Transport's Guide To Rebel Inc: Escalation

Transport's Guide To Rebel Inc: Escalation

Introduction

Hey there! I'm Transport. I hope my guide will be of help to you, regardless of difficulty, regardless of the map, regardless of the governor, regardless of advisors. Have a great time reading the guide and if you have any questions, post a comment!

1. Objective Of The Game

The objective of the game is always to:

1. Get zones stable.

2. Contain the insurgents

Never, ever try to completely wipe out the insurgents. They will simply build their bases elsewhere, your troops overstretched because they’re now everywhere. Wiping out the insurgents is a thing you do after almost every zone is stable. Of course, some combinations of maps&governors are much tougher than others, sometimes you might get unlucky with concerns/insurgent spawns. Rebel Inc is all about luck mitigation and skilled play – because RI has ‘input randomness’, not ‘output randomness’. The former you can do a lot about – the latter not so much. Remember to pay attention to the game – look at the insurgents to predict where they will go in a few turns, look for [?] camps, check events often to know when you have to save money for said events. With experience, you’ll most likely know what events trigger before even seeing their description.

2. 3 Main Stats

(Global) Support Level – almost pointless. A percentage of global support is slowly applied to zones with initiatives rolled out. It doesn’t help you that much by itself. Global Support is much more efficient at lower difficulty levels.

Inflation – your biggest enemy early game. Every initiative you purchase increases inflation by some amount. Every time you buy something from the same tab, inflation increases even more. And in the early game, you have a lot of money to spend – so you have to time your purchases wisely. It goes down by itself relatively quickly, so best to keep it low at all times. Some initiatives (like roads) are prone to inflation, which makes even relatively low inflation increase prices by a lot and some others (like Coalition soldiers) are highly resistant to inflation (extremely high inflation increases the price by 1$) so best to look out for those.

Corruption (Risk) – On Mega Brutal Corruption (Real) catches up to risk in a few turns, so you’ll mostly manage Risk rather than Real. On Mobile, you can tell how much risk you have by doubling the amount of support level reduction. The reputation penalties for high corruption start being dangerous at 40%, but they get very serious at 50%. So try to keep your Risk at least below 40% if possible, in some circumstances (usually something needs to be bought urgently) it’s fine, as long as you’ll get it down soon. The support reduction doesn’t matter much – it’s the reputation loss is what matters the most. The more reputation you lose, the less money you’ll get, the less reputation for extending coalition you’ll have, the less score you’ll get etc. Anticorruption teams are usually bought when you’ve got nothing pressing to purchase. They’re always a great purchase. Meanwhile, Corruption Purges are worth the most on lower difficulties. They remove a % of your real corruption and corruption risk. Real corruption catches up to you on mega brutal quickly anyways, and having high risk would make you lose reputation due to real corruption catching up quickly, so you’d have to buy something that induces a lot of corruption (Telecomms, Soldiers etc) then immediately buy purge after that.

3. Stabilisation – How Does It Work?

To stabilise zones, you need supporters. That’s obvious, right? But how do we exactly stabilise a zone? What does the zone consist of? PC shows much more compared to Mobile. To stabilise a zone, you need Local Support. Local Support comes from building initiatives, global support (most apparent if you already have something built there) and soldiers (rare in the beginning). But all Support does is convince the people who don’t care into becoming supporters. The more supporters you have, the harder it is to convince the rest of the people that don’t have an opinion. Hostile population works a bit differently. They are actively opposing your regime – increasing the requirements for supporters. They also work similarly to Supporters – the less hostile population, the harder it is to convince the remaining ones to become neutral. There’s a hidden stat – I’ll call it hostile generation. If it’s negative, the hostile population goes down. If it’s positive, the hostile population goes up. You want this number to be as low as possible. Services work best on them – Telecomms and Police work pretty well too, but they roll out painfully slow compared to services (at least 50% slower, depending on the specific service). Some events and initiatives will boost hostile generation. For example, you might have a tough time with Warlord not because militia brings negative support, but because it increases the hostile generation. With some initiatives counteracting it, you’ll still need a bunch to stabilise anything. Same goes for all initiatives that explicitly say ‘decreases support level’. You’ll probably want to avoid buying those until you have a few zones already stable. My follow-up of choice are Telecomms, as they will slow down a bit hostile generation at first, then after they get rolled out in few zones, actually bring in support. Technically you can go two ways with stabilisation: try to farm supporters or farm hostile degeneration. I think that the latter is much easier to pull off, as it requires cheap initiatives that don’t induce much corruption and usually 1 less hostile is better than two supporters. The only downside is inflation. You’ll still want to get some solid local support though – services alone usually aren’t enough (but can be, depending on your purchases). Police/Jobs/Electricity give solid boosts to support (The first one being the best, the last being the worst, usually).

