recursal/Fanatic-Fandom huggingface dataset:
04. 1/12/18 Session Writeup

## Session Summary

The session began in the evening, in Zoia’s room at the inn in Lanketi as the group tried to figure out a plan to both fulfill Britni’s father’s requests and also not incur the wrath of the Himalayan salt merchant guild for personal and property damages incurred by using their product in an unapproved way.  Veronica and Zoia decided to scout the location given to them by the half-orc warlock: Zoia was to act as a distraction, and Veronica would sneak in. Zoia sort of
distracted the apathetic tannery guard, but Veronica was still caught by the Half Orc, who grabbed her and threw her in a barricaded storage room. Zoia followed soon after, and after wrecking most of the magic items
found back there, creating a ruckus, and failing at their perception of doors, Zoia and Veronica managed to run out of there just before the warlock could
catch them.

They
reported what they saw to the rest of the group, and headed off to bed. Farideh and Bordar tried to avoid paying for a room by sleeping outside,
but the rain caught them, then the stable guard caught them, and they ended up sharing a room.

The next morning, the group headed towards the meeting location.  The warlock tries to keep a close watch on the party, but still only makes it halfway through the ceremony before Britni uses the small god’s blessing and kills him. However, half of the ceremony was enough to open a plane to the abyss for a fraction of a second, and three imps managed to push their way through. After battling the imps (and all of the trapped doors), the party noticed that once again, Zoia managed to be the first to loot the bodies.  After confronting her about it, Zoia agreed that she’d share the loot as long as the group decided to come up with an agreement.

Britni wants to head back to Grigol's Tomb to return to the small god’s blessing and Farideh wants to return his burial weapon, so the group makes their way back in
that direction.  Upon the way, they run into a family of three bears. The bears nearly pass them up, but Bordar trips on a branch and startles the youngest bear. The ensuing fight is difficult, but in the end nobody dies
(except for the bears).  The party manages to make it all the way to the cave and rest.

The next
morning, Farideh and Britni make it through the caves unarmed and meet with Grigol.  He accepts both the weapon and the blessing back. Britni makes her case to Grigol - she would like to be freed from her father, who is forcing her to perform evil acts for his bidding.   There is a moment of
silence, and the Small God speaks directly to Britni, telling her:

‘A fort quietly invaded, skeleton crew working on reshaping bones.  Kin keep kin
in bondage here - free them, and you’ll find the patron you seek.’ while
showing Britni a ruined river fort.  Britni asks Grigol about the place, and Grigol suggests that it may be a location south of Kotumi. Once out of the cave, Britni fills in the others, and Taer recognizes the spot as Kvari Keep.

With that, they make their way back to Lanketi.
Tami

An artist's depiction of Tami

## Description

Tami was a very enthusiastic and idealistic dragonborn from Melikov's Rest. Though she has had to deal with a good amount of disillusion over the past few months, her spirits still remain high.

## Player Interactions

Tami met the party while they were in Melikov's Rest, after Sophia offered Tami and Zuza's help with the Path of Emanence. Tami objected to the party's plan to side with the Divine Right and destroy Kvari Keep without talking to the Path of Emanence first. Once in Kvari Keep, Tami was blindsided by the party's plans to sneak around the keep and accidentally outed them all.

After the fight, Tami and Zuza left to return to Melikov's Rest to warn the rest of the dragonborn that they should expect a possible attack from the Path of Emanence. The people of Melikov's Rest were forced to flee and Sophia forbid Tami from following the rest of her clan.

Tami (along with Zuza and Datvig) made her way up to Horsecon to join a mercenary band. Tami chose to pledge to the Order of Enarei, and, with the help of the rest of the party, successfully completed her mission and fended off some bullies looking to take advantage of her.

## Featured Sessions

10. 07/21/2018 Session Writeup - Enthusiastic, and also okay at punching things.

11. 08/18/2018 Session Writeup - Dragonborn.  On a coming of age quest.  Kind of intense about it.

12. 09/22/2018 Session Writeup - Dragonborn.  Probably going to get you all killed, but well meaning.

13. 10/12/2018 Session Writeup - Silver Dragonborn.  Only a little traumatized.  On her way to Valkat.

27. 03/14/2020 Session Writeup - is making new friends!

28. 04.10.2020 - She's a cub. Looking to join the Order of Enarei.

29 05/08/2020 Session Writeup - Dragonborn.  Doing a lot better on this coming of age quest than the last one.

30. 06/27/2020 Session Writeup - Dragonborn! HAS FRIENDS! Can stand up for herself now!

31. 07/11/2020 Session Writeup - Fully an adult!  Striking out on her own . . . With a group of people who will support her!
34. 10/03/2020 Session Writeup

## Session Summary

That night, everyone came together and compared notes, discovering that House Koresses was both at the Order of Emanation's fundraiser and advertising for adventuring parties/mercenaries. The party then decided to meet up with Karlheinz and his adventuring group at his inn. On the way there, the group found a few more fliers from the Divine Right, and Masina noticed a group of well-to-do elves coming out of a bar talking about Eliso Levan - and a halfling paying a great deal of attention to their conversation.  There was also a few places that have 2chainz's emblem graffiti'd onto their cornerstones right near the docks.

