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Insurgency Initiatives

**Insurgency initiatives** are a fourth initiative category. This initiative category is exclusive to Rebel Inc. Escalation multiplayer in which you must destabalize the opponents region.

## Insurgents

Inflation Sensitivity 1.5; Inflation Gain 2.5; Corruption Risk +2.5%
* Increase max Fighters and Strength of Insurgent by **2**.

Inflation Sensitivity 1; Inflation Gain 2; Corruption Risk +2.5%
* Increase max Fighters and Strength of Insurgent by **3**.

Inflation Sensitivity 1; Inflation Gain 2; Corruption Risk +2.5%
* Increase max Fighters and Strength of Insurgent by **4**.
* Slightly increase number Insurgent Camps by **0.1.**

Inflation Sensitivity 1; Inflation Gain 2; Corruption Risk +2.5%
* Increase max Fighters and Strength of Insurgent by **5**.
* Slightly increase number Insurgent Camps by **0.2.**

Inflation Sensitivity 1; Inflation Gain 2; Corruption Risk +2.5%
* Increase max Fighters and Strength of Insurgent by **6**.
* Slightly increase number Insurgent Camps by **0.3.**

Inflation Sensitivity 1; Inflation Gain 2; Corruption Risk +2%
* Make Insurgent Camps take **60%** less damage from airstrikes.

Inflation Sensitivity 2; Inflation Gain 2; Corruption Risk +2%
Inflation Sensitivity 1; Inflation Gain 0.5; Corruption Risk +1%
Inflation Sensitivity 1; Inflation Gain 0.5; Corruption Risk +1%
Inflation Sensitivity 1; Inflation Gain 1; Corruption Risk +1%
*Unlock a Minefield, use in the '**Uplink'** screen. Creates a Minefield in the zone that significantly increasing Soldier travel time.*

Inflation Sensitivity 1; Inflation Gain 2; Corruption Risk +1%
* Increase Insurgents capture zones speed by **20%.**

Inflation Sensitivity 2; Inflation Gain 2; Corruption Risk +2%
* Further increase Insurgents capture zones speed up to **40%.**

Inflation Sensitivity 1.5; Inflation Gain 2.5; Corruption Risk +3%
Inflation Sensitivity 1.5; Inflation Gain 3.5; Corruption Risk +4%
Inflation Sensitivity 2; Inflation Gain 2.5; Corruption Risk +4%
Inflation Sensitivity 1; Inflation Gain 1.5; Corruption Risk +2%
Inflation Sensitivity 1; Inflation Gain 1.5; Corruption Risk +2%
Inflation Sensitivity 1; Inflation Gain 2; Corruption Risk +2%
*Unlock a Garrison Sabotage, use in the '**Uplink**' screen. Destroys a Garrison in the zone.*

Inflation Sensitivity 1.5; Inflation Gain 2; Corruption Risk +1%
Inflation Sensitivity 1; Inflation Gain 0.5; Corruption Risk +1%
Inflation Sensitivity 1; Inflation Gain 0.5; Corruption Risk +1%
Inflation Sensitivity 1; Inflation Gain 1.5; Corruption Risk +2%
Inflation Sensitivity 1; Inflation Gain 1.5; Corruption Risk +2%
*Unlock a Tunnel, use in the '**Uplink**' screen. Creates a Tunnel in a zone, Insurgents can move or flee from a Tunnel to any other Tunnel.*
Banker

A smooth talking financier. Doesn't like spending money.

### Unlock Cost

Mobile: Beat Southern Desert on Normal or higher with General/2USDPC: Beat a game with General

## Speciality

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

The player starts with less funds (about **-12$**) and will suffer from an inflation bonus throughout the whole game. On the other hand, they will gain some extra funds as interest if they have some additional funds, this effect becomes more consistent as stockpiling continues.

### Unique Initiatives

* Print Money (Government) - Gain some funds and significant inflation, while decreasing Support Level.
* Hire Lobbyists (Government) - Gain 7 reputation.
* Business Advisers (Military) - All allied soldiers gain a bonus to support level increment.

### Advantages

The Banker's interest can snowball quickly if funds are managed properly, and her initiatives all provide large benefits while having limited downsides. The budget waste event can also trigger often, allowing the player to strengthen their operation. The Business Advisors can counter the support penalty of Coalition soldiers as they reduce the amount of generated agitation and hostility while increasing the stabilization effect of National Soldiers.

### Disadvantages

Banker starts with noticeably less money than every other governor and has an inflation bonus (increase by **+15%**, **+30%** for Mega Brutal), effectively preventing you from spending quickly since it could potentially be disastrous. Her ability also becomes useless on higher difficulties, where resources are constantly expended to the point where it's impossible to save up any appreciable amount for interest.

## Governor Bonuses

* Refunds $5 when choose option *"Report"* in decision *"International Bank facilitating Opium Trade".*
* Gain $6 when choose option *"Reduce Share"* in decision *"Locals demand Oil proceeds".*

## Trivia

* At $223 or more, it is possible to gain interest every turn, resulting in a maximum of $72 every year.
* The Banker's sprites are reused for the Satellite Commander in Orbital Uplink.
Corporate Development

Corporate Development is one of the Official Scenarios, added along with Flying Fury, Embassy Evacuation and Dark Tunnels in version 1.1.2.