There's also another thing about stabilisation that I learned recently. Namely, stable zones boost support level by a significant amount(!) in adjacent zones. This encourages rapid stabilisation of few zones rather than slow spread-out support in all zones.

4. Roll Out – How Does It Work?


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Every initiative that needs to be rolled out has a single team of builders working on them. I’ll call them hammers because you only see hammers on the map. Roll out can be speeded up by increasing a (hidden on mobile) stat called Accessibility, which is based on the type of road in the zone and the road level. A level 2 highway in a major city will build at twice the speed of a remote, mountain zone with level 0 dirt roads. Highways have the highest base accessibility, dirt roads have the least. Non-rough terrain has a bit higher accessibility than any zone with rough terrain. Grassland will usually fare better than scrubland/desert. Towns will usually be better than rural zones/remote zones. Outreach initiatives grant a flat bonus to all zones/specific zones. Electricity will raise building speed in the zones it’s completed. But you can ‘double’ the speed of initiatives you are rolling out by purchasing outreach initiatives. They grant generic/zone specific hammers. Extra hammers of a single type cannot roll out multiple initiatives of the same type, for example, remote outreach level 2 grants you 4 hammers to use in remote zones. You buy 4 jobs initiatives and you’ll only see six hammers – four base hammers, one generic hammer (from outreach office) and one remote hammer (from remote outreach). To fully use it’s potential you need to buy different types of initiatives. Only jobs are a single group, water/schools/medicine for example are all different types. If you buy remote outreach 2 and water 1, school 1, medicine 1, any job, you’ll see 9 hammers (4 base, 1 generic, 4 remote). Initiatives that can roll out without intel have a penalty to roll out in zones without intel (50%?).

This image shows how many turns it takes to roll out those initiatives with two decimal points (still might be not accurate enough) but the error should be at most 2 turns. Remember: 6 turns = 1 month

5. Insurgents – How Do They Work?

The insurgents obviously will take over zones. They will also make people feel endangered, increasing hostility in nearby zones, so best to try not to keep the insurgents adjacent to your starting areas, that you want to stabilise. The attacks are based on Capability and Camps. The more camps and the higher capability, the more often they will attack you and/or spawn from camps. By keeping insurgent capability low, they will be less aggressive. By destroying camps, they'll be forced to build them again to do anything. Airstrikes will cancel their attacks as well. How to keep the capability low you ask? Well, you've got a few options:

Destroy camps via soldiers

Destroy camps via airstrikes + drones

Killing Insurgent Fighters with Sniper Support perk

Recurring Foreign Rival Event or Weapon Smuggling Event

Use a specific advisor (which is not great, so not an option)

So pretty much the only real option at the beginning of the game is dismantling camps, usually with soldiers. You can go two ways here:

- use District Representatives and guess where camps are (usually by remembering where the high hostility spots on the map are, thats where camps like to spawn)

- use Regional Census (which costs money) but not guess

I usually like the first option the most. I believe the Regional Census money could be spent elsewhere. It's a good initiative, but soldiers with intel-gathering can do a better job. Guessing works even better if you know common camp spawns.

When defeated, the insurgents will try to run away if they can. If they can, they usually will prioritise zones where they can survive better or do more damage. Usually, it's something like this:

Go to Insurgent Controlled or a Camp. If impossible, go to Unstable or a zone with Weak Accessibility (or weak roads). If impossible, go to a stable zone with the most population or the weakest road. If you have a stray spawn away from the main group(s), it's best to herd it back to the group instead of killing it (unless the path is blocked by garrisons. If there are 1/2 insurgents and there are security initiatives in the zone, let them deal with the insurgents (unless there are no valid places for camps to spawn.