Upon entering the tavern, the group found Karlheinz, Godric, and Emilio enjoying a drink. They talked to them and found out the location given for the job.

The next morning, the party got breakfast and set out to find that the interview is more of an open call at Eobard the Smiling's Mercenary Company. The party got through their interview and successfully fought two rounds of battle before being told that they'll get a callback when there is a job for them.

Back at their inn, the party went over their plan for their afternoon meeting with the Gifts Officer for the Order of Emanation, and Therelin excitedly (for Therelin) dressed up Astrid and Taer.
Vira

Description

Vira is 2chainz's main agent in Valkat. She is a taller halfling with a noticeable slaver's brand on her forehead.

## Player Interactions

Vira reached out to the party during their adventure in Valkat. She revealed that 2chainz had told of their arrival (or some people who were like them), and indicated that they would be of help, and requested the party's help with investigating Waukeen.

The next day, Vira informed the party about what happened with the mysterious ship in Valkat's docks (that it had been contracted by Eliso Levan, but taken over by a collection of refugees, sailors, and a cleric and was saling towards Sarantium).

## Featured Sessions

21. 08/17/2019 Session Writeup - Halfling.  Affiliated with 2chainz. Kind of confused as to the makeup of your group, but still trusts you enough to put you to work fighting capitalism and/or the man.

22. 09/27/2019 Session Writeup - 2chainz rep. Halfling.  Had some useful information.
32. 08/07/2020

## Session Summary

Once the party arrives in the temple of Sune, they are served tea and are introduced to Zoe, a high priestess of Sune. Zoe gratefully accepts the half orc version of Sune, and offers the temple's assistance if they should ever need it. Paolo asks about getting access to the teleportation circle, but is told that he needs a recommendation from a current Sune acolyte.

Upon leaving the temple, they find a pamphlet about the order of Emanation, scientology-like, offering folks a tour and purpose.

They party finds some rooms and pays for both the stable and the room for the entire week. In the room, Therelin explains his role: he's evaluating all of the members individually for entrance to the rooks, he is willing to offer his opinion, but if he takes the lead, they risk losing their acceptance into the rooks.

But also, he's got a notebook where he's noted the best places to eat in each city, including getting some Indian food.  Astrid takes the opportunity to try to get Masina drunk and then try to question her (with the rest of the party's help) on her high def elf lady - neither seems too successful (though Taer packs it away).

The next morning, the party heads towards the baths. Astrid gets a little too close to a half-orc couple, who just want some privacy.  But then there's hot oil and scraping, which is nice.

After that, they head towards the Angel’s cut, an  Aasimaar Café - it's quiet, and the party is a little too loud here. But in the back of the café they find a noticeboard for a community meeting taking place a few days from now.
36. 11/20/2020 Session Writeup

## Session Summary

Back in their rooms, Lu upended the bag of holding and gave it a big shake, finally emptying the thing all over the floor of their room. Masina and Paolo came back, and Masina helped identify a number of the items that were left before bed.  Paolo messaged Illya to ask for her help, but got an out of office reply, saying she'd be back on May 21st.

The next day, Taer, Lu, and Astrid went in search of Otillia's Nook, a bookstore run by someone who seemed to be a follower of Ukka. Otillia offered to sell Taer a number of items including a self-help book, a few peer guidance sessions, a one-on-one session (that may or may not also be a battle of wits, wills, or brawn), and a few workshops to help her sense of inner power and self-confidence. Taer escapes most of the sales pitch, but agrees to a free one-on-one class with a purchase of the self-help book.  Afterwards, Taer, Lu and Astrid went to the Mosaic Gryphon, a magic shop, and bought a few items.
Adventurecart Wiki

## Welcome to Kartvelia

To the south there are three decaying empires trying desperately to hold onto their prominence.  New upstart powers are rising far to the west, crude and vicious and suspicious of the east.  All around, nomadic horse tribes raid whatever unprotected lands they are able.  And in the middle, you have this country that’s reliant on a lot of natural defenses and some ingenuity to hold onto its independence.  It’s a way station at the edge of everyone else’s worlds; bringing in humanoids from all walks of life, along with rumors of disease and coming conquests.

## Categories

Session Writeups

Locations

Characters

Organizations

Bag of Holding Contents
Mejenillion

The **mejenillion** is equal to 103\*103\*103,000,003+3.

