Governors

As of patch 1.14.2 there are nine different governors that you can choose to command in your attempt to stabilize the region. Each of them has different play styles and almost all of them change the game mechanics or add a new initiative.

To unlock a new governor on PC, you need to beat the game on any difficulty with the previous governor.

On mobile, first five can be unlocked by beating the game on at least Normal difficulty, Warlord is unlocked by beating all maps on Brutal and other special governors are unlocked by beating the game on Brutal with all previous governors.

## The Civil Servant

The Civil Servant is the default governor and has no special initiatives or effects.

## The Economist

*The Economist is trusted to receive the year's budget in advance rather than monthly. This gives freedom to respond to events but also increases corruption.*

SPECIAL EFFECTS:

* Economist receives whole Annual Budget in advance once a year.
* Economist receives the highest starting budget.

NEGATIVE EFFECTS:

* Forces the Operation to be careful on spending money - there is 12 month delay between getting funds.
* The first Annual Budget Economist receives is reduced from $36 to $30

UNIQUE INITIATIVES:

* Bank Reserve Increase (Government) - $1: Economist orders banks to increase their reserve ratios so that they are required to hold more money. **Significant one off reduction in inflation.**
	+ Non-essential Spending Freeze (Government) - $1: Economist orders a review of all Government spending and freezes it where possible. **Significant one off reduction in Inflation.** Effect: Similar to Bank Reserve Increase, but also reduces Global Support Level and increases Global Hostility.

Economist's unique initiatives are not affected by inflation, their prices always stay at $1 each.

## The General

*The General is able to fund Military Initiatives immediately and starts with a bonus Garrison. His Military focus increases Civilian costs.*

SPECIAL EFFECTS:

* Military Initiatives can be purchased at the start of the game.

POSITIVE EFFECTS:

* 3 Garrisons are automatically placed in multiple Zones.
* National Soldiers' training time is reduced by 15%. (~2 months)

NEGATIVE EFFECTS:

* All Civilian and some Government/Military Initiatives are significantly more expensive.

UNIQUE INITIATIVES:

* Martial Law (Government) - $4: General orders direct military control to try and restore calm and confidence in the Operation. **If Reputation is less than 16, sets Reputation to 16. Effect: Delays Reputation Loss from lack of stability.**
* Underbarrel Attachments (Military) - $4: General secures additional contracts to arm National soldiers with under barrel grenade launchers and shotguns. **Significantly increases National soldier combat strength.** Effect: Increases National Soldier strength by **4.**
* Artillery Upgrades (Military) - $5: General secures additional contracts to arm National soldiers with mortars, howitzers and mountable rocket artillery. **Significantly increases National soldier combat strength.** Effect: Increases National Soldier strength by **5.**

## The Banker

*The Banker earns extra interest on all money that the Operation hasn't spend yet. Your starting budget is lower due to her outrageously high salary.*

POSITIVE EFFECTS:

* Gain interest equal to 0,45% of all funds you currently have per turn.
	+ You can currently earn interest up to $72 per year ($233+)
* Potentially has the strongest support boosting military units in the game.

NEGATIVE EFFECTS:

* Starting budget is reduced by $10.
* Inflation rises significantly faster.

UNIQUE INITIATIVES:

* Print Money (Government) - +$12: Banker orders the printing of vast sums of money to provide funds for the Operation. **Significantly increases Inflation.** Note: The increase in inflation depends on how much money you currently have. Recall that blue initiatives are *not* affected by inflation. Also reduces Global Support Level and increases Global Hostility.
* Hire Lobbyists (Government) - $9: Bankers hire political lobbyists to highlight all the great work the Operation is doing. **Gains 7 Reputation.**
* National Travel Logistics (Military)
	+ Business Advisors (Military) - $5: Banker attaches business advisors and trainers to Soldier units to support and train local business people. **Soldiers increase local Support level in zones they are in.**

## The Smuggler

*The Smuggler gets extra money in return for turning a blind eye to Corruption. Support Level becomes more vulnerable to Corruption.*

POSITIVE EFFECTS:

* Get bonus money from Corruption. The higher Corruption, the more money you will get.
* Get vast sums of money from National Soldiers through selling their gear and/or allowing them to run a business in a region.

NEGATIVE EFFECTS:

* Corruption hurts Support Level and Reputation more.
* Anti-Corruption initiatives cost more.
* Time penalty for training multiple units is multiplicatively increased by **10%**.