Camps won't spawn in stable zones are. Consider body blocking with national soldiers zones that are surrounded by stable zones, to block camps from spawning there. Camps cannot spawn in zones with soldiers as well. By having 0 camps on the map and all unstable zones blocked by soldiers, nothing will spawn. Unless you get a 'desperate attack'. It triggers when playing Mega Brutal and the total stability is high/insurgents can't spawn anywhere. It's just there to annoy you. Best case scenario they just spawn in their zone/in the middle of your garrisons. Worst case scenario they appear in a zone with a lot of adjacent zones. You'll have to kill them because usually, it spawns too many of them for security to deal with.

6. Roads – How Do They Work?


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Transport's Guide To Rebel Inc: Escalation image 34
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Roads aren’t fully researched, but to some extent they are. Like mentioned previously, they increase the accessibility of a zone. The upgrade usually at most gives a 30% building speed to the zone. Dirt roads give poor accessibility, so they give much less (about 10%-15%) construction speed. Of course, they boost the intel collection. The boost seems to be about the same as District Representatives. Intel isn’t researched well at this moment, so I can’t talk much about this one. But the most important part about roads is that they increase movement speed for troops. Garrisons cut logistics costs as well. Coalition soldiers benefit much more from roads (about twice as much). Base costs for movement from zone to zone are 14 logistics. If you go through a zone, movement through it will cost 12. Then you add bonuses from roads. Major roads and Highways will have a bonus to movement even without any upgrades (as you saw that when you played, it didn’t cost 26 logistics to move 2 zones away). Consult the tables below to count the logistics costs.

They won’t always work. The full equation for logistics costs is unknown, but this is about as close as you can get. I’ll make an example to show you.

Let’s say my National Soldiers without trucks are at Foxtrot Papa (middle). I want them to move to Golf Uniform (on the right). The best path is Foxtrot Tango (highway 1), Foxtrot Whiskey (major roads 0), Golf Uniform (major roads 2). The cost is likely to be 0 + 5 + (14-9) = 10 logistics. Trucks shave off about 2 logistics, so if I had them it would probably cost 8. There might be some crossing bridge penalties or weird costs on Minor roads, so don’t expect this to work the best on Minor roads. If there exists a penalty for crossing bridges, an upgraded road on either side should remove it.

Roads are extremely helpful. Remember to start rolling them out before 2010! The earlier, the better.

7. Troops – How Do They Work?

Disclaimer: Strength isn’t researched at all.

You’ve got two types of troops. Coalition Soldiers and National Soldiers.

Coalition soldiers:

- Much faster

- Much stronger

- Civilian casualties from airstrikes less likely in the zones they are in

- Can antagonise the local population (creating multiple hostiles a turn!!!), this effect persists until you leave the zone alone for a few months (Curve effect). It’s weaker at the beginning but begins to ramp up very quickly if you don’t have any Interpreters. On top of that, they will reduce your local support.

National soldiers:

- Weak without upgrades

- Slow without roads and/or National Travel Logistics

- Cause a lot of corruption

- Don’t generate hostiles

Their best use is for body blocking (slower security drain while fighting and not losing very much), your other troops will surely come just in time to help. They also block camp spawns, so for example if you have all zones of Saffron Fields stable but the mountains and the town in the bottom left corner, you can place a soldier there, to block all camps from spawning there while the soldier is there. Once the zone is stable you can move him away. Speeding up the stabilisation process via Soldier Outreach programs will certainly be helpful in later parts of the game. Airstrikes will be very helpful in increasing your soldiers’ strength, regardless of whether they are coalition, national without upgrades or national with all upgrades. They also have a chance to instantly kill some of the insurgent fighters. Increased damage is also of great help. You should mostly rely upon on coalition soldiers in the early-mid game, maybe use 1/2 national soldiers as body blockers. Then once you start running out of coalition soldiers to buy (usually on 4th coalition purchased) you’ll want to start buying 3rd/4th national soldiers. Just remember not to succumb to high corruption they are making when you purchase them and have roads before they finish training. Of course, this is not a set rule, you can buy your national soldiers earlier/later, you’ve got to be careful when you do. Earlier training means more often having to juggle corruption and later training means having to juggle more your troops. And please, don’t send Coalition Soldiers to battle only to send them home 1 turn later. It pains me.

