Infiltration

**Infiltration** is a measure of how much the player has spread their influence in the World.

Most **Locations** in the game can be Infiltrated by any **Agent** by completing a simple **Challenge.** The agent makes progress each turn equal to their **Intrigue** stat. The complexity, the progress needed to succeed, is 50 plus 25 per level of **Security** in the location.

Almost all Locations that can be Infiltrated have 1 **Point Of Interest (POI)** that Agents need to Infiltrate to provide full Infiltration. **City** Locations have multiple POIs, all of which need to be Infiltrated to gain full Infiltration at the Location. Cities always have a "City Palace" POI that requires all other POIs to be infiltrated first.

Infiltration boosts the passive spread of **Shadow** to the location from neighbors with higher shadow, and infiltration unlocks other **Challenges** for Agents to complete.

Effect of infiltration in different locations:

* **Coven of witches**: Unlocks the enshadow challenge (bring location shadow to 100%) and dark worship (adding shadow divided between the closest human settlements that are not at 100% shadow, and adding menace to the coven).
* **Orcs**: Subjugated orc locations unlock the challenges expand horde (create a new infiltrated orc camp in a neighboring empty location with habitability at least 5%) and organize horde (increases orc industry in this location by 50% and in all neighbors by 25%) and the challenge retreat to the hills.
* **All human locations**: 100% infiltration unlocks the silent assassination challenge (allowing you to kill a ruler with a lot less profile and slightly less menace than a brutal assassination) and access vault (allowing you to take or give items or gold to/from the locations ruler).
* **Home of any hero**: Any infiltration allows the challenge poison (next time the hero rests they are disrupted for 5 turns and weakend for 25) and at least 50% infiltration allows steal (give or take any gold or items to or from the hero)
* **Cities**: Infiltrating a city to at least 50% increases the effectiveness/speed of laying low by 1 tier. Infiltrating a city to 100% unlocks the enshadow challenge (bring location shadow to 100%) and the political gridlock challenge (city ends its current local action and instead does "political gridlock" for 10 turns, if the city is a capital the same effect will also happen to the national action).
	+ **Docks**: Unlocks the **Malign Catch** challenge (creates passive madness and shadow gain).
	+ **Vast Sewers**: Unlocks the start plague challenge, and allows agents to recruit vermin.
	+ **Market**: Unlocks a challenge to force the market to change the items on sale.
* **Holy site**: Unlocks the **Desecrate Holy Site** challenge if shadow is at least 66% (creating passive shadow gain and preventing consecration and allowing a challenge to give you power at the cost of giving the location menace).
* **Farming Communities** and **Fortresses** currently have no special effect from being infiltrated

Currently there is no way for Heroes to remove Infiltration, but the **Alliance** on default settings will instantly remove all Infiltration from Locations in it, and prevent them from being Infiltrated.

Some **Elder Gods** (currently She Who Will Feast and Iastur) have **Powers** that will also grant Infiltration, but only in locations with 0% current Infiltration. Currently this limitation only matters in Cities, as they are the only locations that have multiple POIs to Infiltrate (and therefore can be something other than 0% or 100% Infiltrated).

There is a **Map Mask** available to display Infiltration, simply press the number 4 key to activate.

Note that this City Location has the Docks and Vast Sewers Infiltrated, therefore the total Infiltration at the Location is 66%Note that this Castle Location has only 1 POI to Infiltrate, compared to the 2 or 3 of a City LocationInfiltration Map Mask. The lighter white represents more fully Infiltrated Locations