## See also

* micremejillion
* **mejenillion**
* mejodillion
* mejtrillion
* mejterillion
* mejpetillion
* mejectillion
* mejzetillion
* mejyotillion
* mejxenillion
* mejdakillion
* mejhendillion
* mejdokillion
* mejtradakillion
* mejpedakillion
* mejikillion
* mejtrakillion
* mejtekillion
* mejpekillion
* mejexakillion
* mejzakillion
* mejyokillion
* mejhotillion
* mejbotillion
* mejtrotillion
* mejtotillion
* mejpotillion
* mejexotillion
* mejzotillion
* mejyootillion
* mejnotillion
* mejkalillion
* mejdalillion
* mejtralillion
* mejtalillion
* mejpalillion
* mejexalillion
* mejzalillion
* mejyalillion
* mejnalillion
* mejidakalillion
* mejipedakalillion
* mejiikalillion
* mejitrakalillion
* mejitekalillion
* mejipekalillion
* mejiexakalillion
* mejizakalillion
* mejiyokalillion
* mejinekalillion
* mejihotalillion
* mejihopekalillion

Standard -illion numbers 103\*103,000,000+3 (103\*103,000,297+3)

Main article: -illion**1,000,000–1,000,009:** mejillion (**-en** · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,010–1,000,019:** mejdakillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,020–1,000,029:** mejikillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,030–1,000,039:** mejtrakillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,040–1,000,049:** mejtekillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,050–1,000,059:** mejpekillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,060–1,000,069:** mejexakillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,070–1,000,079:** mejzakillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,080–1,000,089:** mejyokillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
**1,000,090–1,000,099:** mejnekillion (-en · -od · -tr · -ter · -pet · -ect · -zet · -yot · -xen)
Airstrikes

**Airstrikes** are a coalition initiative that can be found in the Military section of the initiatives panel.

## Usage

Airstrikes can be unlocked after the initiative "Deploy Coalition Soldiers 1" has been purchased. Then, the strike aircraft will appear once in a while, attacking one one zone each time.

* Airstrikes will automatically target zones with Insurgents in them, prioritizing those with revealed camps.
* Bombed zones will apply a strength penalty to insurgent fighters or even kill them outright in rare cases. Effects of repeated airstrikes are addictive and can snowball quickly in single battle, able to turn the tables on otherwise hopeless battles. Revealed camps that happened to be in the zone are also destroyed instantly on hit.
	+ If the Soviet Bunkers feature is active, Airstrikes only do 40% of their usual damage to camps.
* Airstrikes on their own can already lower support levels each time they occur. They can randomly cause civilian casualties, which may lower support level and reputation. The player can regulate frequency of airstrikes through events, but due to the critical role they play in battles, it's usually better to relax rules, as the chances of civilian casualties and reputation loss of covering them up tend to be few and far between.
* The more population in zone is airstrike, the more chance Airstrikes cause civilian casualties in that zone.
* Coalition Soldiers are more effective at preventing civilian casualties for airstrikes in their zone, and this compounds with the Observer Advisor.
* Buying the Heavy Ordnance upgrade increases airstrikes' effectiveness and chances of causing civilian casualties.
* Precision Munitions Upgrades reduce the chances of civilian casualties at the cost of slightly increasing airstrike cooldown times.
* Rapid Air Rotation Upgrades and the Pilot Advisor reduce cooldown times, allowing airstrikes to occur more frequently.
* The aircraft is not counted as a standard unit and therefore will have unlimited tours of duty.
* Airstrikes have a base cooldown by **16 turns,** and it is reset every time the game targets a zone or a player uses the manual airstrike ability, if avaliable.

## Trivia

* The operational aircraft resembles the F-15 Strike Eagle.
* In Rebel Inc. Escalation, the aircraft was resembles the Eurofighter Typhoon.
* In real life, thanks to the wide availability of AA Weapons such as MANPADS and SAMs, even jets can be unsafe to operate in hostile airspace. This isn't the case in-game where insurgents are helpless against airstrikes and have to rely on aggressive tactics to gain the upper hand.
Lanketi

## Location Summary

Lanketi has more amenities than you would find in a lot of other towns its size due to the fact it’s on the great western road.  A lot of people in Lanketi are originally from somewhere else - whether their family moved there in the last few months or the last few centuries - the trade routes leaves some people in town and encourages others to leave for a more exciting locale.  The flow of people means that Lanketi is more diverse than most small towns, and travelling adventurers from far-flung lands don’t even register a second glance. In general, Lanketi operates kind of like a resort town, only with fewer sunbathers and more travelling merchants - mostly wholesalers who have a lot of gold to spend but not that many goods they’re willing to part with, though you might find a few desperate enough to sell to individuals.

While there is technically a local reeve, the merchants association down in the crossroads is what really runs this town, and their main concern is guild business.  There is a small guard outpost under the reeve’s control for the general populace, but their level of concern I is fairly narrow and can be easily bought.

There are two major temples in town - one to the god of wine and one to the god of trade (Waukeen).  There’s a tanner, an apothecary (though the god of wine’s temple is where you’d get cheaper healing potions and a few hangover/exhaustion cures), a blacksmith, some stables, a general goods merchant, and of course, an inn with a tavern owned by a half-elf named Badri.

## Buildings

### Temples:

Kveri - God of Wine

Waukeen - God of Trade

### Other areas of interest:

Tanner, Apothecary, a blacksmith, stables, general goods merchant
Omnigovernor

**Omnigovernor** is an official scenario, which contains a custom "Omnigovernor", which as the benefits and drawbacks of every governor except the Civil Servant.

