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Diplomatic pressure is super effective for getting that Nap or just raising good feeling for focus tree targets.
So im guessing the coup and steal techs aren't worth it then?
Which other abilities are good mid game?
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.
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.