General

A senior member in the National army. Strong advocate for military solutions.

### Unlock Cost

Mobile: Beat Mountain Pass with Economist on Normal/2USDPC: Beat the game using the Economist

The General is a governor in Rebel Inc.

## Specialty

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

The General starts the game with **3 free** Garrisons, and Military Initiatives are unlocked by default. National Soldiers take ~**2** (-**15%**) less months to train.

All Civilian/Outreach/PR Initiatives, Effective Procurement and Civil Support cost more to purchase.

All Civilian prices increase by $1 and then increase by 33%.

### Unique Initiatives

* Martial Law (Government) - $4: **Temporarily halts reputation loss from lack of stability** and sets reputation to **16** if the value is any less.
* Underbarrel Attachments (Military) - $4: General secures additional contracts to arm National soldiers with underbarrel grenade launchers and shotguns. - Increase national soldiers strength by **4**.
* Artillery Upgrades (Military) - $5: General secures additional contracts to arm National soldiers with mortars, howitzers and mountable rocket artillery. - Increase national soldiers strength by **5**.

## Strategies

### Harvey's Fort Rush (Garrison Civil Support)

Requires the Instructor advisor to skip expenses on the first coalition unit and the Tax Collector to make accent on the bonus income. Purchase Deploy National Soldier 1, Garrisons, Civil Support, and follow that up with PR & Media office whenever if avaliable. Because Civil Support also affects HQ and the Garrisons, General can quickly get several zones stabilized even before Insurgents could appear. Picking zones with less hostile population makes it that much easier to tackle the usual lack of stability for you to focus your resources on other matters, but remember Concerns can easily cause this to fail if they appear.

### Advantages

With his extra garrisons giving intel in 3 random zones and the ability to kickstart military initiatives, the General can collect intel and destroy insurgent camps with soldiers even before they announce their appearance, while expanding the National Army early with the help of Instructor.

His additional two National Soldier upgrades are much cheaper, give large boosts to National Soldier Strength, and will not generate any corruption, allowing him to command the strongest National Soldiers in the entire game for a lower overall cost. He also reduces their training time by 2 months, meaning it's not really required to hire the Drill Sergeant in your Advisor lineup. Additionally, the Fort Rush strategy is insidiously effective on most difficulties.

### Weaknesses

The cost increment in Civilian and Government initiatives exacerbates stabilization issues as they drain away valuable funds from everything else, resulting in an extremely awkward early game where he can't deal with stability at all. Outside of Fort rushing, he is not as useful.

## Governor Bonuses

* Refunds (1-2)$ for each Emergency Evacuation in Devil's Peak
* Reduced Insurgent Capability when choose 1st option in "Indebted poppy farmers threatened by Insurgents" decision.
* Soldier has combat strength multiply, which increase total combat strength bonus if player buying national upgrade (National Arms Upgrades, Anti-IED Vehicle Upgrades...)

## Trivia

* Since he has access to military initiatives in the beginning, the insurgency rumor pop-up will say "Military Initiatives Recommended" instead of "Military Initiatives Authorized."
* Due to his extra National Army augments, General has the most powerful National Soldiers under normal circumstances.
* The General is the only governor who can make realistic good use of the Instructor advisor with "Harvey's Fort Rush" strategy, as for other governors military initiatives typically unlock too late into the game for them to be effective.