## Trivia

* Since "omnigovernor" does not exist in the scenario creator, it means that this is yet another modified governor, but unlike Medic in Southern Fever scenario and Board of Directors in Corporate Development which are actually modified Civil Servant, Omnigovernor has the Economist's annual budget worked in.
* If the player starts training a lot of coalition and national soldiers, a glitch appears. national soldiers will be trained in 116 months
* Banker effect only has gain interest equal reduce to 0,3% of all funds you currently have per turn.
Sophia

## Description

Sophia is the leader of Melikov's Rest. She is superficially welcoming and polite, allowing any stranger to find food and shelter in this town, but protective of Melkov's secrets.

## Party Interactions

Sophia met the party as they entered Melikov's rest, gave them a quick tour around the town, and scheduled a time for them to partake in the trials of Melikov.

Later, after they succeeded in the trials and talked to Melikov, Farideh convinced Sophia to offer them some aid. . . which she did by sending two of the younger Dragonborn members, Tami and Zuza, along with them.

## Featured Sessions

09. 06/23/2018 Session Writeup

10. 07/21/2018 Session Writeup
Weekly Challenge

Weekly Challenges is a mode in Rebel Inc. where players play maps with the same Governor, Advisors, Map Features, Player Tactics, and Insurgent Tactics as everyone else. These are announced weekly the Ndemic's twitter as well as on the Discord server.

Each player receives a free trial to attempt both the Standard and Brutal challenges once. If the player has purchased Campaign mode, or has bought the PC version instead, the player may reattempt the challenge any number of times.

Score is primarily based on speed (number of turns). The graphic below is courtesy of K 2.

Week 2

https://youtu.be/U\_noQflLmFU
Hell's Highway

Hell's Highway is one of the Official Scenarios in Rebel Inc., added along in the third wave of official scenarios with Defense Grid, Desolate Fields, Immortal Fortress and Ultra Mega Insurgency.

## Description

This scenario is very similar to normal playthroughs of Azure Dam, only that it takes place in Mountain Pass, and convoys continue to run throughout the whole game, causing the insurgents to prioritize them instead. Each lost truck deducts 2 reputation. Zulu Sierra always starts with a Minefield inside of it. The Civil Servant is the only governor avaliable, and all other advisors can be used.

## Exclusive Initiatives

### Government

* Local Guides: Increases convoy speed in Remote and Rural zones. Costs 10$.
	+ Armored Convoys: Reduces damage and speed penalties for convoys under attack. Costs 12$.
	+ Off-Road Tyres: Further increases convoy speed in Remote and Rural zones. Decreases speed in Urban zones. Costs 9$.
	+ Secure Weapons Transport: Each lost truck deducts 4 reputation instead of 2. Gain 12$
	+ Route control: Convoys slow significantly when insurgents are active in the zones ahead. Costs 13$

## Strategies

* Despite the convoys adding to the already serious difficulty, the fact that they distract insurgents can end up making things easier than usual, as insurgents will often run around, skipping multiple zones to ambush the convoy en route rather than taking cities.
* Deploying your HQ in one of the zones on the route, such as Echo Victor, is highly recommended, as you'll be able to respond to insurgent attacks better.
* Your first priority is to actually speed up your military units and the convoy. Purchase Main Road and Highway (most of the zones on the route have them) initiatives as early as possible while trying to juggle any generated corruption. The Logistics Expert can also help if you're able to stabilize these zones.
* The fact that insurgents are less likely to attack zones over convoys also mean you can actually let them occupy a few Remote ones, only engaging to remove them from the trucks' routes, while saving resources to stabilize the few they cannot easily touch. Once you have a good start and with the local concerns filled, try to upgrade your security initiatives as you slowly expand your National Army. Garrisons are of equal importance as well, since battles will often occur near the route, and having one backing your units makes it a bit easier. As usual, Airstrikes are a must buy.
* Don't expect the new initiatives to help you until very late into the game.

## Trivia

* There are 309,063 total people in this region, the same as Mountain Pass.
Immortal Fortress

Immortal Fortress is one of the Official Scenarios in Rebel Inc, added along in the third wave of official scenarios with Defense Grid, Desolate Fields, Hell's Highway and Ultra Mega Insurgency.

## Description

Set on Distant Steppe, the titular Fortress of this scenario is set in Foxtrot Juliett, named "The Fortress", and includes a variety of features not seen in normal games:

* **Insurgent Stronghold** - Seen only in "The Fortress". This structure boosts combat strength of insurgents in the zone, but prevents them from fleeing in combat as soon as they enter. It can be destroyed by troops on the ground, usually after they get past the insurgents.
	+ **Control Point** - The Control Point feature automatically achieves peace and an effective victory once all zones containing it has been secured with full intel, or in this case, just "The Fortress". Unlike many others, the in-game Control Point is not visible, and destroying the Insurgent Stronghold seems to be sufficient.
* **Minefield** - Seen in Foxtrot Lima, Foxtrot Kilo and a few others. This structure dramatically increases travel time (number of turns) for units attempting to enter it. It can be destroyed by troops on the ground, removing its penalty.
* **Training Complex** - Seen in "The Fortress" among a few others. This structure spawns insurgent fighters over time. It can be destroyed by troops on the ground.
* **Ambush**/**Large Ambush** - Seen in "The Fortress" and in a few other places. When troops on the ground enter these zones, they spawn some insurgent fighters.
* **Rogue Outpost** - Seen in Foxtrot Mike and a few other zones. This structure blocks peace progress until it is destroyed by troops on the ground. It is however of no relevance, as peace negotiations are not avaliable in this scenario.