UNIQUE INITIATIVES:

* Bribe Insurgents (Government) - $12: Smugglers offer insurgents money to stop fighting 'Operation'. **Temporarily decreases numbers of insurgent fighters on the map.** Has no effect on Insurgent Capability.
* Temporary Crackdown (Government) - $5: Smuggler orders the arrest of some of his competitors. Treat the symptoms, not the cause... **Multiplies already existing Corruption by 0.3.** Effect: Lowers Corruption level, but has no effect on Corruption Risk. Almost useless at Mega Brutal difficulty as the Corruption reaches to its limit in a few turns.
* Deploy Coalition Soldiers 1 (Military)
	+ Cut Corners (Military) - +$2: Smuggler orders review of National soldier training procedures, and cuts to 'non-essential' elements. **Decreases National soldier training time, but decreases National soldier strength.** Effect: Decreases National Soldier training time by **50** turns, but decreases National Soldier strength by **2**.
* Deploy National Soldiers 1 (Military)
	+ Sell Arms (Military) - +$14: Smuggler siphons away gear and weapons away from National soldiers, in order to make a 'killing' elsewhere. **Decreases National soldier strength.** Effect: Reduces National Soldier strength by 4. (If you purchase this then your National Soldiers will have **0** strength, meaning they cannot fight at all unless initiatives boosting their strength are also in play)
	+ Military Inc. (Military) - $2: Smuggler allows National soldiers to set up and run local businesses... in return for a cut. **Gains money over time for each National Soldier unit but increases Corruption.** Effect: Has a small chance every turn to gain **+1$** and **5%** Corruption, the chance increases for each National Soldier you have.

## The Warlord

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

POSITIVE EFFECTS:

* National Soldiers require much less funds and time to train while being slightly stronger than usual.
* Local Militia already funded, quickly increasing Security in zones, as well as removing concerns about Security.
* Can get extra funds from Garrisons.
* Can make National Soldiers substantially stronger for a price lower than even the General.
* Massive delay of reputation loss due to Lack of Stability.
* Possibility of a trade off between Support Level in favor of Reputation, initiative rollout speeds and funds.

NEGATIVE EFFECTS:

* Local Militia significantly boosts local hostility, delaying stability and forcing Operation to fund more Services to compensate the hostility boost and support level drop. It also acts as a "just funded initiative", with additional consequences like increased Corruption and inflation at the start.
* Starts with reduced Global Support Level and increased Global Hostility Level.
* All of his unique initiatives reduce Support Level and very significantly increase Hostility, so are only of use in the late game, where the generally high stability can afford a few smaller hits.
* Local Police Recruitment costs more.
* Every 150 turns, National Soldiers demand a Pay Bonus (starting at $6) which escalates over time and has no cap. Refusing to give National Soldiers what they want may result in large increase in Corruption Risk, Insurgent Recruitment Bonus, and Protests resulting in catastrophic reduction in regional Support Level and massive hostility flood.
* All Coalition soldiers have less deployment time, and any beyond the first cost more than usual.

UNIQUE INITIATIVES:

**Note:** All Warlord initiatives decrease Support Level, and hence should only be used in the late game where you can easily counter support losses.

* Blackmail Journalists (Government) - $0: Warlord orders militia to blackmail journalists and make them write positive stories about the Operation. **Gains 5 Reputation, but decreases Support Level.**
* Civilian Shakedowns (Government) - +$12: Warlord orders militia to conduct surprise inspections and seize any 'contraband' found. **Decreases Support Level.**
* Compulsory Work (Government) - $2: Warlord orders militia to force unlucky locals to work for the Operation for free. **Speeds up Initiative roll out, but decreases Support Level.**
* Deploy National Soldiers 1 (Military)
	+ Punish Deserters (Military) - $4: Warlord dedicates resources to finding National soldier deserters and has them killed to 'encourage' the rest. **Increases National soldier strength but slightly decreases Support Level.**
	+ 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, but slightly decreases Support Level.**
* 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. **Garrisons generate money, but decrease local Support Level.**

## The Tank Commander

    *The Tank Commander equips starting soldiers with tanks, regardless of practicality. If only the Insurgents would stay still...*

POSITIVE EFFECTS:

* Can deploy tank units which are much stronger in direct action.

* May reduce Corruption Risk once with no funds at the cost of support.

* Has potentially the fastest units in the game.
* Cheaper Road Initiatives.

NEGATIVE EFFECTS:

* Tanks are more expensive, take longer to train, cannot gather intel or enter remote zones and can cause unnecessary hostile generation.

* Replaces the first Coalition and first two National unis with tanks which gives him an awkward early game.

* Garrisons, Surveillance Drones, and Airstrikes cost more than usual.

* Most civilian initiatives cost more than usual, slightly delaying stability.

UNIQUE INITIATIVES:

* Deploy Coalition Soldier 1 (Military)
	+ Tank Justice (Government) - $0: People convicted of serious corruption offenses may be executed by being run over by a tank. **Reduces Corruption and Support Level.**
	+ Fuel Hoarding (Military) - $0: Ration distribution of fuel and confiscate it from civilians as needed to ensure the military gets all the fuel they need. **Increases speed of allied military units, but decreases Support Level.**
	+ Advanced Driving Classes (Military) - $6: Tank drivers are trained to minimize damage to roads and civilian structures when on deployment. **Significantly reduce the damage that tanks cause to local Support Level.**
* Deploy National Soldier 3 (Military)
	+ Extra Tank (Military) - $12: Deploy an additional tank upgrade to equip on a soldier. Effect **Allows a Coalition or National Soldier to be upgraded to a Coalition or National Tank respectively.** Generally not recommended, as the Tank Commander needs infantry for rough terrain while tanks can be used to block insurgents.