## Description

In this scenario, the most different mechanic is that player is not able to fund any civilian initiatives, instead the player is only able to use 3 experts to stabilize the region. The player is able to choose any map and advisors to play (except Corruption Consultant and Civil Engineer), only the governor is called "Board of Directors" and the operation is called "Decker Hamilton".

* Compliance Department: All Civilian Initiatives are locked. Use Experts to roll out initiatives.
* HR Department: The Board of Directors is able to hire multiple experts
* Media Department: The effects of Corruption on your support level and Reputation are reduced
* Legal Department: Additional Anti-Corruption initiatives are available
* Private Military Contractors: Coalition unit deployment time is extended with funds instead of reputation.
* Profit Maximisation: The population treats all your actions with suspicion. Hostility is increased for all initiatives and soldiers
* Recruitment Agency: New experts are instantly hired after any are killed, at a cost.

## Gameplay

The player starts on their chosen map and gets to choose their HQ location. The Board of Directors, similar to Development Director, has all the special Initiatives that Development Director has. Since Civilian Initiatives are made unavailable, Experts will need to constantly move in order to solve the local concerns. Lack of stability may affect the start reputation by a little, though this is usually unavoidable.

Other than that, hostility is another feature of this scenario, though not a big deal after all. Since hostility increases for all initiatives, experts is the only way to increase local support level and win over hostility. Though, hostility is not a big deal after all if zones are stabilized fast enough, and shouldn't affect reputation much in any cases.

Coalition unit extensions are done with funds, so player can theoretically sustain them much longer than usual. Since 4 experts are available, it is easy to achieve a full victory. Players should take note that as the main source of corruption risk (Civilian Initiatives) is unavailable in this scenario, most initiatives involving experts significantly increase corruption risk. So careful investment in Anti-Corruption is recommended. It's notable, however, that initiative rollout by experts itself still does not affect corruption risk unless the Unofficial Procurement initiative is funded.

Also available to the player are some special initiatives in the Government tab that help with expert management, including "Neighborhood Development" initiatives that allow experts to roll out initiatives to zones surrounding the one they are in.

## Trivia

* Similar to the Medic Governor in Southern Fever, the Board of Director does not exist in the scenario creator, which means it is only a modified governor, most likely to be a modified Civil Servant.
Evolving Insurgency

Evolving Insurgency is one of the Official Scenarios in Rebel Inc., added along with other official scenarios in iOS Version 1.10, and along with Insurgents On A Tank! , Southern Fever and Omnigovernor in Nov 2021 in Rebel Inc: Escalation ver. 1.1.0.

## Description

In this scenario, player play map in Pistachio Forest, insurgents will gain Insurgent Tactics overtime, which giving them advantages.

While insurgents gain tactic, the player also can buy new tactics in Military Initiatives to counter them, but only can buy maximum number initiatives match to current Insurgent Tactics has gained.

There a some new Insurgent Tactic that only in this scenarios has, such as Anti-Air, Propaganda Team... Some tactic is adjust value in this scenario to make easier to play, and six tactic will not appear (such as Additional Encampment, Ambushes, Cave Fortifications, Recruitment Drive, Social Distancing and Fanatical Fighters)

## Exclusive Insurgent Tactic

* **Anti-AA Guns** - Airstrikes and Drones have increased cooldowns.
* **Blackout** - Intel is harder to maintain. Insurgents launch surprise attacks when soldiers enter no-intel zones.
* **Insurgent Tanks** - Insurgents are significantly stronger.
* **Propaganda Team** - Catastrophically decrease support level.

## Exclusive Military Initiatives

* **All-Terrain Tank** - Deploy an advanced tank for use in extreme terrains. Gain a Tank attachment. Tanks can access and fight in all terrains.
* **Budget Reallocation** - Negotiate with key financiers to adjust the way budget is calculated. Decrease budget gained from Reputation, significantly increase budget gained from Stability.
* **Coalition Reinforcement** - Request temporary deployment of an international Coalition Soldier unit. Fast and effective in combat but can antagonise local population.
* **Managed Economy** - Take control of the economy, rigging rates and clamping down on Inflation. Reduce future Inflation gains and Corruption growth.
* **Suppressing Fire** - Embed machine gun teams within Coalition Units to provide suppressing fire. Coalition Soldiers provide significantly stronger support to National Soldiers.
* **Community Support** - Roll out an economic support scheme across the region. Significantly increase Support Level.

## Trivia

* The tactic Anti-AA Guns on this scenario somehow not working.
* In the beta test, Propaganda Team has reduced global Support Level and increase global Hostility Global on high fixed value. If player gain this tactic in early game or mid game, player has no ways to stability zones and can make game lost. So now it change value to increase by current turns (less if gain at the start)
Official Scenarios

Official Scenarios offer various alterations to regular gameplay by introducing a special theme or tactic to gameplay, such as focusing on keeping Insurgents away from Embassies until they can be evacuated in Embassy Evacuation, being forced to use only experts for initiative rollout in Corporate Development, or playing as all the governors at once in Omnigovernor.

Several possible alterations are noted as Player Tactics, Map Features, and Insurgent Tactics, similarly to how they might be found in Campaign Mode. Some Official Scenarios may have pre-selected regions, pre-selected HQ locations, or pre-selected governors.

