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Civilization Beyond Earth eGuide
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Contents

  • Introduction
    • About Sid Meier's Civilization: Beyond Earth
  • Starting a Game
    • Game Selections
    • Hotkeys
    • Setting Up Your Own Match
    • Getting to Know Your Opponents
      • About
      • People's African Union
      • Pan-Asian Cooperative
      • Kavithan Protectorate
      • Franco-Iberia
      • Slavic Federation
      • Polystralia
      • Brasilia
      • American Reclamation Corporation (ARC)
  • Core Concepts
    • New Concepts
    • Changed Concepts
    • Familiar Concepts
  • Units
    • Overview
    • Unit Quicklist
    • Combat Unit Master List
    • Non-Combat Unit Master List
    • Orbital Unit Master List
  • Buildings
    • Overview
    • Building Quicklist
    • Building Master List
  • Wonders, National Wonders, & Projects
    • Overview
    • Quicklist
    • Master List for Wonders
    • Master List for National Wonders
    • Master List for Projects
  • Terrain, Features, Resources, and Artifacts
    • Terrain (Tiles)
    • Features
    • Resources
    • Artifacts
  • Research and Technology
    • Overview
    • Technology Master List
    • Technology Quicklist
  • Quests
    • Quest Rules
    • Master Quest List
  • Affinities
    • Overview
    • Three Paths to Victory
  • Virtues
    • Overview
    • Branches
  • Trade Routes
    • City Connections
    • Trade Routes
  • Stations
    • Discovery
    • Trade and Improvement
    • The Problems with Stations
    • Protection and Denial
    • Station Withdrawal
  • Covert Operations
    • Gaining Access to Spies
    • National Security Projects
    • Counterintelligence
    • Covert Operations Assignments
  • Single Player
    • Worker Development
    • Founding Cities
    • Trade Routes for Internal or External Power
    • Use Those Orbitals
    • Diplomacy Lets You Pace Your Conquests
    • Watch Out for Unit Maintenance
    • Aliens: Poking the Hornet's Nest
    • Expeditions are Amazing
    • Quests Are Bigger Than You Think
    • Always Have a Backup
  • Multiplayer
    • Flexibility in Your Strategies
    • Paranoia Wins Games
  • Achievements
    • Achievement Table

Civilization Beyond Earth Guide › Covert Operations

National Security Projects

Agents left in your Headquarters help out with your National Security Project. This is a global bonus that modestly helps all of your Cities or agents. There are several options for these Projects, and they get the full bonus for every agent you leave in Headquarters. Therefore, you can stack several of them for a higher boost. Change the Project whenever you wish, but know that this causes a delay for several turns before you start getting the new bonus. During that in-between period, you don't receive any benefits from having people at your Headquarters.

National Security Projects

Homeland Security +1% City Strength and City Hit Points for each Agent at Headquarters

Research and Development +1% Production for Wonders for each Agent at Headquarters

Propaganda +2% Health for each Agent at Headquarters

Operations Support Lowers the risk to Covert Agents doing Operations for each Agent in Headquarters

Operations Reconnaissance Increases the chance of Operation success for each Agent in Headquarters

All of these bonuses are fairly minor, so it's not especially lucrative to have many of your Agents stay at their Headquarters. That said, there is no risk or downside to leaving people there (except for the opportunity cost from avoiding Covert Operations), and in the right circumstance, such as a high-risk Operation or an important Wonder rush, the Project can be very helpful.

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