National Army

The **National Army** is the national Military force of the eastern nation that Rebel Inc takes place in. It is tasked with fighting alongside the international Coalition to stabilize the regions in their country by aiding and defending the population against the Insurgents.

## Summary

National forces are represented in-game by green triangle Icons.

Under normal circumstances, National Soldiers can only be trained after the first Coalition Platoon has been purchased which, in turn, is not unlocked at the start of the game.

Being an improvised formal military, the National Army is weaker at everything than the Coalition Forces. They still benefit from various upgrades that can be purchased, however, and the Coalition's Drones/Airstrikes work similar to them.

All National units take much longer to train, but are less likely to antagonize the local population, and once created, are permanent unless disbanded (Warlord only).

## Initiatives

**(See Military Initiatives for more info)**

**Airstrikes:** Occasionally launches an airstrike on a single zone that gives a temporary combat boost to allied units and destroys camps. Has a chance of killing insurgents in the targeted zone and can also hit civilians (Causes event). Prioritises zones with ongoing combat over zones with only insurgents.

* Rapid Air Rotation 1- Decreases cooldown of airstrikes by 30%. Combining this with Pilot, airstrikes deploy more frequently.
* Rapid Air Rotation 2- Same as above but 30%->40%
* Heavy Ordnance- Significantly increases the strength of airstrikes but will make civilian casualties more likely.
* Precision Munitions 1- Increases accuracy of airstrikes, decreasing the chance of civilian casualties but increases airstrike cooldown by 5%.
* Precision Munitions 2- Same as above but 5%->7%

**Drones:** Temporarily gives intel on a zone. Helpful to find insurgent camps.

* **Combat Sensors**- When scanning zones, drones increase combat strength of units(only applies to the targeted zone with a soldier in it). Useful when soldiers are struggling to defeat the insurgents.
* **Fuel and Endurance**- Increases the time that a Surveillance Drone can remain in a zone. Synchronizes well with Combat Sensors.
* **Rapid Drone Rotation**- Reduces cooldown of drone deployment by 40%. Synchronizes well with Combat Sensors if you want soldiers to have a combat boost.

**Garrisons:** Provides Intel and combat support to nearby soldiers.

* Security checkpoints- Insurgents would have a longer time seizing control of zones that have garrisons. Also reveals insurgent camps in nearby zones if they have intel.
* Civil support- Increases local Support Level in zones with a Garrison.
* Combat reinforcements- Significantly increases combat bonuses that soldiers receive from garrisons.

**Interpreters and guides:** Soldiers gather Intel quicker and increases local Support Level

* **Human Terrain System**- Soldiers gather intel quicker and coalition units become much less likely to antagonise locals.
* **Civil Assistance**- Soldiers help in rolling out initiatives and increases local support levels.
* **Civil Integration**- Same as above

### Unique Governor Initiatives:

Warlord:

* **Punish deserters**- Increases National Soldier strength but decreases support level.
* **Intimidation Tactics**- Same as above

Smuggler:

* Military Inc.- Gain funds over time but increases corruption
* Sell Arms- Gain $12-$14 but drastically decreases National Soldier strength. Generally not recommended, since Smuggler gain bonus money that scales with corruption unless you want to have airstrikes and drones early on.
* Cut Corners- Gain $1-$2 and decreases National Soldier training time but decreases combat strength. This is fine but only use this when you have Arms Dealer, since he can replace the lost strength when funding this.

Banker:

* Business Advisors- Soldiers increase support level in zones they are located.

General:

* Underbarrel Attachments- Significantly increases combat strength of National Soldiers.
* Artillery Upgrades- Same as above

Tank Commander:

* Fuel Hoarding- Increases speed of all military units but decreases support level. Useful but make sure to fund more Civilian Initiatives to make up for the lost support level.
* Advanced Driving Classes- Removes regional support penalties from Tank units, and prevents them from damaging road infrastructure.
* Extra Tank- Gives you a Tank upgrade token to equip on a soldier.

Black Caves:

* Cave Combat Tactics- Accelerates the speed of military forces clearing caves.