## The Development Director

*The Development Director can deploy civilian Experts to prioritize Initiatives in specific zones but has limited access to Coalition Soldiers.*

POSITIVE EFFECTS:

* Development Experts roll out unfunded initiatives and prioritize the local concerns, so they quickly stabilize the zone, thus helping to prevent the reputation loss due to Lack of Stability.

* Development Experts decrease the cost of unfunded initiative if they are rolling it out without Unofficial Procurement funded.

* Development Experts can halt the dam degrading on the Azure Dam map, if deployed in the zone of the dam.

* Starts with Services Discussions. Infrastructure Discussions, and Development Discussions funded without affecting Corruption or inflation.

NEGATIVE EFFECTS:

* Only has access to three Coalition Soldiers which cost significantly more than usual.

* Experts can drain money or increase corruption risk, both of which can be annoying.

* Experts can't move when insurgents or other military units are in the same zone.

* Inflation rises faster.

UNIQUE INITIATIVES:

* Hire Experts (Government) - $6: **Request deployment of a team of Development Experts.** Experts roll out initiatives in specific zones. They will even roll out Initiatives that the Operation hasn't funded yet (at a cost).
	+ Unofficial Procurement (Government) - $1: A more 'relaxed' approach reduce the amount of red tape surrounding unfunded initiatives. **Each time your Experts roll out Initiatives that haven't been funded yet, they increase Corruption Risk by 1%, but no longer cost money or reduce the price of said initiatives.**
	+ Project Managers (Government) - $6: Add dedicated Project Managers to the Experts team, letting the Experts themselves focus on getting the job done. **Speeds up roll out of Initiatives in the targeted zone.**
	+ ATV Transport (Government) - $5: Provide your Experts with dedicated All Terrain Vehicles for equipment and personnel transportation. **Increases movement speed for Experts.**
* Garrisons (Military)
	+ Secure Compounds (Military) - $6: Supply Experts with military grade building materials and security protocols for their compounds. **Allows Experts to withstand small scale Insurgent attacks before sustaining casualties. Decreases movement speed for Experts.**

## The Billionaire

*The Billionaire uses his money to bribe insurgents, hoping to disband the entire insurgent movement through payouts.*

POSITIVE EFFECTS:

* Can quickly deal with large amounts of Insurgents by using Coalition Facilitators if the price is right.
* Gains extra money from his Investment Portfolio.
* Can profit off many decisions.
* Corporate Charity is much more efficient at providing free initiatives without generating Corruption.
* WIP

NEGATIVE EFFECTS:

* Can only have three Coalition Facilitators and no National Army units.
* Coalition Facilitator bribes cost Funds and increase Corruption Risk.
* Peace deal costs additional Funds at every step.
* WIP

UNIQUE INITIATIVES:

* Investment Portfolio (Government) - $10: Invest funds into The Billionaire's corporation, the investment will grow in value over time. **Enables Return Investment which gives you money back**.
* Return Investment (Government): Withdraw funds from The Billionaire's corporation. **Gives you money and reactivates Investment Portfolio, the longer this remains unused, the more money this gives.**
* Forensic Accounting (Government) - $7: Maintain a detailed audit trail of the movement of funds to Facilitators. **Reduce Corruption Risk caused by paying bribes by 40%.**
* Corporate Charity (Government, replaced for **International Assistance**) - $16: Utilize the Billionaire's well-established charitable organization and redirect their efforts towards stabilizing the region. Will not trigger *Charities Prepared to Help**,*** **Free initiatives will be provided over time, without increasing Corruption Risk but significantly increasing Inflation.**
* Deploy Coalition Facilitator (Military): Request permanent deployment of a Coalition Facilitator Unit. **They are 60% weaker but bribe insurgent fighters with funds, causing them to slowly disband.**.
* Local Fixers (Military) - $7: Use local fixers to help track down Insurgents. **Removes penalty for bribes in Zones with no Intel.**
* Intimidation Tactics (Military) - $6: Insurgents will accept lower bribes when pressured by multiple Facilitators. **Each supporting Coalition Facilitator reduces the cost of bribes by $1 (cannot go below $1).**

## Trivia

* The 'Civil Servant' governor is featured in the PC trailer.
* Ironically, real-life Development Experts can work with allied soldiers as they could provide physical support such as construction of various facilities. In-game military units can also help roll out initiatives on their own (except for tanks, because tank squads do not have a lot of soldiers), if the requirements are met. This strange mechanic is likely introduced to increase game difficulty and stop "turtling" tactics, where Development experts are always protected by a Soldier Unit.
* The Economist is the only governor who receives funds on an annual basis.
* General is the only governor who can fund Military initiatives before insurgency rumors.
* Tank Commander and Development Director are the only governors that are able to deploy units other than normal Coalition and National troops by default.
* Smuggler takes ~15% more damage on the support level from corruption than other governors.
* Billionaire is the only governor that has permanent Coalition military without National Soldiers, and also the second governor who can bribe Insurgents while the first being Smuggler's "Bribe Insurgents" initiative.