INTELLIGENCE needs to change
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- Опубликовано: 1 ноя 2024
- ❗ STOP ❗ Games on a budget! 💰 Upto 50% off your fav PDX games 🖥️ paradoxinterac... 🕵️ Join us in this insightful Hearts of Iron IV guide as we dive into the intriguing world of espionage and intelligence operations. In collaboration with Feedback Gaming, we explore the reasons why spies can be a double-edged sword in the Arms Against Tyranny DLC and how they can reshape the course of World War II.
📚 In this comprehensive Hearts of Iron IV guide, we'll break down the mechanics introduced in the La Resistance expansion, examining the impact of espionage on your strategic decisions. Feedback Gaming provides expert analysis and practical tips on how to navigate the intricate web of intelligence, sabotage, and reconnaissance.
🌐 Whether you're a seasoned HOI4 veteran or a newcomer eager to master the intricacies of the game, this video is a must-watch! Discover the historical context behind espionage during World War II and learn how to effectively employ spies to gain the upper hand in your campaigns.
🔍 Topics covered include:
The role of spies in Hearts of Iron IV
Espionage mechanics in the La Resistance DLC
Real-world historical insights on intelligence operations during WW2
Common pitfalls and mistakes to avoid when utilizing spies
Strategic tips for maximizing the effectiveness of your espionage efforts
🎮 Arm yourself with knowledge and become a master of intelligence operations in Hearts of Iron IV. Don't forget to like, subscribe, and hit the bell icon to stay updated on the latest Feedback Gaming guides and HOI4 content!
Overall why spies are terrible to use in HOI4
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The worst part about building a spy network causing your spies to get captured, is that as a minor with only one spy, your spy will get captured, and you can't get another for over a year
Illusive gentlemen
@RickSanchez-zb2bh sure, but then you can only have 1 spy in use bc you need to keep one back for rescues
@@RickSanchez-zb2bh150 pp
for me it feels like there should be two sets/tiers of spies.
another is that there should be a academy building (uses civ slot or fort slots or something each academy can ether train slowly officers or add spy slots).
the named spy we have now that can do everything (called mayor or main spies)
then minor/support spies (they can´t level up) they can´t do all task (like they might be a Diplomat meaning they can pressurize/ideology action.
now most minor spies can do the escape task (riskier and more expensive and other requirements).
but here is the thing any Minor spies can build networks and maintain it (they are better at maintaining it actually)
and for Operation that needs more then 1 spy only one need to be a regular the other 1-3 can be minor spies and it will apply the full effect (not Limitation on the spy type.. Diplomats can infiltrate the navy for example but can infiltrate civilian industry and steal industry blueprints)
(yes minor spies can have traits).
Commando minor spies are trained from special forces (like you train special force units and you get informed that you found Commando material or something).
other option is just Find one at random when you do a recruit run.
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also need to check but I think the convoy info is more use full for your ship then for the player that can meta where the convoy line is going.
whit that ships/subs on convoy raiding or whats it called if you have convoy intel have a greater chance to spot them (it ads a spotting bonus ones again I dont remmber if this is true or just me miss remember it).
the player knows the enemy convoy is in Eastern Northern sea
the intel info is the convoy leave Hamburg at 21.15 tursday evening and will be at X coordinate at 22.30 and we can send a sub there to circle between 21:30 to 23:30 guaranteeing a chance to sink a convoy. else its there is a lot of water and the convoy can be anywhere here lets more or less sail at random and hope we bump into them.... Radar just gives you a better spotting circle.
one thing whit Resistant is that the 10% is yes not a lot but here be the thing.
do it in occupied Poland first 10%-20% in the region you did it in (add the natural resistance) then add the additional overtime resistance that created from resistance, plus the loss of complacence from higher resistance, then do it in another state and watch as both state spread resistance to each other and nearby state and sooner or later revolt risk.
can you resistance operate a state whit 10% resistance resting level? probably not, but do it in a occupied state that's not happy meaning the resting is at 20+% and now that's more likely.
the transport plain/sub is refunded you only use it to drive the spy to or from location whit the stuff (you might lose them if the op crit fails or something).
support equipment I think you get some back and weapons they are transferred to the rebel army when the stand up.
also about the intel network its usually only a 10% intel strength if you then put them back on building it or you can put one on maintenance mod whits I think have a wider range meaning you can have 3 spies next to each other build and then 1 just maintaining all 3.
