Action |
Prerequisite |
Cost |
Description |
Effect |
Image
|
Withdraw |
None |
10 infiltration |
Returns agent to your nation. Chance of being caught at the border. |
|
|
Arm Rebels |
None |
5 weapons, 10 infiltration |
Increases strength of the rebel forces. Chances depend on approval of target government. Small reputation drop if failure. |
|
|
Fund Opposition |
None |
12 hours of budget (0.1% GDP), 10 infiltration |
Decreases approval for government if successful. Small reputation drop if failure. |
|
|
Terrorist Attack |
None |
10 weapons, 24 hours of budget (0.2% GDP), 50 infiltration |
Decreases stability of government if successful. Large reputation drop if failure. High risk. |
|
|
Sabotage Oil Well |
None |
2 weapons, 12 hours of budget (0.1% GDP), 20 infiltration |
Destroys oil well if successful. Moderate reputation drop if failure. |
|
|
Sabotage Mine |
None |
2 weapons, 12 hours of budget (0.1% GDP), 20 infiltration |
Destroys mine if successful. Moderate reputation drop if failure. |
|
|
Poison Crops |
None |
2 weapons, 24 hours of budget (0.2% GDP), 50 infiltration |
Reduces target nation's agricultural development level. Large reputation drop if failure. |
|
|
Encourage Mutiny |
None |
12 hours of budget (0.1% GDP), 50 infiltration |
Causes a revolt of between 1-5% of troops. Successs depends on target government's approval and stability. |
|
|
Counterintelligence Sweep |
None |
12 hours of budget (0.1% GDP), 10 infiltration |
Hunts out other spies in the agent's current location. Success depends on relative infiltration and experience to the other spies. |
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