Maps

Maps are the main settings in Rebel Inc. The player's main goal in them is to stabilize these with their operation while tackling insurgents.

### **Saffron Fields**

*Main article: Saffron Fields*

Statistics:

* Hostile Population low
* Concerns develop quickly
* Very easy to fight back and kill Insurgents
* Insurgent attack and spawn rate low

Description: The first map you play on when starting the game. This is the easiest map in the game. Very friendly population, very few mountains and insurgents will spawn on the top right 90% of the time

Demographics and Roads: This map is mainly composed of rural zones. Cities are speckled about the fields and farmlands, with one huge metro city in the South West, containing a very high amount of the total region's population. A vast mountain range lurks in the North East. A T-shaped river cuts through the center of the map, limiting soldier movement between each section, as they must cross a bridge to get across a river. The Eastern section has main roads coming out of the central city and dirt tracks coming into the mountain. The South West section of the map has a highway running from the bridge in the South East corner of the map, running parallel straight along the river, and leading into and out of the giant metro city. The rest of the zones on this map have a mixture of main and dirt roads.

Strategy: The best bet is to built your HQ in the very center of the map, not only does it give your soldiers good control over the map but that zone is also very easy to stabilize and functions as a gate between the 2 bridges, insurgents will spawn in the top right 90% of the time, allowing relatively few soldiers to control it.

### **Mountain Pass**

*Main article: Mountain Pass*

Statistics:

* Hostile Population low
* Concerns develop slowly
* Easy to fight back Insurgents, but hard to terminate them in Mountains
* Insurgent attack and spawn rate average

Description: A treacherous mountain range separates two sides of the map and divides the two major urban centers. The only thing connecting the sides of the map is a small path which can be easily overtaken by the insurgent threat from the mountains.

Demographics and Roads: This map features a huge mountain range tearing through the region, splitting apart two giant metro urban zones that both combined house the majority of the region's population. There exist a couple more small cities near these zones. Other than the huge remote mountain range and these cities, the map is otherwise composed of rural plains. A small river in the south east creates small corridors on some parts of the edges of the map. There exists a zone with an established main road running through the mountain range, acting as the primary method your soldiers will be able to travel to the other half of the map. A long highway is seen connecting the two metro areas, albeit briefly intercepted by the main road that runs through the mountain range. After reaching the Northern most urban area, the highway bends off into the west. Main roads exist in the smaller metro areas, some rural zones, and the zone running through the mountain range. Other than that, the entire mountain range as well ass some rural zones contain dirt roads.

Strategy: It is preferable to put your HQ in either of the giant urban metro cities, where it's easier to Stabilize. The insurgents will repeatedly target the cities to the East (Echo Whiskey is particularly vulnerable) and will wreck your reputation if they can capture it multiple times. The rivers make 1-width corridors on three edges of the map, giving you plenty of killing ground if you can push the Insurgent there. Insurgents can have an easy time connecting up and growing their forces! Try to never let them join up in the first place if you can help it, but, if they do, always try and split them up once again. Fighting in the mountains is tough for your soldiers and easy for the guerrilla warfare trained insurgents so airstrikes will usually decide the outcome of battles in these mountains.

### **Southern Desert**

*Main article: Southern Desert*

Statistics:

* Hostile Population average
* Concerns develop at average rate
* Easy to fight back Insurgents, and fairly hard to kill them
* Insurgent attack and spawn rate high

Description: A desert ridden map with a cluster of urban zones near the top middle and a small, but significant mountain range encompassing multiple regions in the bottom right.

Demographics and Roads: This map can mainly be split into a northern and southern section, the northern section being any zone adjacent to a river, the southern section being those zones not adjacent to the river. The northern zone features the map's biggest city, holding the highest proportion of the region's population by far out of any zone. Many smaller cities are speckled about the northern section of the map, with rural zones running along both sides of the river. A small cluster of mountains is seen in the northeast as well as some right north of the giant metro city. The southern part of the map consists of entirely of remote zones, both mountains and dry, open desert. There is, however, one small city isolated from the others, called Gulf Kilo. Defending it is vital to maintaining your reputation. A highway slices through the middle of the map, going from very south of the desert, up through the central small city, and then into the giant city before ending. Main roads branch from the highway that runs through the center and run to the east and the west parallel to the river, as well as bending around the mountains in the south to connect with the small isolated city. Main roads are also present along the other side of the river in the northern section of the map. Dirt roads are found in the mountains and in the open desert.

Strategy: The cluster of cities in the north-east should give you plenty of Stability as long as you invest in Urban development. Watch out for the isolated city in Gulf Whiskey, it is heavily populated and surrounded by mountains. If Insurgent spawn in the desert, leave them bottled there while slowly building your army and garrisons.

