Play
Wiki › Running a country

Actions from research

Covert action, propaganda, foreign aid, the emergency draft and sabotage, opened by technologies.

Most technologies make something better. A few make something possible: until you know them, the action is locked, and the game shows which technology opens it. In Research these effects carry an Unlock tag.

Covert action
Propaganda broadcastsUnlocked by Information Warfare
Research
Fund rebels abroadUnlocked by Intelligence Service
Research
Covert action
Propaganda broadcastsStir unrest and shake the government
Broadcast25
Fund rebelsArm a movement based here
Fund…
In the gameA country card before and after the technologies: locked actions point to Research.
ActionTechnologyCostAgain afterWhere
Fund rebels abroad
Arm a movement in another country (Diplomacy → Covert).
Intelligence Service20 influence, then money every weekUp to 3 at onceRight-click a foreign province, or Diplomacy on a country card
Counter-intelligence
Sweep your country for foreign plots and set them back.
Intelligence Service30 influence12 weeksDiplomacy → Covert → Plots against you
Propaganda broadcasts
Stir unrest and shake the government of another country.
Information Warfare25 influence8 weeksA country card → Covert action
Foreign aid
Turn money into relations and a steadier friend.
Soft PowerTwo weeks of your taxes (at least $50M)6 weeksA country card → Covert action
Emergency draft
Fill your manpower to the ceiling at once, once a year.
Mass Conscription6 stability52 weeksMilitary → Armies
Sabotage
Agents wreck the roads and depots of a province of an enemy at war with you.
Precision Strikes20 influence4 weeksRight-click a province of an enemy at war with you

Each action

  • Fund rebels abroad. Arm a movement in another country until it rises against its government. See Covert action and rebels.
  • Counter-intelligence. Your agents sweep the country: every foreign plot is exposed, its sponsor named and punished, and the movement loses 30% of its strength.
  • Propaganda broadcasts. The target loses 4 stability and every province gains 6 unrest. Relations with it fall by 8, and it is told who is broadcasting.
  • Foreign aid. Money from your treasury to theirs: relations rise by 15 (more with relation bonuses) and their stability by 2. Useful before asking for an alliance or bloc vote.
  • Emergency draft. Your manpower fills to its ceiling at once, for 6 stability. Once a year, and only when manpower is below 90% of the ceiling.
  • Sabotage. In a province of an enemy at war with you, roads drop one level and unrest rises by 12, slowing their armies through it.
TipPropaganda before funding rebels makes a strong pair: the unrest it spreads makes every province more receptive to a movement.
See also
Map & Might Wiki · game data from the October 2026 scenario · Back to the game