8. Manipulating Insurgents


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The insurgents can be manipulated with correct troop juggling. Let’s refer to Black Caves map again, for an example.

As you know, they usually will try to run to insurgent controlled/camps -> weak roads/unstable -> stable. Sometimes they will keep running back and forth. Let’s say there are insurgents at Charlie Papa (middle). Bravo Oscar is unstable and the only insurgent zone left is Charlie Juliett (top right). Knowing how they’d react to losing, they probably would run to Bravo Oscar. By blocking that zone, they’d most likely run away to either Charlie Lima or Charlie Mike, from where they would most likely run away to their friends at Charlie Juliett. If they run back and forth, block both of the zones to force them to run into a different direction. Herding stray groups back into their ‘pastures’ is very important if you can’t kill them.

9. Builds

Build No 1. I am Proto, Your security is my motto

Requirements: None

Benefits: Fast start to (slow) roll out of security

District Representatives

Effective Procurement

Services Discussions

Medical Supplies

Core Health Care

Outreach Office

Universal Justice

Local Police Recruitment

Both Vaccines OR School Regeneration + School Supplies

Optionally, Water 1 to speed up stabilisation efforts.

Free to buy anything else.

Build No 2. Fort Support AKA Harvey's General Strategy

Requirements: General, Instructor

Benefits: Rapid stabilisation

Buy order:

District Representatives

Effective Procurement

Deploy National Soldiers 1

Garrisons

Civil Support (you probably can't afford this one immediately)

PR & Media Office

Free to buy anything else.

Starting from here I suggest purchasing two levels of healthcare and the two levels of vaccines. This setup should be good enough. If you find it hard to get a 4th zone to stabilise, buy Water 1.

Build No 3. Road Building

Requirements: None, but works best when your HQ will be surrounded by one type of road (Mostly applies to Distant Steppe and Black Caves)

Benefits: Speed up troops and roll out before insurgents come out.

1A.

District Representatives

Effective Procurement

Infrastructure Discussions

A road of choice (that's not a dirt road)

1B.

Infrastructure Discussions

A road of choice (that's not a dirt road)

District Representatives

Effective Procurement

2.

Medical Supplies

Core Health Care

Outreach Office

PR & Media Office

Water 1

Both Vaccines AND/OR School Regeneration + School Supplies

The difference between 1A and 1B is that 1B saves a bit of money and inflation at the cost of a few corruption risk %.

Build No 4. Modern Build (the one I am currently using)

Requirements: Similar to 'Road Building' and 'Your security is my motto'

Benefits: Similar to 'Road Building' and 'Your security is my motto' - combining both good things. This might not work out that well on 'poor governors' but is still a good strategy regardless.

1.

District Representatives

Effective Procurement

Infrastructure Discussions

A road of choice (that's not a dirt road)

Services Discussions

Outreach Office

Universal Justice (buy this and all of the above turn 1)

Local Police Recruitment

2. (in any order and you don't need to buy all of them - I prefer Water -> Core Healthcare -> PR -> School Supplies/Vaccines)

Water 1

Medical Supplies -> Core Health Care -> Both Vaccines

School Regeneration -> School Supplies

PR & Media Office

Insurgents should appear soon (skip some of the above stuff and buy it later if you do not manage to buy in time - the soldiers are more important)

3. Deploy Coalition Soldier 1

Interpreters & Guides

Human Terrain System/Deploy Coalition Soldier 2

The other one from the above two

Why do I like this build? It focuses support in one place - doesn't spread it out like Education + Census build does (fairly common in K2's vides) and therefore helps with stabilisation once you've got at least one zone stable.

10. Gameplay

After buying all of one of the builds, I usually try to do the following:

Get 2 coalition soldiers, get Interpreters. Since I don't buy Regional Census, Interpreters are a must. To be honest, they are even if you have Regional Census. The effect they give is very helpful. My next priority is to start lowering corruption, even by a bit. Civilian spending also gets a bit of cash. Mostly it's either the other initiatives mentioned in the build or roads. Roads are very helpful, regardless of the map. Airstrikes can be helpful as well - destroying camps or giving you combat strength. If you want to upgrade airstrikes, buy the damage upgrade first, not the speed upgrade. It boosts airstrikes a lot, compared to the speed bonus. Containing the insurgents in one big pocket that's less than 6 (or 5 if possible) zones or in 2 pockets, 2-3 zones each is important. More than that usually causes your troops to be in overstretch (unless you have a lot of good roads). Telecomms I rarely buy early, only if there are major concerns about them. They are nice in the mid-game though.