### **Pistachio Forest**

*Main article: Pistachio Forest*

Statistics:

* Hostile Population average
* Concerns develop at slow rate
* Hard to fight back and kill Insurgents
* Insurgent attack and spawn rate high

Description: A river that cuts across the middle of the map and a mountain range in the bottom center are the only things separating the large forest and urban zones in the left side of the map, from the insurgent-ridden plains on the right.

Demographics and Roads: This map contains hardly any Main Roads, let alone Highways, and is the worst map regarding the movement of troops and possibly the hardest level in the game. Most of the population is concentrated on the western plains, bounded by the two rivers. However, a significant part of the population resides east of the main river, including 1 city and many populous rural zones. Your best bet would be containing the insurgents in the southern mountains, blocking the bridges with troops. It is vital to use the time at the beginning of the game to construct as many roads as possible, and invest in militias/police to help defend the plains. The best HQ location in this map is the rural zone the the east of the largest city, to secure the west and guard the key connection between the mountains and the plains.

Charlie Papa starts with a hostile population of just 3% and is adjacent to other regions with low hostile populations (Charlie Romeo with 3%, Charlie Sierra with 5%, Charlie Yankee with 3%, and Echo Tango with 3%). It is also on the main road and is adjacent to the large mountainous region, making the stabilization of the first few zones fast and giving a combat bonus to soldiers fighting in Golf Lima.

Strategy: There are few roads and lots of forested area, but the rivers will also restrict insurgent movement somewhat. A well-placed Garrison will go a long way to create a killing ground.

### **Distant Steppe**

*Main article: Distant Steppe*

Statistics:

* Hostile Population extremely high
* Concerns develop at average rate
* Easy to fight back Insurgents from flat terrain, but extremely hard to push and kill Insurgents in mountainous zones
* Insurgent attack and spawn rate above average

Description: A cluster of urban zones in the top middle of the map is the only sanctuary to be found as a mountain range and large forest sweeps the bottom half of the map.

Demographics and Roads:  Despite the many remote zones, this map is one of the easiest in terms of transport. One large highway connects all the cities south of the river together. This gives you the ability to quickly bring reinforcements, as well as launch surprise attacks before the insurgents move their forces. However, all cities (except the uppermost one) are directly in contact with remote zones, where the insurgents thrive. It is best to form a defense line along the border remote zones in the east, and on the cities in the west, as zones cannot stabilize if they're constantly under attack. The abundance of remote zones increases the amount of insurgents, as well as the decrease in reputation they bring. However, this means that the insurgents must spread their strength to defend the entire line, making some zones unguarded and vulnerable to attack. You can then send troops to disconnect the insurgents, which significantly reduce reputation loss. Overall, this map is slightly less precarious than the previous, Pistachio Forest, but harder than Mountain Pass, and much harder than Southern Desert.

Strategy: One of the hardest of the standard maps. The map is half cities that you must defend, half mountains for insurgent to retreat to. The population is also more hostile than in previous maps. Find supporters in the far north and try to contain the insurgent in a perimeter with the help of garrison.

### **Black Caves**

*Main article: Black Caves*

Statistics:

* Hostile Population high
* Concerns develop at very high rate
* Very easy to fight back Insurgents, but hard to terminate them in Mountains
* Insurgent attack and spawn rate extremely high

Description: A winding river and some plains regions are the only things supporting the major urban centers against the insurgent threat that lies on the mountain ranges on both the top and bottom sides of the map. Filled with cave systems, the mountains allow insurgents to hide and move underground, avoiding detection. In addition, some areas will contain caves that make the position significantly longer to clear.

Demographics and Roads: Black Caves is one of the fastest maps when it comes to general movement. Every non-mountain area either are highways or main roads. Choose carefully on which road you are building first to maximize movement for your soldiers across the map. Every rural and urban zone is right next to a mountain, which is perfect for insurgents, therefore, it is the best to send soldiers into adjacent mountains first to search for any camps in them before attacking the insurgents. Tank Depots are randomly located in set areas and when discovered, it's a race between you and the insurgents to reap the benefits of it. Since insurgents can quickly control and grow in the abundance of rural zones, using a Tank Unit might help getting control back depending on your situations. Just make sure to buy roads early on despite the relatively fast base speed.

Foxtrot Tango starts with a very low hostile population (3%) and is very close to Foxtrot Victor, which starts with supporters, which makes stabilizing both zones quick and avoids reputation loss to lack of stability while giving a boost in income.