In addition to these features, insurgent-controlled zones also assist those in combat.

Most initiatives are still avaliable, but generate negligible amounts of support.

A few new military-focused government initiatives are avaliable:

* **Surveillance Equipment** - Allows soldiers to scout and gather intel on adjacent zones.
* **Coordinated Fireteams** - Allows soldiers to also support others when fighting.
* **Suppressing Fire** - Increases Coalition Soldiers' support strength to National Soldiers.

Two additional Coalition units can also be purchased with two **Deploy Coalition Reinforcement** initiatives. They instead deploy Coalition Facilitators with Billionaire.

## Strategy

The only effective way of winning on this scenario is to seize "The Fortress" with Coalition Soldiers, which is actually pretty straightforward, even on Mega Brutal. Many government initiatives, Garrisons and National Soldiers are not useful, because Lack of Stability and Insurgent Activity remain as factors of reputation loss. Airstrikes and their damage/cooldown upgrades are a must-buy, and so is the Pilot Advisor, as they can significantly cut the insurgents' strength over time, eventually making a huge difference.

## Trivia

* This is possibly the scenario where most insurgents facilities spawn.
Advanced Tips

## Early Game

* **Immediately** fund District Representatives, Effective Procurement, Service Discussions, and two Education initiatives in that order. Wait a month, then fund the Regional Census. Once inflation ticks down more, fund the Outreach Office. This will help you gather intelligence on the whole map, rolling out initiatives to reduce the hostile population without gathering too much corruption or inflation.
* As time goes on, try to fund Water and Medical initiatives, especially because they're common regional concerns. Before insurgent activity is rumored, try to fund at least one level of Anti-Corruption, Media Outreach Office, and either Infrastructure or Development Discussions
* When Military Initiatives are enabled, you'll want to have **at least** **one Coalition Soldier trained immediately**, and additionally start training either one National Soldier or another Coalition Soldier soon after. Stay on the lookout for question marks, especially in remote zones, and try to preemptively find the camp before insurgents spawn. Early on, camps will typically spawn Insurgents in neighboring zones, not in the zone they're in. If it's not possible to destroy the camps, discover the camp first, then purchase airstrikes to take care of the camp. Typically around two camps will spawn at the start of the Insurgency.

## Mid Game

* After the insurgency started, you might want to have at least 3 Coalition Soldiers effectively contain the insurgents so that you don't risk losing zones that much.
* **Fund Roads** that the soldiers will be traveling the most on, your soldier's strength don't matter if you can't get there fast enough to stop the attack.
* Keep funding civilian initiatives to **ensure stability** and max out Anti-Corruption.
* Start training National Soldiers and fund Garrisons.

* It goes without saying, but chase and attack insurgents aggressively especially early on[citation needed], but don't expand the military too quickly just to surround and eliminate them. Quarantine them to small pockets of land and don't be afraid to back-capture undefended zones in order to break up long connected territories.
* Allowing the insurgency too much room to expand will have cascading consequences in the later game as it becomes harder and harder to recapture and hold their territory. Conversely, investing too much in military will cause reputation loss due to lack of stability.
* Insurgents generally head back to their territory when fleeing. Use this as a guide for deciding when troops are necessary to direct where insurgents retreat.
Mad Tanx

Mad Tanx is one of the Official Scenarios in Rebel Inc was add along in Sand & Secrets DLC.

## Description

The Player is locked to Golden Sands with the Tank Commander.

All Military units are replaced with Tanks, and Fuel Hoarding is purchased by default.

For each oil derrick under player control, the following benefits compound:

* Increases Tank units' combat strength and support strength.
* Reduces Tank units' training time and logistics.
* Reduced logistics when travel to zones.
* Higher chances of killing insurgent fighters when defeating them in battle.

## Exclusive Military Initiatives

* **All Terrain Tanks** - 13$: Tanks now can access and fight in all terrains.
* **High-Speed Support** - 9$: Allows Tanks to support other Tanks in combat.
* **Tank Thunderdomes** - 7$: Construct Tank Combat Arenas providing jobs, entertainment and if the Insurgents dare step inside... security. Increases Support Level, especially amongst hostile population. Increases Security.

## Trivia

* Max Tanx is named after the Max Max media franchise, specifically later installments with post-apocalyptic settings.
* The "Tank" featured in the icon is not actually a tank. It appears to resemble the AMX-10 and the B1.
Maike

A picture of Maike, a half-orc with green skin and red hair in box braids, gesturing wildly with a wicked looking weapon and a giant smile.

## Description

A very enthusiastic half-orc who loves telling and hearing stories of adventure. She appears to be some sort of martial fighter, and has traveled from Lanketi to Sarantium.

## Party Interactions

Maike has shown up a few times in taverns, usually with the hope that they will tell her something about what they've been up to. It took her quite a while, but she finally succeeded when she ran into Taer and Astrid in Sarantium.

Maike did go on a short quest with Bordar, and told him about the beer situation in Kartvelia. Later, she found what was left of their reward for returning the children of Lanketi, and met up with the party to return it to them.

