Units

Units are mobile forces you can recruit to help in your efforts

## General Information

Being led by the player, weaponized units will engage insurgents and eventually drive them out if given the chance. Under usual circumstances, military units are invincible and cannot be destroyed.

As a rule of a thumb:

* Coalition Units are fast, cheap yet effective troops with very little training time but are likely to antagonize locals and will leave after a set number of turns. Coalition units lose deploy time as long as they're on the map. While being moved around, Coalition units will not increase hostile generation and their deploy time does not count down.
	+ Coalition Units' extensions usually cost reputation. Their deployment time can be extended with the Chef Advisor.
		- It is also possible for a Coalition Unit to be withdrawn due to being distracted by another war. This event will remove any Coalition unit and replace them with another unit of Coalition Soldiers.
* National Units are in general weaker than their Coalition counterparts in all aspects, cost more in general, require additional upgrades to be effective, yet they are permanent forces and are less likely to incur hostility.
* Units have a logistics cost which determine travel times.
	+ Road initiatives, Garrisons and the Logistics Expert can reduce it while the Personal Teleport Player Tactic renders it irrelevant by setting it to 0. The fuel shortage map feature increases the cost by 2 per zone. If there are no logistics costs, a unit can quite literally warp.
		- Units deployed in difficulties below Brutal will also materialize instantly in any area of choice when initially dispatched to the map, while beyond Brutal, they will have to depart from HQ first.
* There can only be one military unit in any area at any given moment.

### Soldiers

Soldiers are the basic infantry units capable of fighting off insurgents and destroying camps, or gather intel in zones if possible. When not in combat themselves, soldiers prioritize supporting others nearby. Civil Assistance and Civil Integration allows them to help with rollouts.

#### Tanks

Compared to soldiers, Tanks have greater strength and cost, allowing them to steamroll both insurgents and poppy fields. However, they are slower, can't gather intel (only stop intel decay), will not support other units nor help with rollouts, and are unable to enter remote zones under most circumstances (unless a Major Road initiative is active there). They also cause significant disruption to civilian life, can damage road infrastructure and reduces support level, meaning like Coalition Soldiers, it can be helpful trying to juggle your tanks around. Tanks however can still be supported by other units, will stop intel decay, block enemy units from escaping and support bonus upgrades like Civil Assistance still affect them normally.

These units can be obtained via:

* With Tank Commander, 1 Coalition Unit and 2 of his National Units are replaced with Tanks.
* Equipping a Tank upgrade token to an allied military unit that doesn't have one yet.
	+ These are found from Tank depots, provided by certain player tactics in campaign or purchased from Tank commander's extra tank initiative.

### Specialist Units

Specialists are very similar to tanks in that they can either exist as normal units or as attachments that can be equipped on unspecialized soldiers. They provide combat bonuses in the indicated zone for said unit.

### Development Experts

* Development Experts can roll out all types of Civilian Initiatives in a zone they are deployed in, prioritizing any existing concerns.
	+ They can even roll out initiatives that haven't been funded yet at a cost of $1. If Unofficial Procurement has been purchased, they instead increase corruption risk.
	+ If placed in a region with a Dam, the Dam's durability degradation ceases until they are moved out.
* They will refuse to move into any zone that has military units, those occupied/controlled by insurgents or without intel. If either insurgents or military units are within the same zone, they will turn into a static compound and cannot be moved until all military presence there has been withdrawn.
* If killed, replacements can be hired again.

## Gallery

Coalition(Blue) and National Soldiers(Green)Coalition TankNational TankTank upgrade tokenAirstrike iconDrone icon
## Trivia

* The rifles on various unit upgrade icons appear to resemble the M4 Carbine, which may be the weapon they actually use in combat.
* When units engage enemies, the sound of an AK-47 (a famous AR often associated with paramilitary groups due to its low cost and high durability) firing can be heard, while metallic banging sounds appear when tanks are in combat.
* Even if the Experts were placed in a zone with idle yet allied military units, the game will still claim that they are under attack.
* On a promotional image for the tank commander, there appears to be a single, desert tank, which is based on the M1A1 Abrams while the in-game icon resembles the M4 Sherman.
	+ The M1A1 appears to carry a heavy machine gun, which in turn could be the M249/M2.

1. ↑ This so far only applies to the Development Director's hired experts and not any from other sources.