also the 4 infiltrate like infiltrate civilian sector for the blueprint mission each time you run blueprint theft mission there is a chance that you lose the infiltrated civilian sector its not 100% I did ones 3 blueprint missions and did not need to redo the civilian sector mission.
also the infiltrade X gives more then just a steal civilian industry blueprint, aircraft design blueprint, aircraft and what more, theirs other ops there to, plus a few uniq ones like the destroy/sabotage the Norwegian heavy water plant as the alliance that did something nasty towards Germany.
also the mission risk is updated it starts at risky if there is a chance something will happen but hopefully you send in competent spies (traits or nationalities) that lowers it plus send in a full size team Like if you send in two spies for the capture cypher the risk chance gets lowered.
the surprise attack (coordinate attack) you need to order the airstrike mission before the task is complete as the attacks gets executed as soon as the operation completes (how one bomber squad can fly 10 sorties in 1 min I dont know)
there is no for the next X hours bombers on attack mission in region does multiple attacks whit the air defense been unable to do anything.
@@Zack_Wester aint reading allat
I think they should shift away from seeing each spy as an actual spy and move towards thinking of them as some kind of regional director. So each spy represents many operatives in a region. So when a spy "dies", you get a temporary debuff rather than a chore to rescue them. The event could be "our spies in x are being discovered" and it would give percentage debuffs to the various advantages of having a spy network. You would then choose to either invest some civs to restore the network or let it slide.
That's a good idea
I mean, for real, how the fck an entire country have ONE SPY, like come on.
I remember back in hoi2, you can send spy to kill their advisor/minister, how cool was that, AI constantly send spy toward you, in hoi4, sometime i forget there is a mechanic
Now it just mechanic to spam prepare collab and some planning bonus
I think the biggest design problem with spies is that all of their bonuses are passive, even completing missions gives you passive bonuses or imposes passive penalties. It would feel a lot more impactful if, for example, a mission could cut off frontline supply to a state for 30 days, so you could have your divisions ready to push that state ahead of time and once the enemies ran out of supply and were taking penalties you could start your attack. Another suggestion would be a resistance mission that has partisan divisions pop up on top of enemy troops or on top of supply lines and airports behind the front line. Again, this could be combined with a regular attack by your army.
Fundamentally the fun part of this game is coming up with strategies to beat the enemy's army and then carrying them out. Spies being so disconnected from anything to do with the actual units on the map makes them feel like a separate minigame, which just compounds with how tedious their minigame is. We can come up with ways to make the minigame more fun but it will never really feel worth it unless its effects are tangible.
As an aside, one useful thing to do with broken encryption is to look at the design of enemy planes, it's a good way to see if you can tweak your plane design to have more agility than their fighters or beat out the air defense of their bombers.
To be fair to pdx on the spies getting captured all you have to do is build your network up (to 100 or lower if you want) and then just put it to sleep. The network maintains full strength, requires only 1 spy and you can do operations. So many people seem to miss this!
You won't get any planning bonus or enemies de-entrenchment.. made up word I think lol
@RickSanchez-zb2bh correct. And it also automatically kills the quiet network if you try to lower stability or boost party popularity
Rotate your German spies; German,Polish, French, British, Sov, USA, Jap, Chinna.
Use local recruitment.
How get 8 spies?
After you get 2 or 3 collabs in Poland, dismiss the spy when your local recruitment is up to get a new Useful spy.
Yes, the planning bonus nullifier is great to anti-grand battleplan.
Yes there is a good part as attacker for spies, dont forget collab government, you did it twice, once they capitulated you get 60-90% compliance which means you got all of the benefit of both harsh quota and forced labour without setting any occupation law into one or the other since resource and factory availability is already tied to compliance, there is a reason why PDX nerf collab government but it still worthed even to do it once for the sake of saving manpower for occupation
Even better, the collab government puppet makes it worth it as you get a ton of industry with no IC cost on occupying land
You can place spies in pre-set capitals of releasable nations, that’s why there’s so many locations across Siberia and Yugoslavia for example.
The state in the USSR you pointed out was the capital for Taymyria, while for example, the two other states with very few people that spies could be placed in were the capitals for Yamalia and Nenetsia.
Like in Spain it’s Madrid (Spain’s capital), Galicia (its own capital), Catalonia (its own capital), and the capital of the Basque.
