, when playing Axis, I usually use coups to strengthen my faction. Sweden, Finnland - better to have them in Axis before Germany invades Russia. Switzerland is a late game, emergency solution, if Italy falls to seaborne Allied invasions (the Swiss tend to side with the Allies in late games, around 1945). Coups are extremly useful in the Indian-ocean area. A coup in India may save the distant co-belligerent partner, Japan from collapse, and if the USSR does not attack Iran, a putsch there may come handy. Iraq is also worth to consider couping, however they are usually joining Axis. Turkey is an other issue, it is also a late game emergency solution, they also tend to go Allied. The only annoying thing is when investing time, spies and weaponry in a putsch, and them the new government joins the Japanese faction. Turkey is escpecially tending to do this. A coup in Australia is also an option. But, beware, to avoid the new governments to join the other faction, you have to declare war on the original country and moreover, have to have them invited to your faction.

Coups are also fun in very late games, they are the means to get South-America.

But I never succeeded in subverting the UK.

I agree that collaboration governments are also a good solution to speed up victory and gain early compliance.

Spies are also very good in the direct hinterland of the battleground. They can reduce enemy field fortification levels, and provide valuable information on troops. If your offensive is halted, go systematic and prepare the new attack meticously.
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Date Posted: May 24, 2022 @ 8:18am
Posts: 5