AntiCorruption is purchased when I don't have anything pressing to buy.

11. Notes On Advisors

Orange

Journalist – Probably the worst one of the bunch, gives a tiny bit of intel gathering.

Village Elder – Usually you don’t care about support in Remote Zones. Only would matter in maps where you start in a remote zone (most impact on Azure Dam, in the rest of the maps it almost doesn’t matter)

Town Planner – If you plan to start next to multiple towns, sounds like a good idea. Otherwise it isn’t that great.

Farmer – Usually there’s plenty of Rural zones (Except on Steppe and Azure) so also a good idea to pick him.

Doctor – Best one of the bunch as I’d rather calm down hostiles than farm supporters. 1 less hostile is usually better than 2 supportersPink:

Negotiator – Has some rare cases where you’d want to use him (challenges, mostly). Otherwise the increased speed of negotiations is going to annoy you more. Slower talks = better.

Militia Chief – Minor effect for an increase of early game corruption. It’s only better than Negotiator because it has an upside.

Police Chief – Decent choice, especially if you want to get security.

Tribal Elder – Delays the insurgency, I’ve heard from some sources that it’s a 6 months delay. Won’t matter much on the Economist as you already get your budget in advance.

Religious Leader – Best one of the bunch, doubles the amount of Insurgent Capability lowered when stabilising zones, which you know you want to keep low.Pink:

Impulsive Shopper – Random purchases (which you should avoid). Challenges/fun only

Trained Monkey – Can pick locked options for you (Subtle Pressure without Foreign Relations Office for example). Has some niche uses in Campaign mode (Extended Deployment comes to mind) or challenges and having fun.

Armchair Architect – Plops your HQ on a random Major Road/Highway. I enjoy using it because it spices up the game a bit. Of course you can get thrown into a corner.

Celebrity – Decent one, gives you a bit of global support, mostly visible as local support in the HQ.

Tourist – Decent one, gives you 2 extra intel. Best used on Megabrutal, on lower difficulties it loses it’s value.Yellow:

Wealthy Exile – Are you planning to lose or something? Don’t pick this one. The effect is trash anyways.

Private Donor – Not a fan of this guy, would rather use Armchair Architect instead. There are better people for this job.

Investigative Reporter – A boost to anticorruption. He’s fine, but I believe there are better options. Better with more AntiCorruption purchased.

Realist – Delays lack of stability by a few months. Good on some tough challenges where you have a hard time stabilising anything.

Tax Collector – nuts. Gives you 2$ instead of 1$ to annual budget when stabilising 2 out of 3 zones. Probably the best advisor in the game.Green:

Observer – This only works if Coalition Soldiers are in the zone. Not a great choice.

Instructor – Only good for the General, with which you can skip Coalition soldiers in the early game. Otherwise, pointless.

Drill Sergeant – You shave off about a month or two of training time. Not a superb choice.

Arms Dealer – Ups your national soldier strength. Okay, but you can buy airstrikes/upgrades to national arms anyways. You can also fund military from the recurring event when you have too much money.

Chef – Probably the best one, as it extends tour of duty of your Coalition soldiers while they stand around, waiting for insurgent attacks.Cyan:

Censor – I’m kinda on the fence with this one. Saves you reputation from losing urban zones (which you shouldn’t lose in the first place) and increases ‘chance’ for not losing reputation for the first captures of non-urban zones. It’s entirely possible that you get no benefit from him or a lot. Good on later campaign maps, especially map 5.

Tactician – Unknown effect, can’t tell whether he’s good or not. I believe the chance scales with the number of fighters anyways. More fighters = more likely to kill some of them. You rarely can kill tiny groups, maybe in zones with garrisons.

Engineer – Cuts garrison spawn by a few months. Decent.

Logistics Expert – Saves you a bit of spending on roads, but the requirement is that the zones are stable. Works best on Major/Minor roads. Decent choice.