Something actually useful you can do with spies, I have only found this in early war Soviet games, so mileage may vary, but rooting out resistance can save you massively on garrison equipment.
it's pretty much the only thing I use them for. Sometimes collab govt for bigger countries
a big issue for me with spies is just how limited they are
outside of becoming spymaster for an alliance, you can have 3 tops (1 from creating the agency, 1 with 5+ agency upgrades, 1 with illusive gent.), which is very limiting because you basically can't do anything, if one gets captured through the black box detection chance, you lose another for the rescue operation, every other operation requires 2 spies to execute on top of the operation cost which seem random (sometimes it's just 1 civ for 15 days, other times it's weapons/support eq + civ), so any operation will effectively cut 2/3 of your intelligence capability for any nation, which is why i never even touched stealing operations even once
add the placement difficulty, or the fact spies go back to your capital with no warning when you capture the city they operate in, the general non responsiveness of that whole system and lack of interactions with the rest of the game, it just feels like a tacked on mechanic
I remember how much better spying was in the game Imperium Galactica II, from 1999. There, you had to build spy centers to get extra slots, up to 20. In HOI4, that could be an agency upgrade. In that game, spies did not have traits, but had stat cards, and stat points they gained by leveling up through missions could be freely distributed. There was also a training mission with 5 levels that could increase their level with 0 risk but it did cost a lot of money and time. They had stats such as infiltration, but also fighting skill, which allowed them to assassinate enemy spies back in their home countries or even enemy leaders, sparking mass unrest in the targeted empire. They also had a loyalty stat which influenced the likelihood of them defecting or even turning into double agents upon capture. There was a steal blueprint mission, and it could be targeted at a specific blueprint, but first, you had to know it existed, either through gathering intel with spies, or by witnessing the existence of the tech in one way or another. Spies could also blow up enemy spaceships or stage terror attacks in their colonies, destroying buildings. And the AI used spies very aggressively, something that can't be said about HOI4. But then again, that game from 1999 has incomparably more fleshed out gameplay mechanics than HOI4 ever had or will have.
Wish there was a bigger bonus for using spy planes. Spy planes and armored cars are really somthing that either need a boost or change in game mechanics to make them more viable. I dont think ive built a single spy plane since the air update last year, and i havent built an armored car since the last time i LARPD the USA. Both coincidentally released with the La Resistance DLC
@@ekothesilent9456 This comment highlights something I really enjoy about the game(singleplayer anyways). Using different strats to achieve your aims is the meat of the game and a huge source of replay value. There's always something else that can be substituted in lieu of any specific component of the military machine. Now of course you should play it how you like it, but I would recommend at least trying out different equipment once. As someone with closer to 10k hrs there were things I didn't play around with until I was very deep into the game in terms of hours, but they are all now potential options sitting on my toolbelt as options for a game that I wouldn't even be aware of if not for taking the time to play around with them.
Armored cars can be incredibly helpful when annexing lots of land, that's if you have ~4-15 mils depending on the conquest size. You exchange manpower for IC, and sometimes it's a favorable trade if you know you're using armored cars from the beginning.
@@LateNightHam Of course it's situational, but in particular with nations that have a good economy but not the greatest manpower, like an Italy not using puppets for example, you can not only free up potentially 6 figures worth of manpower stuck in garrisons but also dramatically reduce garrison attrition. They are a solid middle ground option between cav and tanks for garrison
@@LateNightHam in most cases if you have the ic for that you have the manpower you need too.
I say that as a dude that sticks hospitals in my defensive infantry since I have extra slots and like conserving those manpower 😂
@CubeInspector but there's always that one game where you run out of manpower, cant get more than you currently are and have 300 mils. That's the game the IC trade is favorable.
there is also a bug where if you steal a blueprint and it instantly unlocks the tech you were researching just now you get it twice (not useful for tech like guns but VERY good for passive bonuses like industry)
Feature or a bug?
Imagine if you could steal doctrines. Going down superior firepower? Just steal german blitzkrieg, soviet mass assault and French grand assault
I thought you got a random tech you don't yet have, or if there are no tech's you don't have you get a research bonus.
@@doubleskulls it does work like that what i was saying is that if you are currently researching the tech and THEN while researching it you get it from the steal this bug applies wich is surprisingly enough more often than you'd think either that or i just have very good luck
That is not a bug.