After Kotumi, she headed south into the undying lands of the Thunderous Horde, where she met up and befriended a fire genasi, Itsima. Together they fought their way to the outskirts of Sarantium, where Maike hoped to take a few contracts with some nobles in pursuit of more adventure. She found her way to fighting mid-level encounters in the fighting pits.

Masina later encountered Maike through Itsima, who kept on talking up her wonderful and supportive adventuring partner. Maike, Itsima, and Masina later spent the night together.

## Featured Sessions

01. 10/13/2017 Session Writeup

05. 02/09/2018 Session Writeup:

14. 11/10/2018 Session Writeup: Half-Orc.  Likes:  Fantastic tales of derring-do, getting paid to track down ne'er-do-wells and bringing them to justice  Dislikes:  explanations of religious systems that have little derring and no doing.

33. 09/11/2020 Session Writeup: Half Orc. Likes a tavern and a story. Supports you and wants you to be the best version of you, then tell her about it.

45. 07/31/2021 Session Writeup: Half orc. Keeps turning up, but just wants to have an adventure.
Dithas

## Description

Dithas was a strange chubby, and short thief that was affiliated with the Divine Righ. Slightly sleazy, slightly patronizing, and very off putting.

## Player Interactions

The players met up with Dithas when the Divine Right contacted them about raiding Kvari Keep. Dithas and the other members of the Divine Right helped the party raid Kvari Keep, but when it was revealed that they were planning on using the evidence collected at Kvari Keep for their own ends, the party ended up fighting the members of the Divine Right, and Dithas died.

Dithas left behind a bag of holding that had a number of mysterious items.

## Features Sessions

12. 09/22/2018 Session Writeup - Short, chubby, possibly sociopathic elf associated with the Divine Right.

13. 10/12/2018 Session Writeup - Short, Chubby member of the Divine Right. Was vaporized by a guiding bolt.
HQ

HQ
--

The HQ is a building in Rebel Inc. It is where the game starts and is essentially the heart of your operation.

## General Information

* HQ is essentially an important Garrison - It increases zone security, blocks off escape routes, supports allied forces and benefits from any Garrison upgrades.
* HQ is usually one of the first zones to be stabilized due to generating support on its own, this is an important concept, as stabilized areas can affect other regions surrounding them.
* HQ can be placed anywhere, except for some factors such as either a dam or embassy is constructed there, insurgents occupy the zone or the HQ is randomly placed in a predetermined zone.
* In Brutal and Mega Brutal, purchased military units will usually have to depart from HQ to their destination instead of teleporting there.
* If destroyed, the game ends in failure.
	+ The HQ will quickly lose HP regardless of battle progress when the zone be Insurgents takeover unless they were driven out.
	+ In Devil's Peak, the HQ's zone may rarely be targeted by a seismic event. The HQ itself will be destroyed (50% chance to survive if Fire Proximity Suit upgrade was purchased) in the ensuing blast if the player decides to do nothing.
Custom Scenarios

Custom Scenarios is a feature formerly exclusive to Rebel Inc: Escalation which allow players to create and publish their own scenarios via the Scenario Creator and then publish them on Steam Workshop. It was introduced in September 2021. In May 2022, players of Rebel Inc. became able to play and create Custom Scenarios.

Custom Scenarios can be written so that cheats, such as Car Wash, cannot be used. Custom Scenarios can also be written to change the start date or change game mechanics such as soldier strength, insurgent strength, starting budget, or soldier movement speed. Like certain Official Scenarios, certain Custom Scenarios may start in pre-selected regions, pre-select the location of your HQ, or pre-select your governor. They may also keep or remove the special features of special maps like Opium Trail, and Azure Dam.

Custom Scenarios may also have certain zone features such as Oil Derricks, Embassies, Caves, Tunnels, or Specialist Depots.

Custom Scenarios, as well as Official Scenarios may be unlocked in Rebel Inc. by purchasing the Scenario Pack for $4.99. In Rebel Inc: Escalation, Custom Scenarios are unlocked upon game purchase.

In Rebel Inc, players can store up to 8 custom scenarios with a default daily download limit of 2. The latter restriction can be alleviated by purchasing Scenario Upgrades. A player who wishes to purchase Scenario Upgrades can choose to purchase the Expanded upgrade for $1.99 to be able to download up to 4 Custom Scenarios per day, or the Unlimited upgrade for infinite downloads per day.
Jerry Isaacs

**Jerry Isaacs** is a retired American Ping-Pong player, who was formerly signed to the SBEP Ping Pong Club.

## Ping Pong Career

Jerry became the first man to win the SBEP Ping Pong Club Tournament, defeating Stef Francis in the First Round, Brayden West in the Quarter and Semi-Finals, and Gavin Barrett in the finals.

On January 8th, Jerry outlasted two superstars in Brayden West and Landon Dirksen to win the second annual SBEP Ping Pong Club Tournament, as well as the SBEP Ping Pong Club Championship

On January 9th, Jerry successfully defended his SBEP Ping Pong Club Championship against Brayden West, only to be defeated by Gavin Barrett. Luckily for Isaacs, he regained his title back after beating Barrett for it in just 10 minutes to become the first ever two-time Ping Pong Club Champion.

