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.
Propaganda broadcastsUnlocked by Information Warfare
ResearchFund rebels abroadUnlocked by Intelligence Service
ResearchPropaganda broadcastsStir unrest and shake the government
Broadcast25Fund rebelsArm a movement based here
Fund…| Action | Technology | Cost | Again after | Where |
|---|---|---|---|---|
| Fund rebels abroad Arm a movement in another country (Diplomacy → Covert). | Intelligence Service | 20 influence, then money every week | Up to 3 at once | Right-click a foreign province, or Diplomacy on a country card |
| Counter-intelligence Sweep your country for foreign plots and set them back. | Intelligence Service | 30 influence | 12 weeks | Diplomacy → Covert → Plots against you |
| Propaganda broadcasts Stir unrest and shake the government of another country. | Information Warfare | 25 influence | 8 weeks | A country card → Covert action |
| Foreign aid Turn money into relations and a steadier friend. | Soft Power | Two weeks of your taxes (at least $50M) | 6 weeks | A country card → Covert action |
| Emergency draft Fill your manpower to the ceiling at once, once a year. | Mass Conscription | 6 stability | 52 weeks | Military → Armies |
| Sabotage Agents wreck the roads and depots of a province of an enemy at war with you. | Precision Strikes | 20 influence | 4 weeks | Right-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
Research and technology32 technologies in four branches and five eras, with doctrine choices, breakthroughs and new actions.Covert action and rebelsFunding rebel movements, plots against you, and uprisings at home.Diplomacy and treatiesInfluence, relations, treaties, claims, reputation and the agenda.Armies and qualityRecruiting, manpower, quality, movement and landings.
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