Strategy: The first special map, Black Caves is harder than any of the standard maps. Cities and mountains are spread over the map, the population is fairly hostile and insurgent will spawn across the map. The usage of tanks here is crucial, as they can keep Insurgents from threatening the many spread out rural and urban zones. The placement of the remote zones allows for soldiers to slowly clear through each tile while being supported by other soldiers on adjacent rural and urban zones. At a random place on the map (never in mountains) is a special Tank Depot: taking control of it gives you a tank that you can use or sell. The Insurgent will get a significant combat boost if they take it before you - so look for it as quickly as you can.

### **Azure Dam**

*Main article: Azure Dam*

Statistics:

* Hostile Population low
* Concerns develop at slow rate
* Easy to fight back Insurgents, and killing them is fairly challenging
* Insurgent attack rate extremely high, and their spawn rate is average

Description: A river leading into a huge lake at the center of the map. There is a dam that is always located in Zulu Tango. The dam is not in great condition and requires convoys to arrive at the dam to repair it. Failure to keep the dam integrity from falling to zero will result in the dam collapsing and flooding the town below, resulting in an instant game over. The Insurgents will target convoys and dam so you must protect it. The region is also a desert with only 3 towns in it.

Demographics and Roads:  This map contains one large highway connecting the whole southern bank, as well as main roads connecting the north. However, the only points of crossing are at either ends of the map, making the movement of troops across the river difficult. It should also be noted that the insurgents can use the dam as a bridge, but your troops cannot. The best starting location is in Echo Victor, the city to the west on the southern bank. Immediately fund Highway 1 and 2, to open up the southern highway for the convoys, as well as gaining high support level. No matter where you put the HQ, one of the banks will be hard to get to. One of the banks can be defended by high support levels and militia, but the other one will require constant attention. Deploy 1 coalition unit to follow the convoy and defend it, and other units to weaken the insurgents along the way. Due to the population being relatively friendly, the insurgents less interested in controlling zones, and long travel times, it is better to choose the Logistics Expert for the blue advisor over the Censor, as insurgent activity barely hurts your reputation.

Strategy: Roads are crucial here so that the soldiers can arrive to the battle quickly to protect the convoys, as well as allowing the convoys to move faster. Starting in the bottom left near the big city is helpful as it gives you the path across the map. The adjacent area is mostly rural and can help stabilize zones quicker however, the insurgents might take control of your HQ, of your garrisons or of your convoy routes more often on their way to the dam so it might hinder you a little bit. Fully repairing the dam rewards you with a total of 10 reputation, $20 dollars and a significant increase in annual budget as well as significantly increasing the negotiation speed.

### **Opium Trail**

*Main article: Opium Trail*

Statistics:

* Starting Hostile Population very low, may be catastrophically increased during the game
* Concerns develop at high rate
* Easy to fight back and kill Insurgents, but the difficulty may catastrophically increase during the game
* Starting Insurgent attack and spawn average, may catastrophically increase during the game.

Description: A secluded river valley where locals depend on opium to survive, but so do the insurgents. Poppy fields will appear across the map and must be destroyed by your troops to maintain your reputation.

Demographics and Roads: Opium Trail is a relatively fast map when it comes to movement, as most of the roads you will be using is either highways or main roads. The region has 3 urban zones and is mostly rural which allows for easy stability. There are 3 mountains west of the region while the 6 mountains on the east are divided by a rural zone with highways, making securing that point important. Poppies will grow in rural areas (urban and remote areas as well in mega brutal) shortly after the insurgents attack and grows at a fast rate (20% of the normal grow rate in mountains and deserts), meaning that it's crucial for soldiers to quickly locate them and destroy them before they start to hurt your reputation and strengthen the insurgents.

### **Golden Sands**

*Main article: Golden Sands*

Statistics:

* Starting Hostile Population very low
* Concerns develop at high rate
* Moderately difficult to fight back and kill insurgents
* Starting Insurgent attack and spawn above average

Description: Vast riches are buried deep below the dunes. Control the oil. Control the region. The oil derricks will give additional funds if you hold them, if the Insurgents hold them, they get additional capability.

Demographics and Roads: Golden Sands is very fast map in terms of movement, much of the middle is highways while the sides are main roads. The region has 4 urban zones and is mostly desert and rural. There is mountain range of 4 on western side with mountains being scattered on the eastern side. Oil derricks almost always spawn in zones with dirt roads which typically demands a soldier to stay in the derrick zones as the Insurgents gain significant strength if they control the oil derricks.

## Trivia

The map 'Mountain Pass' is featured in the PC trailer.

The total population of the seven regions combined is 2,530,979.