Official Scenarios, as well as Custom Scenarios, may be unlocked in Rebel Inc by purchasing the Scenario Pack for $4.99. Once purchased, all Official Scenarios are available for play at any time, including any that may be released in the future. In Rebel Inc: Escalation, Official Scenarios are unlocked by default.
Specialist Depots

## Summary

Specialist depots are found in the Campaign and in Weekly Challenges. They are randomly placed in zones, with about 2-4 per region. They may also be found in certain Official Scenarios or Custom Scenarios.

## Interactions

### Player Interactions

Specialist Depots are discovered when players gain maximum intel on a zone. Once secured by an allied soldier unit, the player can choose to keep it as a consumable upgrade token or sold for $5-$7.

As a token, these act as upgrades applicable to allied units without any. They give a general combat boost to said unit in their respective terrain types. They cannot be removed from a unit once attached. Specialists can replace other upgrades on your soldiers which can be helpful for some governors.

### Insurgent Interactions

If Insurgents capture a zone that has a specialist depot, they will destroy the upgrade and make it unavailable for the player to acquire it. They will also gain a general capability boost.
Golden Sands

## Description

Golden Sands is the 9th map and 4th special map of the game and the 1st map to be part of a DLC, "the Sands & Secrets".

## Geography

The region is mostly desert, but with more rural areas to the north as well as two towns and a city all connected by main roads. Highways run though the middle of the map towards a single town while the remaining region can only be accessed by dirt tracks. Mountain cuts in off the western most town from the highways as well as a mountain zone separating the desert from the farmlands in the east and the south are mostly deserts.

## Strategies

Oil derricks will be your main source of income, so secure them as fast as possible.You can also use banker to get insane amounts of money.

Start either in Alpha Mike or Bravo Tango, depending on whether there are two oil derricks above the river. Early purchase of Regional Census is essential for your budget. Avoid purchasing any of the new initiatives except Employment Support Programme very late into the game. Prioritize getting out as many services as possible to quickly stabilize, since 'Lack of Stability' kicks in much earlier than usual. Try to find a balance between defending cities and defending oil derricks. Security initiatives and Garrisons are important in killing off Insurgents that raid oil derricks. Doing nothing or investigating oil derricks when oil profits (if you have the Soldier units to spare) are reduced are the best options. (Do nothing only make 1 oil derick lost -1$ income per year, not affect much)

Camping military units on an oil derrick reduces the likelihood of the derrick being attacked, and if they are close to cities, can also be great at halting Insurgents, as it would be convenient to simply mobilize.

## Exclusive Initiatives

### Government

* **Local Employment Drive** - Oil derricks with intel significantly increase the support level of the zone they are in.
* **Oil Lobbyist** - Coalition Soldiers deployment time drains **40%** slower when in the same zone as a derrick.

## Oil Resources

4 oil derricks will randomly spawn in preset zones. When the Operation has intel on these zones, you will start gaining money much like the Banker gaining interest as long as no Insurgents are present in the zone. If Insurgents control a zone with an oil derrick in it and there is no soldiers to contest that zone, Insurgents' capability will start increasing over time. Small Insurgent groups will often splinter off the main remote strongholds to cross multiple zones to attack and eventually control oil derricks. As such it is vital to prevent them from seizing any at all.

## Trivia

* This is the only map where increasing incomes (without Governor's specialty) requires intel on certain zones.
* The internal codename for this region is "blackgold".
* The soundtrack both for mobile and PC is reused from "Pistachio Forest" soundtrack.
* Golden Sands has the most aggressive Insurgents because they spawn more frequently.
Gavin Barrett

Gavin Barrett is an American Ping-Pong player, who is currently signed to the SBEP Ping Pong Club.

## Career

Gavin lasted all the way until the Finals against the eventual winner, Jerry Isaacs , after defeating Ryan Barry in the First Round, Drake Johnson in the Quarter-Finals, and Landon Dirksen in the Semi-Finals.

On January 29th, 2019, Gavin defeated Landon Dirksen to win the **SBEP Ping Pong Club Championship** for the second time, tying Jerry Isaacs with two reigns.

## Accolades

* 2nd Place in the Inaugural SBEP Ping Pong Club Tournament
* SBEP Ping Pong Club Champion (2)

## In Ping Pong

### Entrance Themes

CFO$ - One And Only

**Europe - The Final Countdown (Intro Cut)**
Advisors

**Advisors** are unlockables in Rebel Inc.

## Description

Similar to the Genetic Code in Plague Inc, they can be selected to get changes to the gameplay which may make it easier, or harder, to acquire victory.

On PC, one random Advisor is unlocked each time a game is won, including every map in the Campaign mode.

On Mobile, Advisors are still unlocked like on PC, but you can use them only if you have Premium purchased.

There are six categories of Advisors, and only one of each category can be used at any given time.

Some advisors added in the Dollars & Disasters DLC cost start-up funds. In-game, it is expressed in the form of (-$X) next to the effect description.

### Orange

Start with a urban specialist attachment. (-$2)

### Purple

NGO charities cause significantly less corruption when funding initiatives. (-$1)
* Remove corruption risk bonus from NGO funding initiatives when *Full access* by **5.0%**, *Limited Access* by **1.0%**

### Green

National Soldiers can be trained without purchasing Coalition Soldiers beforehand. They however take longer to train in absence of deployed Coalition Soldiers.
Coalition deployment extended by **+60%**, but cannot be extended further. (-2$)
* Grants the *Extended Deployment* map feature, which does not stack with said advisor.

