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Zardnaar

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As the title says. In vanilla hoi2 I used to steal blue prints. I don't really bother in AoD due to the cost involved.

I just don't use any spies full stop.
 

Zsar1

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Spying might be worthwhile for countries with money-increasing sliders and ministers.

Naval espionage is a cheap mission with good success chance that may be useful for Germany, as it displays all convoy routes of the targetted country on the supply map for a short while.

I find that as post-Bitter Peace Germany, I have more IC than I need for production, etc., so that would also be a good time to invest in espionage just to exploit the available resources. ... Of course at that point the typical game is also de facto won, so that usefulness is relativised somewhat.

Spending a token amount on espionage and investing exclusively into counter espionage seems to be a good idea to prevent the AI, which will spy no matter what, from raising dissent, delaying production or stealing blueprints, etc. I usually invest one to three clicks on the slider for that purpose as any country.
 

Commander666

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I find the intel on enemy unit numbers can be very helpful - especially knowing if they have any CVs left. To be very accurate as regards the full report, it takes 10 spies although some things like a remaining single CV may be accurately determined with less spies.

To reduce costs use the minister that gives advantage as to placing spies, and don't do missions that result in losing many spies like delaying production, research etc as eventually the target country will accomplish it anyway while you mostly lose many spies trying to delay the inevitable.

But success in some other mission types can become a game changer. One example is nuclear sabotage which requires very many spies to work well. Once enough spies are in place, change minister to the one who gives advantage for that specialty.
 

Zardnaar

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I eman what is a basic AoD 101 thing on spies. Requires 10 spies for example where do you get the spys from to start with?
 

Zsar1

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Well, increase espionage spending on the Production view, then assign priorities to countries in the Intelligence view. Spies will be sent automatically whenever:
  • The cooldown is ready.
  • Enough espionage money has accumulated to afford it.
There are message types to inform you of failed or successful attempts at sending spies. I usually set them to log successful and hide failed attempts.

... Once you have at least one spy in a country, you can examine the success chances for the various mission types. As long as the chance is rather low, it's best to sleep spies, as their detection rate is lower then. Once the chance approaches a viable number, select the desired mission. Similar to sending of spies, the mission is automatically carried out, whenever:
  • The cooldown is ready.
  • The player has enough money stored to affort it.
Unless your target is a total backwater and/or your espionage budget is beyond generous, countries in which you conduct active missions will reduce the number of spies over time. Check back every now and then and cancel the mission when chance drops under your desired threshold.
 

Pang Bingxun

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This sounds as if there is an effective maximum espionage budget per target country. What happens if much more money than needed for sending a spy is accumulated during the cooldown period? How is the cooldown period being calculated? The old 7 days donnot seem to apply, do they?
 

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Titan79

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What is meant by cooldown?
The minimum time after which the game is allowed to send another spy to a country where it has already sent a spy before.