This is the feedback we gave to pdx team during the lan party too
The only benefit of coordinated strike i have found is, it allows you to declare war on a nation of which you have a non-aggression pact with
I do really like stacking decryption bonuses and operations to break enemy ciphers over and over. And making sure to time big offensives with revealing ciphers.
Thanks for the shoutout!
As for the regions, I think the idea is that espionage works best in population centres. Spies can't do much good in the open desert or small towns. You need spy planes for remote regions. But yeah Siberia makes no sense.
Think that more active spies would be better. Limiting to 3 spies in most cases you can really do much except maintain the spy network that, as you said give the most bonuses.
Would like to see focuses for the UK for spies like a focus for Bletchley Park which would give the UK insane decryption bonuses but if used too much the decryption bonuses drop, like when Churchill had the dilemma of warning Coventry or letting Coventry get bombed and letting the Germans know we had cracked their codes.
I like the idea of a danger meter, may be there could be a slider that you set where you automatically go dark when the danger gets too high to stop the capturing of your spies and only go active again when the danger drops.
May be some operations that will plant false information so they move troops to defend, against the computer it would work and may be against players you could double bluff.
I personally think, that tge inly thing spyes lacking is ability to see your enemy battle plans - that would be a game changer
That might be a really good operation that a spy could perform. Only sad thing is it would probably only be useful in mp as single player the AI just constantly shifts its battle plans and doesn't really take advantage of planning bonuses. Being able to see an enemies battle plans would also make false Intel really effective since I could essentially create false naval invasions that would then be exposed
I think we need more spies for it to be meaningful - it’s nightmare when they just get captured
The two best uses Ive found for spies is to get as much naval intelligence on the UK to gain enough naval supremacy for a naval invasion and collaboration governments on the Soviet Union to capitulate them easier
What i hate about the intelligence system is that when you tab away from them while at war to look at the divisions, navy or air tab it never notifies you if they die or get captured half the time, its even worse doing it on the Soviets
resistance levels not achieving a coup are still useful: rememeber, they "cost" manpower and equipment to the occupier, and at higher levels they are quite dangerous from this point
I think you discount intel too easily. Being able to see enemy stockpiles, air deployments, unit counts, industry specifications (what their mils/ dockyards are actually producing), fleet concentration (shows taskforce deployment on map), fleet locations in port, removing the intel malus on naval supremacy, seeing enemy's techs/doctrines are all big bonus.
Arguably a lot of these apply more in MP then anything but they can still assist a SP game
Sometimes I think there is potential for a complete stand alone spy game based on this theme..
The only thing I do with the spies apart from the defense bonus is steal plans, the problem for nations without approaches that give you more is that you require yes or yes the illusory man, it's fine anyway, it's rng, but in Industry is always worth it, since you can dedicate yourself to doing everything except excavation and oil, the AIs do it, so it saves you a lot of time, especially oil, I thank God every time they get you the refineries synthetics, since they require a lot of time.
But the best thing is that if you have everything they have developed, it gives you a speed bonus, sometimes it is 300% for anything (I have seen it a couple of times), so stealing plans from nations like Nepal or Bhutan is used to obtain research bonuses.
With other industries, it has too many technologies to make it worth the time to steal plans from Germany, for example, I will always steal from poor people.
Oh, and you have 2 technologies in the agency upgrades that make it always easy to get the blueprints, the blueprint theft, which is obvious, but the invisible ink too, which is also good because it reduces the risk of infiltration.
feedback ur noti woke me up at fucking 6:00 AM idk why it made noise LMFAO. anyway hope the video is good, keep up the great work dude
"Getting a major below 70% stability is impossible" He says as Germany with 56% stability
Honestly, the biggest issue for me is that upgrading your agency can only happen one tech at a time with no indicator for when you're free to do the next one.
Usually when I am at war I simply forget to upgrade the cryptology or intel department.
Given the amount of attention that spies require their bonuses are just pointless half the time
In general, when you design a feature that is 90% role play and 10% useful, you need to think about complete redesign of the said feature. If you look at any HoI4 youtuber and how they use spies it is basically for two things - get collaboration government (priority) and gather some intel on the enemy troop count/supplies. Other things, while possible, are useless. And codebreaking.