### Pink

Decrease Insurgent Capability **8%** more than normal when stabilizing Zones.
Increase the current delay start of the Insurgency and Opium Farming by **9.5%**.
Increases Security in every Zone, and Initiatives which improve Zone Security are more effective.
Security initiatives cost less. (-$2)
Soldiers scout intel in neighbouring zones. (-$1)

### Yellow

Low Reputation doesn't reduce your money as much.
Start with **2** random zones stabilized. (-$4)
Concerns grow at a reduced rate. (-$2)
Road initiatives cost less. (-$2)
* Reduces cost of all road 1 initiatives by **-$2**, all road 2 initiatives by **-$1**.

### Cyan

Reduce Reputation loss when Insurgents capture Zones by **a random** value **1** or **2.**
Increase base chance of rebels taking casualties when fleeing.
Manually choose garrsion locations.
* Significantly increase cooldown for building garrsion**.**

## Trivia

* The Trained Monkey and the Impulsive Shopper are the only Specialists who is not technically considered as one, since they do random actions and makes the game harder.
	+ The Trained Monkey and Friendly Robot are the only advisors who are not humans.

* Most of the Dollars and Disasters advisors behave similar to map features and player tactics from the Campaign, for example Credit manager is the exact same as the tactic Deficit Funding, and Intelligence Officer behaving like the map feature Scouts.
* The new Pink and Purple advisors have each other's color. For example, the Foreign Minister is a Pink advisor, yet his tie and background are purple.
Intel

Intel allows the Operation to effectively carry out their activities, such as attacking Insurgents, developing zones and finding Insurgent Camps.

## Acquirement

You can gain Intel over regions by either placing your HQ near them, purchasing initiatives that automatically give Intel on zones, moving a soldier unit into a region, or having a surveillance drone fly over a region. A garrison provide intel where is sits in, too.

Note that in Campaign mode, map feature **Regional dialect** slows down gathering intel, **Intel decay** causes loss of intel in and around Insurgent controlled areas.

## Civilian influence

Most initiatives can only be rolled out in an area with intel. In addition, it's only possible to approve the construction of a civilian building with oversight, provide extensive aid to disaster-struck area or provide signifcant funding to a sports league, if the intel of the area is complete.

## Military influence

Insurgent fighters can always flee into an area with incomplete intel, even with a soldier unit in it. Insurgent camps will be revealed with complete intel.
Shadow War

Shadow War is one of the Official Scenarios in Rebel Inc, added in the Sands & Secrets DLC along with Real-Time Operation, Oil & Thunder and Mad Tanx.

## Description

Shadow War is set in Golden Sands with many gameplay features essentially unchanged with a few minor twists.

* The Player starts the region with Full Intel.
* Insurgents get three of their usual tactics all at once - **Radio Silence**, **Sleeper Cells** and **Information Decay**. This makes their activity concealed, they can launch surprise attacks to remove the stability you've just gained, and Intel is harder to maintain.
* Two additional government initiatives are avaliable:
	+ **DrillZero Security** - Acts like a Local Police Recruitment/Expansion equivalent, in that it increases Support Levels and greatly boosts security while taking one insurgent fighter with it when destroyed.
	+ **DrillZero Surveillance** - Insurgents in full intel zones no longer benefit from **Radio Silence** and can be seen normally.

## Strategy

Shadow War can be intimidating at first sight by making the usually aggressive insurgents devastatingly powerful, able to seize Oil Derricks in the blink of an eye while logistical concerns and security hampers that greatly. Thankfully, concerns on the map are similar, being mostly services and roads that you would purchase sooner or later. You'll definitely want to invest in DrillZero's initiatives to remove most of the difficulty, and Security initiatives are likewise important to have.

## Trivia

* DrillZero is the oil drilling corporation operating in Golden Sands under normal playthroughs.
Rebel Inc Wiki

# Welcome to the **Rebel Inc Wiki!**

About this wiki ▪ Strategy Guides ▪ Categories

We are currently editing 88 articles, and 4,724 edits have been made to date since August 23, 2012.

### **Important Pages:**

Advisors

Units

Insurgents

Cheats

Operations (Menu)

*For more information and tips about how to beat even the hardest Rebel Inc. levels, check out the official Rebel Inc. Discord Server!*

**What is Rebel Inc?**
Rebel Inc. was created by Ndemic Creations and released in December of 2018 to positive reviews, earning an average of 4.8 out of 5 starts on the App Store and 4.5 out of 5 stars on the Google Play Store. Rebel Inc. is available on Apple (iOS) devices, and Android (Google Play) devices. There is also a version of the game called Rebel Inc: Escalation, available on PC via Steam.

Rebel Inc has undergone multiple major updates since the time of its release including the addition of the Advisors system, new maps such as the Black Caves and Azure Dam, and new governors such as the Tank Commander and the Development Director.
Player Tactics

**Player Tactics** are a feature in Rebel Inc.

## General Information

Player Tactics provide positive modifiers to your stabilization efforts. In Campaign, Player Tactics can be chosen every time a map has been beaten. Chosen Tactics persist throughout the Campaign. In Weekly Challenges, Player Tactics are pre-selected and cannot be changed.