Pilot – No effect unless you buy airstrikes, but you probably want to buy airstrikes sooner or later. Saves you a bit of money on airstrike upgrades. Good choice.

12. Notes On Governors

Civil Servant: A very solid governor. His upside is that he has no downsides. Nothing much to say about him.

Economist: Strong governor, she gets her budget in advance. This means you can buy multiple coalition soldiers/get airstrikes much, much faster than with other governors. The reduce inflation ability 1 is very useful in the early game, letting you cause a bunch of inflation (be wary of overspending on initiatives) then reduce it down by a hefty amount. Always try to keep about 10$ for events, you can spend this money in January. I usually like to buy Foreign Relations Office a bit earlier (not when the event triggers) so I’ve got one recurring event not backfiring on me along with other events.

General: He’s not a great governor. His Military authorisation is pointless unless you’re using the Fort Support build. So for nothing, you get +2$ to all civilian initiatives and PR. Eeewww Technically you could buy a coalition soldier to look for camps, but you just spent some money on possibly absolutely nothing that helps you. His Martial Law temporarily slows down Lack of Stability but that’s not something to be heavily relied upon.

Banker: I usually play her like the Civil Servant. On Mega there’s rarely a time to not spend money unless you are already winning, then the ability is pretty much worthless, aside from triggering that recurring ‘too rich’ event. Print Money is good if you aren’t planning on buying something in the near future that doesn’t have a blue background (those have extremely high inflation resistance). Don’t buy this until you are close to stabilising at least 1 zone, since it pisses off people. You’d best buy at least 1 service after using it, maybe two, when the inflation gets low.

Smuggler: Probably the best governor, tied with Economist. Cut Corners is a great ability (as it cuts down training time, gives you a teensy weensy bit of money. After you buy Deploy National Soldiers 1, you can Sell Arms with which you can purchase airstrikes (which are much better than the national soldiers' strength). The increased support reduction from corruption doesn’t matter as corruption reduces global support. Military Inc is ‘Free real estate’ as you speed up the corruption by maybe 1 turn, as it takes less than 6 turns for real corruption to catch up to risk. Just free money, take it.

Warlord: Not the greatest governor of all time since he starts with militia (which has to be counteracted) and national soldiers get recurring events (pay money, you should delay those as much as possible), although they train significantly faster. At worst you should just buy a bunch of services to counteract the hostility from the militia. Militia can be very helpful as it rolls out extremely fast and can kill 1 str stray spawns.

Tank Commander: Ugh, don’t get me started on how bad this guy is. Increased civilian costs by 2$ (PR’s price not increased, thankfully), downgrades National Soldiers 1/2 and downgrades Coalition 1. The tanks are not great compared to infantry. They’re slower, they can’t enter rough terrain unless there’s a major road 1 or a highway, and if they did enter it, they battle weakly there. While yes, they do have increased strength, usually 1/2 coalition soldiers can do the job. Or 1 coalition soldier with airstrikes. Oh, did I mention that those so-called ‘powerful’ tanks cost more than regular infantry and that Garrison, Airstrikes, Drones cost about 10$ more? Sounds like fun. A lot. National Tanks are especially worse compared to regular National Infantry. Bah, even a single Coalition Infantry is better than four National Tanks. If you want to use tanks, use them on Coalition. The Coalition Armour is much stronger. Maps with bad roads can be very troublesome with this guy.

Development Director: Great governor, Experts say ‘**** you concerns’, so they eliminate a *concerning* part of the game. The downside is that Coalition Soldiers cost more and you only have access to 3, which means you’ll want to be a little faster with deploying national soldiers.

13. Notes On Maps

Saffron Fields – Easiest map. Insurgency pretty much always starts on the right side of the map. Even the earlier insurgency start on Mega doesn’t hurt as much since it’s very easy to defend the non-mountains. I’m tempted to say roads do not matter much on this one. Just keep the insurgents in the mountains and you’ll be fine.

Mountain Pass – Certainly harder than the first one, but still very easy. At least 1 level of Major Roads is important here or else you’ll have trouble traversing to the other side of the map. A highway is pretty useful to shave some logistics costs, but not a must-have. You’ll certainly fight a few mountainous battles, as you can’t let them have all of the mountains.