## Map Features

* Concrete Shortage - Garrison initiatives are unavailable. Does not prevent several other sources of Garrison spawns.
* Fuel Shortage - Logistics cost drastically increased
* National Surge - All military units are National Soldiers, which take less time to train even in absence of Coalition soldiers. Additional National Soldiers replacing the Coalition units generate more corruption risk than usual.
* No-Fly Zone - Air initiatives unavailable (including drones)
* Weak Supply Chains - Soldiers can only move to zones adjacent to soldiers or government structures.
* Amphibious Support - Soldiers can support across rivers
* Military Illiteracy - National soldiers costs significantly more to train. Warlord's National Soldiers retain their low costs.
* Military Tradition - National soldiers are trained significantly faster but have decreased strength.
* Scouts- Soldiers scout intel in neighboring zones. They will not discover insurgent camps unless they are physically in a zone.

## Player Tactics

* Accelerated Training- Cuts 33% of training time
* All Terrain Tanks- Tanks can enter any terrain
* Armored Division- Start with a tank attachment
* Coordinated Fireteams- Soldiers can support while fighting
* Hot Wheels- Increase travel speed through zones with adjacent to an expert
* Dangerous Driving- Tanks destroy 1 insurgent when entering a zone
* Long Range Scanner- Drones can scan multiple zones at once.
* Modern Warfare- Increases soldier combat strength by 25%.
* Remote/Rural/Urban Specialist- Specialists are a special type of soldier which grants additional bonuses for combat strength, intel gathering and cave clear power for areas that match their type(in simple terms, if you have an urban specialist, they have more power in urban zones but not in rural or remote zones).
* Targeted Reconnaissance- Manually control zones, has a cooldown of 6 months and drones can still scan automatically(but has a cooldown penalty).
* Advance National Soldier- Start with a national soldier
* Advanced Warfare- Significantly increase soldier combat strength by 50%.
* Sniper Support- Fleeing insurgents take 1 casualty for every soldier and garrison assisting in the fight.
* Targeted Air Support- Manually target airstrikes, has a default cooldown of 3 months.
* On The Job Training- Coalition units leave a National unit when they withdraw.
* Personal Teleporters- 0 logistics cost on every military unit.

## Insurgent Tactics

* Ambushes- Insurgents launch a surprise attack when soldiers enter no-intel zones.
* Combat Recruitment- Insurgents increase in numbers when soldiers flee in combat.
* Overwhelming Force- Insurgents can kill national soldiers, requiring more to be trained. When this happens, three options are presented:
	+ Slowly train a new unit for $6.
	+ Slowly train a new unit for free with help from a local warlord ally at the cost of a significant corruption increase.
	+ Do nothing, leaving you with one less unit to work with.

## Governor Effects

Certain Governors have different abilities which can alter the gameplay regarding to National Soldiers.

The **General**, due to his heavy advocation on military solutions, has access to military initiatives in the beginning. He also has two additional initiatives that can further boost the strength of National Soldiers, providing him access with the strongest National Soldiers in the entire game. Additionally, he reduces their training time by 2 months.

The **Warlord** has an army of mercenaries which act like National Soldiers. They cost much less time and resources to train initially, but he must pay additional wages over time, choose to disband the unit, or face the consequences of higher corruption and insurgent recruitment. His soldiers also naturally increase hostility in the zone they are in, but are slightly stronger by default. Much like the General, the Warlord has even cheaper means of boosting his National Soldiers' strength, although they do come at a support level penalty and are not as effective.

The **Smuggler** has initiatives which provides passive income from National Soldiers on the map at the cost of increasing corruption. He can also weaken National Soldiers for more funds or to accelerate their training.

The **Banker**, if you have funded mobility initiatives for the National Soldiers, can purchase an additional initiative which hires advisors to accompany National soldiers, boosting local support levels.

The **Tank Commander's** first two National soldier units will have tank attachments. National Tanks, just like all tank units, cause damage to local support levels. He can use Advanced Driving Lessons to reduce the penalty. He can also order hoarding of fuel to increase mobility but decrease support levels.

## Advisor Effects

National Soldiers are affected by the following Advisors:

**Instructor** - National Soldiers can be trained without first purchasing Coalition soldiers. National Soldiers still take longer to train (~23 months or more) in absence of Coaliton Soldiers.

**Arms Dealer** - Increase starting Combat Strength of National Soldiers by 1**.**

**Logistics Expert** - All allied units can move faster through stabilized regions that are not under attack.

**Tactician** - When allied forces win battles insurgents are more likely to suffer casualties.

**Drill Sergeant** - Accelerates the training of National Soldiers by 16%.

**Intelligence Officer** - All allied soldiers can scout intel in neighboring zones.

## Trivia

* The fact that Coalition units' presence reduces National units' training time may refer to how the National Army was assembled with elements of their Coalition equivalents.