### 3-Star Player Tactics

All of these tactics have a lower chance of spawning relative to 2-star tactics (as the game considers 3-star tactics to just be rare versions of 2-star tactics). The Gold Standard Tactic can spawn in Mega Brutal.

Coalition Soldiers never withdraw.
No Concerns.
No Reputation loss to Lack of Stability.
No inflation.
Coalition Soldiers leave National Soldier units behind when withdrawn.
Soldiers instantly travel across the region.
No Corruption.
*5% chance of occurring relative to 2-star tactics*

## Trivia

* On PC, all 3-Star Tactics are incorrectly shown as 2-Star ones.
* Player tactics block conflicting tactics and features from occurring. For example, the On The Job map feature prevents the Committed Coalition player tactic from occurring, as well as the National Surge and Oil Survey map features in Weekly Challenges.
* Some insurgent tactics override player tactics. Pre-emptive strikes gets countered by local agitators, reducing the start of insurgency.
* Hot Wheels also accelerates Coalition and National Soldier movements.
Southern Fever

Southern Fever is one of the Official Scenarios in Rebel Inc., added along with other official scenarios in iOS Version 1.10, and along with Insurgents On A Tank! , Evolving Insurgency and Omnigovernor in Nov 2021 in Rebel Inc: Escalation ver. 1.1.0.

## Description

In this scenario, There is a pop-up telling player that there is a new mechanic of that soldiers can be infected by a disease so called "Southern Fever", weaken their combat strength (reduced by 90%, 80% for National soldier unit). It is said that if a infected unit is supporting/being supported by other soldier units, they can spread the disease too.

The player plays as the "Medic" Governor, similar to Development Director, has limited access to Coalition Soldiers, but can treat infected soldier units and restore their combat strength once "HQ Field Hospital" has been funded.

## Gameplay

The player's map is set to the Southern Desert Map, with HQ already placed at Charlie Uniform. There are a total of 3 blockades in the adjacent zones of the HQ, namely Charlie Tango, Echo Oscar and Echo Kilo, which stops insurgents from fleeing, and can be destroyed by Insurgents.

As said, soldiers can be constantly infected and reducing their combat strength, so once the military initiatives are authorized, the ”HQ Field Hospital" will also be unlocked, allowing infected unit to restore their strength at the HQ. Funding this unlocks other initiatives: PPE and Garrison Field Hospital. PPE significantly reduce the infection rate among soldiers, but still vulnerable to the fever. Garrison Field Hospital allows infected units to restore their combat strength at Garrisons once it has been funded. There are also Antiparacitics, which can be found in the government tab after HQ Field Hospital has been funded. Antiparacitics 1 only increases support level, but Antiparacitics 2 also reduces the chance of soldiers becoming infected in stable zones. Antiparacitics 3 prevents them from getting infected in stable zones, and greatly increases support level much more than the others. While soldiers can become infected, Insurgents, however, are not affected by the disease.

Other than that, everything works as same as a Southern Desert Map should.

## Trivia

* The "Medic" Governor does not exist in the scenario creator, meaning that The Medic, similar to Board of Directors in the Corporate Development scenario, is only a modified Civil Servant with some major changes in icon and initiatives.
* The Medic's artwork reuses assets from the Warlord.
Strategy Guides/Saffron Fields/Civil Servant

Step 1: (It is obvious, select saffron fields and Civil Servant)

Step 2: Save up money to buy Services Discussions, School Generation, Water Supplies and Medical Supplies.

Step 3: If corruption/corruption risk is very high, save up money to buy Anti-Corruption 1.

Step 4: Relax. If you see a pop-up called "{Operation Name} losing the public relations battle" follow the steps that the pop-up says to you.

Step 5: Wait and Relax. If the pop-up appears that the insurgents are preparing to attack the region, get money to buy Deploy Coalition Soldiers 1,2,3,4.

Step 6: Now the insurgents are attacking. Move soldiers were the insurgents attack and keep the population as safe as possible.

Step 7: If reputation gets to average and insurgents control a lot of zones,Buy the Democratic Translition and Local Police recruement or Local Militia. Also get Survillance Drones and Airstrikes.

Step 8: If your HQ finally establishes contact with the insurgents, select the try to talk option. if the chance of insurgents refusing talks is high, delay the contact and inflect military defeats and stabilize zones and wait for the HQ to re-establish contact with the insurgents and select the try to talk and it should work.

Step 9: Now that the peace deal is in progress, keep pressuring the insurgents to speed up negotiations. Also select peace disicions that speed up negotiations if people do not get mad.

Final Step: Now if the peace deal is completed, now agree the peace deal althought it reduces reputation, that reputation loss is never enought to drop it to 0. Now, you instantly win the game.

Let me know if it worked!

(also plz edit if i made any mistakes or just to improve my strategy)
Caves

Caves, like Insurgent camps, are installations that aid the insurgent forces. Caves spawn randomly in every map within a campaign and allow insurgents to hide inside of them to escape soldiers.

Insurgents hiding in caves can be removed slowly by moving a unit onto the region with the cave, this process takes time and can be sped up by obtaining the "cave combat tactics" initiative from the military initiative section of the operations room.
Melikov

## Description

Melikov is an an ancient silver dragon. Once upon a time, he was a scientist. Then his research was used to attack other dragons, and he withdrew from the world.