## Accolades

* Inaugural SBEP Ping Pong Club Tournament Winner
* SBEP Ping Pong Club Champion (2)

## In Ping Pong

### Entrance Themes

Defiant - Revelation (ZSJ Remix)

The Graduate - Don't Die Digging
Insurgent Tactics

After your first and third victory, Insurgents will gain one of their own tactics. While they get fewer tactics, these will generally have more of an impact than player tactics.

Some insurgent tactics, are exclusive to official scenarios and do not occur randomly in campaign mode (as they do not technically exist as standalone tactics). However, these scenarios can also have the tactics from the above list:

Airstrikes and Drones have increased cooldowns by **doubled**.
 File:Blackout.png | **Blackout**
Intel is harder to maintain. Insurgents launch surprise attacks when soldiers enter no-intel zones.
Reduce **-30%** Intel collection and multiplies Intel decay speed by **x2**.
 File:Insurgent Tanks.png | **Insurgent Tanks**
Insurgents are significantly stronger.
Increase Insurgent combat strength by **+100%**
 File:Propaganda Team (Insurgency).png | **Propaganda Team**
Catastrophically decrease support level.
Also increase global hostility level.
Soldiers can't kill the tank. It will flee to the nearest zone with the best roads and fewest soldiers
The tank can't go into mountains or forests if they have bad roads
Peace talks are the only way to stop the tank. Stabilize zones to speed up negotiations. The first Stable Zone starts negotiations.
Exclusive to "Insurgents On A Tank!"

## Trivia

* Insurgent tactics block conflicting tactics and features from occurring. For example, the Recruitment Drive insurgent tactic prevents the Development Roadmap player tactic only in Weekly Challenges.
* The tactic Anti-AA Guns on scenario 'Evolving Insurgency' has no effect.
Reputation

**Reputation** is a mechanic in Rebel Inc.

## General Information

Reputation determines how the local and international communities perceive your regime, which can increase or decrease depending on your actions and other irresistible circumstances. If it drops to 0, the player loses.

## Ways to gain Reputation

* *REGION STABILIZATION*: Gain reputation when Zones become stable. The bigger a Zone's population, the more bonus Reputation will be acquired. If a zone becomes unstable again but is re-stabilized later on (such as being attacked by insurgents with local security and military forces thwarting them soon after), the player still earns reputation.
* *INITIATIVES*: Some government Initiatives may give additional Reputation, such as Universal Justice, Democratic Transition and Governor-specific ones (Martial Law, Hire Lobbyists, etc)
* *EVENTS*: Events happen during the game which may increase your Reputation (for instance, International Journalist praising Operation's Military achievements).
* *GOVERNMENT ACTIONS*: Certain government decisions may increase Reputation (Refusing insurgent demands in Peace Negotiations, threatening them or Funding Excavation of an Ancient Temple).

## Ways to lose reputation

* *INSURGENT ACTIVITY*: You constantly lose Reputation for each Zone that currently has active Insurgent Fighters. You also lose Reputation when Insurgents capture Zones. The more times Insurgents capture the same Zone, the more severe the damage to Reputation.
* *REGION DESTABILIZATION:* Insurgent activity and support level loss can result in losing supporters with zones destabilizing.
* *EVENTS*: Events happen during the game which may damage your Reputation (for instance, International Journalist slamming Operation for its failures)
* *LACK OF STABILITY*: Inability to stabilize Zones quickly enough results in exponentially increasing losses. However, the timer is reset every time a zone becomes stable.
* *COALITION SOLDIER REDEPLOYMENT*: Lose reputation from extending Coalition units' tours. The penalty depends on the amount of extensions purchased and the amount of soldiers.
* *CORRUPTION*: Failure to contain Corruption will cause both Locals and Coalition question your competence, resulting in Support Level and Reputation damage respectively.

## Trivia

* Although the "Fake News" Cheat locks your reputation to 100, it's still possible to view reputation losses, even though they do not actually take effect.
Mountain Pass

## Description

***"A vast mountain range separates two major cities. The only way through is a key strategic checkpoint."***

Mountain Pass is the 2nd standard map you can play in the game. 2 major civilisation points are divided by formidable mountain ranges with only a small road connecting them. A river is on the higher side of the mountain, while the other 2 are on the lower side, pooling into a lake. The mountains that surround the area can house insurgents who are readying to attack the cities and villages.

*Full map of Mountain Pass*

## Game Strategy

It's likely that Insurgents will spawn in mountains near the cities in the western side of the map or the mountains at the center of the map. Your starting point should either be in the city in the south-east side or anywhere along the highway roads near the center of the map. Road initiatives, specifically highways and main roads should be invested as it takes a moderately long time to traverse your units around. Insurgents will attempt to invade your cities in the western side of the mountains often so some of your Soldiers should be guarding there, especially due to the slow travel speed.

