Guards

Guards represents the muscle at your disposal. They have two roles: Debt collection and special missions. Guards require their own resource, Fear, which is spent on missions and collections. Fear is generated by Employees working in the department. A flat amount is also generated each turn and can be increased with science projects.

Debt collection
Only available if any credits remain unpaid, guards "help" the debtor pay you back - in money or real estate.

Special missions
Guards can also be dispatched on special missions. These cost fear and are divided into three types: There are three randomly generated missions each turn. Once a mission is selected, it's completed and replaced by a randomly generated one, usually more expensive, but also more profitable. Especially political orders are very useful for rapidly building up a supply of Influence for eg. Revolutions.
 * Political orders: These exchange Fear for Influence and occasionally money.
 * Magnates orders: Trade Fear for various goods. Useful if you need grain to profiteer from a famine.
 * Against competitors: Directly undermines competing banks by reducing their net worth.