## Player Interactions

The party went to find Melikov after Professor Zaur sent them on a quest to see if they could recreate one of his experiments. After heading to Melikov's Rest and taking part in the trials, they met Melikov, who was unwilling to part with that information.

## Featured Sessions

10. 07/21/2018 Session Writeup - An ancient silver dragon.  Tortured by past mistakes
Tank Depots

Tank Depots appear on 1 random, non-remote zone on the Black Caves map. They can be vital to assisting the player's operation, as they can boost the military capacity or provide additional funds for the player.

## Interactions

### Player Interactions

Tank Depots are found when players gain maximum intel on a zone. If the player finds a Tank Depot, they can send a soldier unit to secure it. After that, the player is faced with two choices: Scrap it and gain 7$-9$ in funds, or keep the tank as a permanent consumable upgrade token applicable to any non-tank unit.

### Insurgent Interactions

If an Insurgent group takes over a region with a tank, they will destroy it, preventing the player from using it and gaining a significant capability bonus.

## Trivia

* Ironically, real-life Insurgents do make use of captured tanks.
* The game's context and the Tank Pop-up Art depict the M1 Abrams, a real life tank used by the US Military.
* The presence of Tank depots may imply that these vehicles were left there during the invasion.
* When equip tank depot to Coalition Facilitator Unit (when play Billionaire), they reduce cost of bribe to insurgents by **1$**.
Flying Fury

There are too many (5-10) rebel structures in this scenario. Also CLOSE AIR SUPPORT (helicopters) was allowed in this scenario (helicopters replaced garrisons and UAVs).

and HELICOPTERS, you can use these helicopters at regular intervals. And in this scenario it is VERY HARD to defeat the rebels without using helicopters. This scenario includes rebel Minefields, Training Camps, Arsenals, and Rebel Camps (spawning randomly over time). Rebels first appear in the TOP RIGHT and SURROUNDING

Cities. When you reinforce helicopters (in the army menu, around the helicopter icon), the HELICOPTER can inflict SERIOUS CASES on the rebels WHEN IT FIRST ENTERS THE CITY. When the helicopter first enters the city, the rebels flee to a random neighboring city

If the helicopter is upgraded to the last level when the helicopter enters the city, the rebels lose 3 units). As the rebel structures collapse, the rebels lose their power. Destroying minefields takes a lot of time and there is no attempt to shorten the time to destroy minefields.

Helicopters can also destroy rebel structures if helicopter upgrades called "MISSILE COMPONENTS"

are purchased. When helicopters first enter an area, they create a TEMPORARY garrison. There is an upgrade called "HTK 1/2" to reduce the waiting time of helicopters.

Helicopters greatly increase the combat power of the soldiers (coalition or national) in the region where they are located.
Pistachio Forest

## Description

The 4th map in the game. As the name suggests, this map has an abundance of forests as well has many mountain ranges and rural areas to boot. A major city sits beside a forest and a river, allowing insurgents camping in there to attack freely. 2 rivers divides several mountains and rural zones along with one town, with 5 bridges connecting them together. Main roads connect many rural zones together while a highway cuts through a forest besides the river.

## Game Strategy

Main Road is a MUST-HAVE in this map. Without it, you practically already lose unless if you play on Casual or get lucky in Normal mode. Insurgents are likely to spawn in either the mountains in the south or the forests above the western city but sometimes they will spawn right at the top left corner forests of the map. Insurgents are aggressive here and they will attempt to rush and attack cities or roads quite often, which drones and airstrikes should be used to nullify this.

## Trivia

* There are 319,153 total people in this region.
* Common major concerns in this region: Electricity.
* The internal codename for this region is "badghis".
* If this region had a structure like that in Azure Dam, convoy trucks would enter from Alpha Papa, Delta Sierra, or Foxtrot Kilo and would arrive at Bravo Romeo or Charlie Papa.
Defense Grid

## Description

***"Use high tech automated defenses to fight a tenacious Insurgency"***

Defense Grid is an official scenario, in which AI Sentry Turrets are used to suppress insurgents. It pins and prevents insurgents from fleeing through zones, but with a downside of "Split and Run" and "Social Distancing" insurgent tactic.

## Unique Initiatives

Turrets pin Insurgents and inflict heavy casualties
over time but will run out of power eventually
high-explosive core
Turrets kill all Insurgents in the zone upon
self-destruction
to speed up transportation cycles
Decreases cooldown for Turret deployment
Allow Turrets to remain active for longer
weather forecasts and jokes to nearby people
Significanly increases local Support Level in zones with
a Turret

## Strategy

The mission is the same as normal, but with insurgents splitting on flee. You must use the sentry turrets to pin and stop insurgents from advancing. Additionally, you can corner the insurgents by guarding adjacent zones with soldiers and turrets to prevent splitting.

## Trivia

* Sentry turrets replace Garrison initiatives
Black Caves

## Misc Information

### Unlock Cost

Mobile: Beat every standard map on Brutal or higherPC: Beat the game on the Distant Steppe

## Description

The Black Caves is the 6th map and 1st special map in the game.

