Warlord

Controversial and ruthless. Can call on large personal militia.

### Unlock Cost

Mobile: Beat a game on Brutal or higher with every Standard Governor/2USDPC: Beat a game with Smuggler

The Warlord is a governor in Rebel Inc.

## Specialty

***"The Warlord can convert his old militia into National Soldiers cheaply and quickly. However, the militia fighters have a different mindset to normal troops..."***

Warlord starts the game with Local Militia funded already as well as any relevant consequences. Local Police Recruitment also costs more.

Insurgents will gain capability boosts as more hostiles are generated.

His National Soldiers, being former militia fighters, take little time and funds to train initially but generate just as much corruption. These fighters are slightly stronger than normal national soldiers, but will have to be paid routinely in the future every 150 turns with escalating demands lest the player ignore them for massive increases in corruption risk or insurgent capability.

Coalition units have increased costs and their deployment time will drops about **-0.4** turns more.

He starts the game with **-0.5** global support level and **+1** global hostility level.

Reputation loss from stability issues only occur from the 100th turn onward.

UNIQUE INITIATIVES:

* Blackmail Journalists (Government) - $0: Warlord orders militia to blackmail journalists and make them write positive stories about the Operation - Gain **+5 Reputation**, **but reduces Global Support Level by 1 and increases increases Global Hostility Level by 4.**
* Civilian Shakedowns (Government) - +$12: Warlord orders militia to conduct surprise inspections and seize any 'contraband' found. **Reduces global Support Level by 2 and increases Global Hostility by 4.**
* Compulsory Work (Government) - $2: Warlord orders militia to force unlucky locals to work for the Operation for free.
	+ Adds **3 additional Outreach Team** to roll out Initiatives in the region**. But reduces Global Support Level by 3 and increases Global Hostility Level by 3.**
* Deploy National Soldiers (Military) - All National Soldiers cost **$1**, has reduced **90%** training time and **+2** combat strength at the start.
	+ Punish Deserters (Military) - $4: Warlord dedicates resources to finding National soldier deserters and has them killed to 'encourage' the rest. - Increases National soldier strength by **2.5, but reduces Global Support Level and increases Global Hostility Level by** **1.**
	+ Intimidation Tactics (Military) - $4: Warlord publicly threatens National soldiers and their families with 'collective responsibility' for failure to win in combat. - Increases National soldier strength by **2.5, but reduces Global Support Level and increases Global Hostility Level by** **1.**
* Garrisons (Military)
	+ Blockades (Military) - $0: Warlord orders local Garrisons to set up blockades. Only those that can pay will be allowed to use the roads. Each Garrison generate money by **+1$/5.6 months**. **Reduces Global Support Level and increases Global Hostility Level by 1.**
	+ Reduce local support level and boost local hostility level by **5** in the zones has garrsion.

## Strategies

### **Advantages**

Unlike most governors, Warlord doesn't suffer from the long training time of National Soldiers since they are converted quickly, allowing him to get these fighters in the field on-demand. He can also sacrifice Support level for various bonuses namely cash, reputation, soldier strength and initiative rollout speed. Despite starting with Local Militia and negative Global Support, he has more time to fight instability, which can make all the difference with the right investment without losing too much reputation. Furthermore, since Local Militia does not require Intel to roll out, Warlord can get a head start on security and patch the support loss later on

### **Disadvantages**

The Local Militia and most of his unique initiatives decreases support level while generating hostiles, drastically hampering stabilization. Despite the lack of stability coming late, it's usually unfeasible for Warlord to take advantage of these until he has many stable zones. Local Police Recruitment also harms him a fair bit, as it costs more and is vital in the mid to late game.

While his National Soldiers are seemingly a blessing on paper, they are actually a curse in practice. Even if they are paid off or ignored, they will grow restless again in the future with skyrocketing corruption expenditures, so he has to keep up his payments. The fact that Coalition units cost more and withdraw early is also a big drawback since he can't use them as easily as other governors.

## Governor Bonuses

* Can offer Opium to his National Soldiers on Opium Trail as a "Performance Bonus" when they become addicted, increasing the amount of turns for they to become restless at the cost of slightly reducing their strength.

## Gallery

The Medic governor from the Southern Fever scenario.The Geologist governor from the Before The Storm scenario.
## Trivia

* Based on the name, appearance, and initiatives of the Warlord, he appears to be another insurgency, terrorist or militia leader as opposed to a government power, hired under desperate circumstances. His naturally questionable ethics would therefore explain why the Coalition is unwilling to work for him. Strangely, the cost increase does not apply to Drones and Airstrikes, despite them both being operated by the Coalition.
* Being avaliable since the game's global launch, he is the first Special governor introduced.
* He is the only governor not to be bundled or associated with any specific map since none of them correspond to him.
* The Warlord's sprite is later reused for the Medic in Southern Fever, and for the Geologist in Before The Storm.