HoI4 is a GRAND strategy game and the whole feature should be conceptualized along those lines. Instead of individual spies, have those characters be placed as heads of various departments of your Intelligence agency/agencies. Invest certain amount of civilian factories to buff certain aspects of your intel agency (increase/decrease funding - by reserving a certain number or percentage of your civs to espionage) and make all the decisions that could be taken have the same weight, or at least that they are useful to a similar amount.
For example, you are building colab government as your main investment... meaning you just got a bunch of important people to basically prepare for occupation. How are those same people not contributing to your ability to stage a rebellion/coup in the same country if you have, for example, 80-100% Colab government?
I like the visual representation of a spy building a network from a certain point on the map, but I feel the game needs more above ground approach. Have the current spies as heads of department, and if a mission goes exceptionally well, there is a chance you get a "spy ace" type of character that can now be attached to one of the departments and boost its performance.
And think of a different system for making spy networks and doing missions. For example, we already have air and naval zones. Why not Spy zones? And you allocate a certain number of spies to them... and the number (and replacement rate) of those depends on your investment in your training program for spies. Then, your missions available for a certain zone depend on the number of spies that you have and how well the enemy prepared for them (his counter-intelligence branch of agency upgrades). And create a cap, so that Major powers do not absolutely obliterate the small ones.
That way, you can have a veterancy level of your spy rings in different regions, you can give them names (Red Orchestra, for example) and they can start generating "spy aces" that will boost them or the department in question. And when you go to Spy overlay and click on a specific spy network, it opens a window somewhere between air missions (with all the targets and missions) and the current one for spies, and there you give orders, prepare missions that can have a real impact in the war.
All in all, I think that the Espionage is the worst feature currently in the game, compared to how detailed it is.
Stellaris also has this problem. It seems paradox doesn't want the ai to annoy the player with spies so they nerfed the abilities a lot.
bro Age of History 3 is coming soon you need to talk about that
Maybe Paradox was playing darts with a map and where the darts landed is where they decided you could put spies, thats my best guess. Also, am I the only one who thinks it really stupid that spies reduced maximum entrenchment? It doesn't really mater if you know the extent of and entrenched line you still have to break it. i mean, everyone in WWI knew where all the trench lines were that didn't really help it end any less bloody did it? Better example, the Siegfried line campaign. The allies knew about the Siegfried line but they still had to push through it. The Americans alone took 240,082 casualties (50,410 killed / 172,450 wounded / 24,374 captured) showing that simply knowing your enemy is entrenched doesn't really help much. so why does the intelligence system in HOI4 borderline negate entrenchment? I've never liked the intelligence system, its one of only two things I dislike about Hearts Of Iron 4, the second being how unrealistically slow naval vessels are constructed. JUST TO CLARIFY HOI4 is my favorite game to play, these complaints are minor at best.
ohh I think Russia Verry much would love to know where every single trench, commandant post, restpoint, semi permanent field kitchen, Military outhouse and bathhouse in a 1 mile line along the front is. as worth its weight in gold (and that is generals and troops have the authority to act upon it).
because ohh we know that this Line goes from here to here (we also know that its absolute crap here) thats what the entrenchment negate is.
sure might be a bit odd on the danish/German front line but for the rest thats a wast swatch of land where not a whole lot did not happen.
Its because hoi4 is unrealistic
(Sorry for the long reply sir/ma'am) I still think that intelligence agencies negating entrenchment entirely is a bit nonsensical. It doesn't really matter if you know the way forwards is heavily fortified, you still have to clear the line. Its weird to me that just knowing your enemy is entrenched in hoi4 (basically what intelligence does if im correct) suddenly makes their defensive line noneffective. planning I can understand, if you know your enemy is planning an offensive and where at then it makes sense that planning can be completely negated, but entrenchment? a trench is still a trench even if you know everything down to sentry rotation on the trench. but the thing is, as much as I dont agree with it im not really sure what they could even do to make that small part of a largely ignored mechanic (for me atleast) function any better. Maybe they could eventually have a system where instead of negating entrenchment, as you build your intel network you get buffs to attack against entrenched divisions. like maybe a ticking percentage buff that caps out around 15-20% attack buff against entrenched divisions because if you had good intel on entrenched units then you could coordinate an attack on their line better.
The ships are constructed unreallistically slowly? I always felt they were slow, but tbh I never knew (and still don’t) what a reallistic time frame for the construction of, for example, a fleet carrier might be. I otherwise kinda like the navy systems in hoi4 (I know, what’s wrong with me?) and wish I could actually build a meaningful fleet in the 3-5 years you get to do so, but generally it just ends up with either a couple dozen small ships or a massive fleet that is about 3 years out of date at launch.