## Game Strategy

Insurgents in this map are far more agressive than the standard maps. It is a massive difficulty spike when it comes to map progression. It is also hard to stabilize the zones early on. Due to that, PR & Media Office alone may not be enough and you have to fund on Strategic Communication as well. The tank deployment in this map should be used to contain insurgents but due to how agressive the insurgents are, you may have to give it to a National Soldier. Main roads and highways are also recommended here as you need your Soldiers to move around as fast as possible.

## Special Properties

### Map Features

In this map, caves may spawn in remote areas, while a tank depot can randomly spawn in any non-remote zone. Only one depot may be spawned per game.

### Unique Initiatives

* **Cave Combat Tactics (Military)** - Accelerates the speed of allied forces clearing caves.

## Trivia

* Black Caves is the first special map.
* There are 348,161 total people in this region.
* Common major Concerns in this region: Healthcare, Jobs, Telecoms, Security.
* The internal codename for this region is "asadabad".
* If this region had a structure like that in Azure Dam, convoy trucks would enter from Alpha Whiskey, Delta Whiskey, or Golf Uniform and would arrive at Echo Whiskey or Foxtrot Papa.
Distant Steppe

## Description

Distant Steppe is the 5th map you unlock in the game. 2 cities are surrounded by the water and far away from the mountains, while the rest of the vast urban civilizations are located near mountains and forests, leaving them vulnerable should the insurgents take hold of the mountains. All the towns and farms are connected through highways and roads while the mountains and forests are all unpaved, leaving travelling extremely difficult.

## Game Strategy

Usually, Insurgents will spawn in the eastern or southern area of the mountains. Albeit challenging, you should not let Insurgents spread to the western mountains as failing to do so will result in a massive reputation loss. Insurgents aren't so aggressive here but fighting them in mountains is already tough. Due to that, airstrike is powerful here. The HQ location should be at or around the cities near the mountains. It is harder to stabilize but your HQ will act as a free Garrison for early game. Cities here, especially those surrounded by rivers are easier to stabilize, therefore the players should initially focus on urban civilian initiatives but don't ignore the rural and remote regions. Highways should be invested here as the majority of the roads are highways. Early on, Insurgents will attempt to attack the cities with the strength level higher than other maps, meaning that you need multiple Coalition Soldiers to handle them early on.

## Trivia

* There are 428,117 total people in this region.
* The internal codename for this region is "nangahar".
* If this region had a structure like that in Azure Dam, convoy trucks would enter from Alpha Papa or Alpha Romeo and would arrive at Bravo Juliett or Charlie Whiskey.
* This map has the highest amount of hostile people, at the start it has over 40,000 hostile people.
Difficulty

**Difficulty** is a feature in Rebel Inc. and Rebel Inc.: Escalation.

## General Information

Difficulty settings will influence various statistics and alter gameplay experience significantly.

### Common Factors Regarding Upscaling Difficulties

* Locals are tougher to satisfy and will have more unconventional concerns
* Insurgents have better strength, capability, more camps, and take less time to prepare, all while being more aggressive.
* Starting reputation drops
* Newly trained units must walk their way to the target from HQ
* Inflation escalates faster
* Corruption increments will match their risk with fewer turns (on Mega Brutal, it matches to Corruption Risk near-instantly). Corruption's penalties are higher, and Anti-Corruption Initiatives are generally less effective.
* Intel acquisition is slower
* Logistics Costs are drastically increased
* Support Level becomes more vulnerable to government actions
* National Soldiers' training duration increases. (**~14** month for Casual and Normal, **~16** month (**95** turns) for Brutal and Mega Brutal).
* Reputation loss by lack of stability escalates, with fewer turns and higher decrements.
* Peace deal will slower, deny peace to many times can lead to catastrophically decrease support level.

## Difficulties

* Casual
* Normal
* Brutal
* Mega Brutal

*"For new players or those wanting a quick game"*

* *Easy to engage locals*
* *Corruption slowed by positive thinking*
* *Insurgents struggle to cooperate*
* Reputation starts at 90.
* Newly trained units teleport to the target.

*"For experienced counter-insurgency strategists"*

* *Challenging to engage locals*
* *Corruption opportunities everywhere*
* *Insurgent morale high*
* Reputation starts at 80
* Newly trained units teleport to the target.

*"For strategic geniuses living in concrete bunkers"*

* *Extremely difficult to engage locals*
* *Corruption impossible to stamp out*
* *Insurgents backed by powerful sponsors*
* Reputation starts at 73.
* Newly trained units now must walk from your HQ to the target.

*"For players who thought Brutal was Casual!"*

* *Exceptionally demanding locals*
* *Rampant Corruption and Inflation*
* *Relentless Insurgent onslaught*
* Local has additional concerns like Road and Security.
* Reputation starts at 70.
* Newly trained units now must walk from your HQ to the target.
* Refusing to negotiate with insurgents can now catastrophically reduce support levels.
* Insurgents are able to do one last desperate attack if they are surrounded.
45. 07/31/2021 Session Writeup

## Session Summary

After catching the would-be thief, Therelin and Taer talk to the guards, but then sneak away. Masina tries following the suspicious tabaxi, but they sneak away into the night. Paolo and Astrid are covered in flour and earn the disgust of a random noble. Lu and Masina talk to Xanthi (and Xanthi's cousin) about their winnings. Lu tells Elisio Levan and Praetor Anthos that they'll get back to them about scheduling. Praetor Anthos could see through Masina's illusion and took special interest in her.