Southern Desert – Fairly easy map, lots of flat terrain. Major Roads are very useful on this one. The highway on this map isn’t that great by itself. The town on the bottom is extremely prone to insurgent attacks from the mountains, especially with lack of security and/or major roads so keep an eye on it. Keep the insurgents either in the mountains or the desert itself.

Pistachio Forest – Horrible map. Lots of rough terrain and a natural debuff to major roads (+2 logistics costs for them, their construction is a must!). Dirt roads become more important with 4 rural zones with dirt & gravel trails, bordering common insurgent spawns. Be very careful on this map. Letting them breed in the mountains is fair game, at best give them 4 out of the 5 mountains if you can afford it.

Distant Steppe – Seems like hell – a giant remote zone, but it’s easier Pistachio Forest in my opinion. An excellent highway exists in this region, major roads are not that great, but still useful. I suggest to keep them in few forested zones or few mountains (you can use 3 soldiers to contain them on the right side)

Black Caves – Lots of small patches of mountains, great highway, great major roads. Roads are pretty darn good on this map. But lots of single-mountain remotes let the insurgents have a lot of small havens around the board, which increase hostility around them…

Azure Dam – Loads of remotes, actually has a debuff to non-highway roads, (+1 logistics cost) so main roads are going to be important. The highway is important as well, and the insurgents will often run to block trucks from going anywhere, which is a pain in the … . Sometimes even security is slower than them which means there will be a little guy constantly running around until you kill him. You can skip PR here if you purchase plenty of services. I suggest closely watching the left side of the map, killing pockets there, or redirecting them to the upper left corner, where you can kill them easily. The upper right 3 mountains are better for the insurgents (although try to control both sides of the dam).

14. Campaign Mode

Play Campaign mode as if you were playing a regular game. Don't rush insurgent controlled zones before insurgency starts. Try to stabilise some zones as usual.

The best perks you can pick are those that help you stabilise. Whether it is funding, free initiatives, it will all be very helpful.

Save the least worrying maps for last. Save the best governors (Economist and Smuggler) for last. You have 6 governors for 3 maps, most likely you'll use Civil Servant, Development Director and something else.

As map features go, think if they make it harder for you, or easier for you to beat the map, or if they don't do anything. The harder the map, the better it is to clear it earlier. A 'Vulnerable Embassy' is usually something to forget about because it spawns in places you want to protect anyways, so it doesn't matter. Getting free initiatives is superb (preexisting operation or diplomacy initiatives). Making fuel hard to come by or locking the airforce is pretty bad.

Conclusion


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Thank you for reading, hope my guide will help you in winning in the game. Feel free to post comments with questions. You can catch me on Discord at transportowiec96#4236

Join the official Rebel Inc discord server: http://discord.gg/pxywvBk

Additional, helpful resources:

My YT channel

K2's YT channel a great guy! I suggest watching him, he has a different strategy from what I wrote here but the results in the videos show that it’s also good.

Answers To Questions

Here answers to questions will be included.

Originally posted by 'Obama Llama':Trained monkey is undoubtedly the best advisor in the game. Ignoring the extra $10 or so and a very little support buff, this little guy can fund support events you don't have the money for, which goes great with economist, and extend coalition soldiers on extended deployment campaign maps. Coolest little monkey in the world

Sure it can fund support events you don't have the money for. Problem: It can backfire on you. When you have the 'Hotel' event and no police, it can choose the option that decreases support level. If you have 'Hospital/University/whatever' event with no oversight / oversight / refuse construction, then it can pick the no oversight option which has a high chance of backfiring on you by significantly increasing corruption (which is huge on mega), which is especially important to keep as low as possible early-mid game (warlord soldiers also may be disbanded, increasing capability) Players may also die to the Monkey's choice (extend coalition when you don't have enough rep and aren't paying attention). This also makes it harder to stall for time so you get money for certain events, because you have to count turn by turn whenever events are close to forcing you to make a decision. I do concede that it can be helpful against Extended Deployment, although it's so long already you should be able to do without the Monkey. Economist is also about spending your money wisely so I guess it can help newer players when they spend too much of their money fast.

I still think that it is much better to pick something else than the Monkey, but it does have some niche uses. I'll amend that part of my guide.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1895957927					

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