@@Svabre I love the navy too in HOI4, it will never not be extremely fun o make a powerful navy and watch it dominate the seas. I've read several things about naval combat during WWII and it varies by nation but the average time to construct a battleship in the war was roughly 12-16 months. America specifically could build a destroyer in roughly 24-30 days. but in game ive had it take 6+years to make one battle ship and thats without resource shortages and at max factories assigned... why capitol ships can only have 5 factories and screening ships can only have 10 assigned while something like guns or tanks can switch to 5x or 10x factories assigned per slot in the production tab I have no clue but I suppose its fair. They have to balance it somehow, tbh its more effective to just make battleships with one cannon and the best armor you have so you can force naval invasions. its more efficient to make loads of cheap naval bombers and destroy enemy fleets that way than meet them on open oceans sadly. (take those months to build numbers I quoted from the war with a grain of salt, I read the articals online and when the internet is involved in this day and age there is bound to be some degree of inaccuracy.)
It would be interesting if you have enough counter intelligence to show where enemy spies are likely to be in the territory
wow amazing vid! the editor for this is amazing!
FR!!!!!
how was this written 2 weeks ago?
secrets @@YukoMomento
@@YukoMomentoMagic
Spies cannot be captured when they are set to maintain a network. When your network reaches a desired level change it to maintain
Is it just me or do people have the issue of not knowing what Spies are currently available for a slot unless you cancel a current spy and wait 30 days for the slot to open up? Why didn't Paradox just create a button where you could examine your stable of spies? This one really bugs me.
INFILTRATION EXPLAINED:
Infiltration operations let you "infiltrate" different departments of an enemy nation, such as the army, navy, air force, and civil administration. Doing so will give you intelligence bonuses accordingly, let you know how many troops, what kinds of troops, and what kinds of supplies they have more precisely.
This can be useful in understanding how advanced the enemy technology is and how much modern equipment is deployed. I do believe you can also get intel on which regions have certain factories....
Naval infiltration and high enough intel for navy also lets you know in which sea zones enemy puts it's ships on missions. This is especially useful to hunt for subs as you won't need to spread your asw fleets in every sea zone and concentrate them where the enemy is.
Yeah the way the available regions for spies work out has always bugged me. Its especially weird in the Americas
Thank you for another great video
是的,一整個系統都應該重新設計,我早就有一個Mod計畫,成為間諜戰爭或是暗面戰場
Yes?!
If they made coordinated strike cost more and not need a war goal so they can’t get guarantee would be worth
I think space regions are based on strategic regions (I am not sure tho).
Infiltration is for getting intel on the army for example.
Collab governments are required ops. Otherwise all your manpower will go to maintaining occupation. But even that is just additional notice that distracts from the core gameplay. TBH I would like to have all the intel content be a game settings option that you can click on if you want, but be off by default. It just slows down gameplay.
I feel like most of the issues would be fixed if we had more spies and each operation would cost less.
Also don't sleep on the benefits of having 90%+ intel on the enemy.
Navy: You can see where fleets are anchored and where they are operating, which lets you pick off their fleet little by little. You use naval planes on port strike to harass them until they switch ports while your navy patrols outside. Once they try to move, you intercept them and sink the fleet as it leaves port.
Airforce: If you can see where they are putting their planes, you can chase them with your fighters to completely annihilate their air force. Plus, nuking an airport with planes on the ground destroys all of them instantly, so you can potentially kill thousands of planes with a single nuke.
Benefits of the infiltrator operative:
+25% Infiltration effectiveness
−25% Infiltration risk
For:
Infiltrate Air Force
Infiltrate Army
Infiltrate Civilian Administration
Infiltrate Navy
Make Resistance Contacts
Rescue Operative
Is it just me is the video mute on Dave's end?
I believe that the spy network location is dependent on the air regions. So placing a network on germany is only allowed in the biggest victory points under that air region.
If there is more than 1 country with that same air region, then the placement follows the same logic for each of those countries.