And then it was time for a date! Itsima took Masina to meet her adventuring partner, who turned out to be Maike. Itsima told Masina that she's unlikely to work with Elisio Levan in the future, since Elisio doesn't like reusing the same people over and over. Maike talked about how things were around the fighting pits - with everyone's incomes being undercut by Eobard the Smiling's business, some of the veterans were getting worried about the future, and considering deals from an outside party that would allow them to keep fighting.

Meanwhile, the rest of the group went to a dining club in the Theater district.  Lu was worried about Eliso Levan's death being blamed on Kartvelia, but Therelin pointed out that Elisio has a lot of devils that are likely to be angry at Elisio, and that it wouldn't be hard to blame them for the death. Therelin tells the group that the rogue was committing corporate espionage, not going after the sorts of documents that would implicate the Path of Emanence. Since it was getting late (or rather early), the group returns to their inn to get a short rest.
Map Features

During the course of your campaign playthroughs, you'll encounter certain conditions on the map you'll have to cope with called **Map Features**.

## Major Map Features

Each campaign map can only have a single Major Map Feature. They tend to have the strongest effect on the gameplay.

## Minor Map Features

Each campaign map has 3 Minor Map Features. They tend to have less significant impact on gameplay.

## Trivia

* The National Surge map feature has a 50% chance of occurring relative to other major map features yet the Coalition Surge map feature has a 100% chance of occurring relative to other major map features. This is because National Soldiers still retain their primary issues of overall efficiency (extreme training times, additional corruption, long travel times, low combat strength) for the arguably marginal advantage of staying permanently, especially if the General isn't in play.
* Map features block conflicting tactics and features from occurring. For example, the Coalition Surge map feature prevents the Military Tradition map feature from occurring, as well as the Overwhelming Force insurgent tactic, Military Illiteracy map feature, and Advisory Role map features in Weekly Challenges.
Insurgents On A Tank!

**Insurgents On A Tank!** is one of the Official Scenarios in Rebel Inc., added along with Omnigovernor, Southern Fever through version 1.1.0 in PC version.

## Description

In this scenario, you'll have to handle an essentially invincible insurgent fighter and stabilize other zones whist preventing its frequent advances. The Tank, though only capable of occupying one zone at a time will instantly take over any zone it touches, and as such unless lured properly, it can easily deplete your reputation by repeatedly taking over zones. It's worth mentioning the Tank is unable to go into certain remote zones, such as Forests and Mountains in many cases unless they have road initiatives. Additionally, the Tank can be defeated in battle, causing it to flee elsewhere.

Military initiatives are authorized the moment the game begins. Additionally, Peace Negotiations advance only when you stabilize other zones.

This scenario is compatible with all maps, advisors and governors.

## Gameplay

This scenario is exceptionally difficult, and more often than not players will resort to luck trying to win because of how difficult it is to lure the Tank where they need it, as there's no guarantee for you to get enough units for blocking its routes. Additionally, you'll still have to worry about stabilization in the meantime. As trapping the Tank is next to impossible, try to stabilize zones that you don't expect it to approach quickly.

Since Airstrikes can cancel insurgent advances as long as they haven't actually made it there (after the fighter starts moving but before the red arrow appears), the Squadron Leader advisor can give you a great advantage with manual control over them.

The scenario can be cheesed by placing the HQ in a mountain tile, ideally the furthest away from the tank's initial position. It will be unable to attack the HQ directly, moving instead repeteadly between the adjacent tiles, which will buy a year or two of calm. Repeat captures in remote or rural tiles carry a much lower penalty than in urban tiles. Once the repeat captures start to cost more than 1 reputation, then it's finally time to invest into soldiers and drive the tank away.

## Trivia

* The Tank depicted in the icon reuses elements of existing artwork, implying as with all other Tanks, this particular Tank is also an M1 Abrams.
* This scenario is the only case where Insurgents technically employ Tanks.
Surveillance Drones

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

## Usage

Drones can be unlocked after the initiative "Deploy Coalition Soldiers 1" has been purchased. Then, the Drone will appear once in a while, scanning 1 zone each run.

* They prefer to target zones with insurgent presence, and will linger for a limited period of time, providing temporary intel while revealing any insurgent camps.
* Drones can be augmented with upgrades for increased general effectiveness.
* The Drone is not counted as a standard unit and therefore will have unlimited tours of duty.
* Drone help reduce high chance for Airstrike causing civilian casualties in zones that drone scan
* Drone has basic cooldown is **35 turns**, and it reset if the game has caculation zone to scan or player using ability drones.

## Upgrade

 Fuel And Endurance
 Combat Sensors

\*base cost without inflation

## Trivia

* The icon resembles the MQ-9 Reaper, a drone commonly used by the US Military in international warfare.
* The in-game sprite is re-used from Plague Inc.
* In real life, thanks to the wide availability of AA Weapons, Drones are often destroyed in combat. This isn't the case in-game where insurgents are helpless against them.
* When Surveillance Drones are fully upgraded, it is possible to see two drones on the map at once - One active and the other withdrawing.\
* Rebel Inc drones have the exact same sound and has the same image pop up as the drones in Plague Inc's Vampire Plague and Siminal Flu diseases.