## Trivia

* There are 309,063 total people in this region.
* Common major concerns in this region: Healthcare.
* The internal codename for this region is "khost".
* If this region had a structure like that in Azure Dam, convoy trucks would enter from Charlie Yankee or Foxtrot Uniform and would arrive at Alpha Whiskey or Echo Tango.
Dinara

## Description

Dinara is a member of the Iryk-Api, and handles all of their accounting and trade information. She officially gives no fucks, except regarding saddlesores, which she hates.

## Party Interaction

Dinara and Astrid shared a shower and bonded over their love of showers and willingness to be naked in front of strangers.

## Featured Sessions

26. 2/08/2020 Session Writeup - Half Orc in accounting for the Iyrk-Api. Middle aged, divorced. Likes showers, hates saddlesores
Builds

A **Build** is an ordered set of initiatives you fund at the start of the game. Some aim at maximizing support, others plan ahead for combat, and more. You can help other Fandom users by contributing your own builds. Feel free to credit yourself. If a build is designed for a specific governor, put it under that Governor's heading. The format for builds is:

### Name of Build(Credit if not yours):

* Required advisors
* Turn 1 Initiatives > Turn 1 Initiatives > Turn 1 Initiatives > etc.
* Any notes about time/waiting
* Turn 2 Initiatives > etc.
* Any notes about time/waiting
* Any more initiatives
* Credit if yours

(Skip any redundant steps. For example, do not show 'Water 1' if your build requires funding 'Water 2'.)

## Civil Servant

### Education Build (Modified from K2):

1. District Representatives > Effective Procurement > Literacy Drive > Regional Census
2. Wait for funds and for inflation to do gown to %5.
3. Major Roads 1/Highways 1 > Water 1 > PR & Media.. (Wait for funds an inflation again) ..Anti-Corruption 1 > Core Healthcare
4. If the insurgents have not yet shown up, buy Major Roads 1/Highways 1 (The one which you haven't already). Wait for Insurgency to be rumored, then buy:
5. Coalition Soldiers 1 > Human Terrain System > Coalition Soldiers 2
6. Continue adapting. Do not buy any more services before getting Development initiatives to avoid job protests. It is recommended that you get Outreach > Universal Justice > Police 1 to increase security and support, making it take longer for insurgents to capture a zone.

## General

### Harvey's Fort Rush Build.

Requires Instructor advisor.

1. District Representatives > Effective Procurement > Deploy National Soldiers 1 > Garrisons > Civil Support.
2. Wait for inflation to go down until PR & Media Office becomes $12
3. PR & Media Office > Services Discussions > Medical Supplies.
4. Wait until inflation is below 7%
5. Water Supplies > Core Health Care.
The Missing Heaven

**The Missing Heaven** is one of the Custom Scenarios in Rebel Inc. Escalation, it was created by Steam user MisterCinnabar in the PC version.

## Description

Yharon Rivers has always been considered to be 'easy to stabilize', according to many world leaders. However, a massive threat looms beyond their ignorance: The Missing Heaven. Powered fully by rogue operatives from several terrorist organizations and corporations, the firepower they carry is near frightening. You, a member of the Saviors Of Hope, a task force dedicated to fighting insurgencies, decide to take on the challenge against the Missing Heaven threat, and while many world leaders will laugh at your 'exaggeration', you'll be fighting off the greatest threat to humanity and potentially save the world from mass destruction at the hands of toddlers with guns. Request combat support from other-worldly factions, renovate and overhaul existing services, and innovate in combat with Multi-Zone Drones and Fusion Airstrikes.

Comes with a completely altered world, brand new initiatives, and a special governor. Warning: 'Subtle' references are possible to find in this scenario.
Smuggler

A 'retired' black market operator. Comfortable with chaos.

### Unlock Cost

Mobile: Beat Pistachio Forest with Banker on Normal/2USDPC: Beat a game with Banker

The Smuggler is a governor in Rebel Inc.

## Specialty

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

With the Smuggler, higher corruption generates income similar to the Banker, though he loses more support level to Corruption. Most Anti-Corruption Initiatives cost around 3$ more.

He gain interest per turn follow by this formula: **Income** = **Corruption** ^ 2

### Unique Initiatives

* Bribe Insurgents (Government) - Disbands some active insurgent fighters.
* Cut Corners (Military) - Gain **$1-2**. Reduces National Soldiers' Training Time by **50** turns, and their combat strength by **2**.
* Sell Arms (Military) - Gain **$14**. Reduces National Soldiers' combat strength by by **4**.
* Military Inc. (Military) - Has a **2%** chance for turns to give **+1$** and **5%** Corruption, the chance with stack for each National Soldier you has.
* Temporary Crackdown (Government) - Multiplies already existing Corruption by **0.3**.

## Strategies

### Advantages

Arguable one of the most powerful governors around, Smuggler takes corruption - one of the most dangerous gameplay mechanics - and turns it into an asset. He can easily deploy his National Soldiers to gather recon and act as body blockers while the Coalition Soldiers handle everything. Furthermore, you can take the money you gain from selling arms to fund airstrikes or garrisons earlier, arguably more important than early game National Soldier strength.

### Disadvantages

Although Support Level penalties aren't all that important, the reputation penalty means the Smuggler still has to control Corruption, which is made harder by how Anti-Corruption Initiatives all cost more than usual.