So if you want to place a spy in Switzerland, for example, you can place them on the capital only, as they only have states in the alpine air region. If Switzerland takes control of a state in another air region, then you can now place a spy on the victory point under that region
Also, if you have the range, have a medium airframe scout plane airwing, which only has 10 airplanes in an airwing instead of the usual 100 airplanes, flying a scout plane mission in the same airzone below which your spies are operating. Air combat stats are of little importance to a scout plane airwing, so put in 1 more extra fuel tank than you would use for your other medium airframe airplanes. You lose 5 or so points from your Defense stat with that extra fuel tank, but you get back 1 unit of Defense for each metric ton of Weight of turrets that you have in your airplane design just like with any other type of medium airframe, and in any event, air combat stats don't matter much in a scout plane mission, while range matters a lot in many scout plane missions.
Scout planes help out any of your units in the airzone in which your scout planes are operating. This includes your spies, in addition to your army divisions and your warships and your sea transports and your other types of airwings.
@@wendydelisse9778But… Why would I do that when for the same cost I can make a full squadron of fighters/cas that have a significantly higher game impact?
A airwing of small airframe fighters or small airframe CAS has roughly 4 times the industrial cost of an airwing of medium airframe scout planes, due to a larger airwing size of 100 for those types of airwings, in comparison to the small airwing size of just 10 airplanes for medium airframe scout planes.
Since you get a medium scout plane airwing at just 1/4 cost due to that much smaller airwing size of 10 rather than 100, scout plane airwings become worthwhile in many situations.
Scout plane airwings are like some support companies. With some support companies, larger division size makes those types of support companies more worthwhile, since there is more to support. With scout planes, more enemy assets (and in some ways more of your combat units) in an airzone makes scout plane airwings more worthwhile, since there is more to spy upon.
Scout planes can sometimes be an especially worthwhile addition to close air support in your paratrooper operations and your sea invasion operations and when forcing ferry crossings and river crossings, and in convoy raiding and convoy escort operations.
I just set all my spies on defence and ignore it entirely
I also hate the UI element for the operations. You cant filter them based on availability or country. It is just a long list
I forgot you could steal blueprints and stuff. Now I want to try a game as a minor where I dump all my civvies on spies and just steal all the technologies.
I think phylosophical approach for Hoi4 is failing. Paradox want to keep it simple but at the sametime, complex enough to make it appealing for strategcy fans. However, I've mentally accepted there is no middle ground for a strategy game. It has to be either hardcore statistic and complex or just straight gameplay with relatively easy-learnable mechanics, like as Starcraft, Company of Heroes etc.
i recommend they just integrate the mod called espionage
Is it right there is no intel sharing among faction members - so if ENG spies the hell out of GER, it doesn't help FRA in the slightest ? The idea of becoming "spymaster" for the faction is a bit of a joke. Tks MMM
i agree bro
????? Collaboration government is a wildly powerful operation.
Pydgin
I'm sorry but how has FeedbackIRL's video resolution gone down by like 100%.
I keep switching between my mobile phone and webcam
Placement of spies is so dumb I don’t get it either. We should be able to place them in any City at least
Shh too early for spies.
I don't think they're impactful enough for the extra brain tax they add. I use them, but I hate them for adding micro.
I loathe the fact that for no logical reasons resistance ops continually increase in cost. The cost should be tied to the region/population.
You asked, so: Infiltration is an operation 😉
when you have 100% you can just do quiet network and your spys wont be detected anymore, also one spy is enough to keep the strength of the whole network, freeing up all the others to do other stuff
The systems to noodly. Needs to be more simple.
The spy missions take so long. Makes them pointless
Am I only one who thought when you saied I want to talk about spyes you gonna talk about Spice Girls? I am probably drunk...
placement is based on posible capital staates
Thats not true. Loads of nations have spy locations that that never are/or become capitals
@@FeedbackIRL The reason could be similar as with Airbases. When you build an Airbase in a state it seemingly gets places in a random tile inside the state rather than in the tile closest to the center of the state. In the case with spies the "State" is actually a clump of states, maybe the Air zones perhaps. Or maybe the devs just manually selected all the possible spy locations in the game.
I think you should be able to see the enemy plans when you have crypto
The absolute cheesiest and nintendoiest part of the game, it is silly, boring, requires a stupid level of micromanagement and it does not provide a game changing mechanics.
no offense mate, its true the intelligence is lacking but you literally didn't have even a half idea what intelligence is about, the fact you spent 25 minutes or so learning about it is kinda ironic and funny.
Using 200! tactical bombers with the worst possible naval attack equipment and whining it's bad. Thanks for another superficial video with no proper testing.