Devil's Peak
Devil's Peak is the 10th map in Rebel Inc. and the 5th special map. It is the second map included in a DLC, namely Dollars and Disasters.
Area statistics[edit | edit source]
Region Name | Type | Transportation | Terrain | Population | Hostile% | Zone Size (Hexes) | Scale Zone Size |
---|---|---|---|---|---|---|---|
Alpha Juliett | Remote | Minor Roads | Forest | 15276 | 4,77% | 86 | 1.58 |
Alpha Victor | Urban | Main Roads | Grassland | 53285 | 4,87% | 88 | 1.617 |
Alpha Oscar | Rural | Highways | Grassland | 14165 | 3,17% | 89 | 1.635 |
Alpha Papa | Rural | Minor Roads | Grassland | 4127 | 3,99% | 49 | 0.9 |
Alpha Kilo | Remote | Minor Roads | Mountain | 5480 | 20,72% | 51 | 0.937 |
Alpha Lima | Remote | Minor Roads | Mountain | 4814 | 5,72% | 46 | 0.845 |
Alpha Mike | Rural | Main Roads | Desert | 5562 | 4,44% | 56 | 1.029 |
Bravo Mike | Rural | Highways | Desert | 6236 | 5,11% | 51 | 0.937 |
Bravo Whiskey | Urban | Highways | Scrubland | 26258 | 4,57% | 57 | 1.047 |
Bravo Juliett | Remote | Highways | Desert | 4707 | 4,04% | 50 | 0.919 |
Bravo Kilo | Remote | Minor Roads | Mountain | 6013 | 11,08% | 36 | 0.661 |
Bravo Lima | Remote | Minor Roads | Mountain | 4552 | 29,07% | 58 | 1.066 |
Charlie Kilo | Remote | Minor Roads | Mountain | 5645 | 12,51% | 56 | 1.029 |
Charlie Lima | Rural | Main Roads | Desert | 4962 | 5,22% | 47 | 0.864 |
Charlie Mike | Remote | Minor Roads | Forest | 10919 | 7,11% | 45 | 0.827 |
Charlie Oscar | Remote | Highways | Desert | 4791 | 5,21% | 64 | 1.176 |
Charlie Juliett | Remote | Highways | Desert | 3924 | 5,60% | 40 | 0.735 |
Delta Juliett | Remote | Minor Roads | Mountain | 4842 | 10,10% | 51 | 0.937 |
Delta Papa | Rural | Main Roads | Grassland | 15196 | 8,74% | 53 | 0.974 |
Delta Kilo | Remote | Minor Roads | Mountain | 5214 | 23,45% | 62 | 1.139 |
Delta Lima | Remote | Minor Roads | Mountain | 3948 | 12,21% | 52 | 0.955 |
Delta Whiskey | Urban | Main Roads | Grassland | 22169 | 4,34% | 62 | 1.139 |
Delta Mike | Remote | Minor Roads | Forest | 17999 | 7,19% | 65 | 1.194 |
Delta Romeo | Rural | Main Roads | Grassland | 19097 | 3,76% | 38 | 0.698 |
Echo Juliett | Remote | Minor Roads | Mountain | 3908 | 8,30% | 45 | 0.827 |
Echo Mike | Remote | Minor Roads | Mountain | 6602 | 23,86% | 57 | 1.047 |
Echo Kilo | Remote | Main Roads | Desert | 4813 | 4,48% | 32 | 0.588 |
Echo Lima | Remote | Main Roads | Desert | 5267 | 3,82% | 38 | 0.698 |
Geography[edit | edit source]
The map's defining feature is the volcano in the middle which is the culprit of the eruptions in the region. The east side of the region sits it's largest city that has a forest and mountain next to it while a smaller down sits at south-east and another far west. The rest of the map is covered with forests and mountains, with the bottom-center part being flatter terrain.
Special features[edit | edit source]
Military Initiatives are unlocked by default no matter which governor is used.
Volcano[edit | edit source]
The main mechanic to this map is an active volcano, which will, at random, cause an eruption in a zone.
- When this occurs, the population must be evacuated. The blast occurs when the associated decision has been made, destroying any Soldiers, Insurgents (which can still occasionally wander inside, causing them to be instantly removed from play), structures and most initiatives. The zone then becomes inaccessible and uninhabitable for a significant amount of time and no intel can be collected on it. However, its stability can still be influenced by some external factors, such as nearby stable/insurgent-controlled zones, and Drones can still scan them to provide temporary intel.
- When a military unit is destroyed, it is recalled and automatically retrained after several months at no additional cost. The game counts this as withdrawing, such as when an eruption hits a zone where they are in combat, 1 reputation will be lost, and any attachments given with them are removed as well. Military units moving to an eruption zone will not have the order cancelled automatically, and if allowed, they will be removed the moment they enter before being retrained as usual.
- The first eruption will always begin in October 2002 on turn 6/6 (when the month timer is 5/5 full). Without vulcanologists, the first warning symbol will appear in January 2003 on turn 2/6 (when the month timer is 1/5 full). The eruption evacuation decision will appear in April 2003 on turn 2/6 (when the month timer is 1/5 full and must be responded to by May 2003 on turn 4/6 (when the month timer is 3/5 full).
- Eruption warnings are 7 turns apart. Without vulcanologists, there are 3 warnings before an eruption. With vulcanologists, there are 5 warnings. The warning texts are:
- Ground swelling
- Wildlife panicked
- Seismic activity
- Sulfur detected
- Thermals rising
- Eruption
- Clear
- After the peace deal is signed with the insurgents, the volcano turns inactive and all eruptions end inmediately.
Exclusive initiatives[edit | edit source]
All initiatives can be found at the military tab.
- Fire Proximity Suits - Equip Soldiers with fire proximity suits specially designed for ambient heat protection up to 93 degrees centigrade. Allows Soldiers to travel through eruption zones.
- Emergency Transport - Suspend traffic flow and clear faster routes for Soldiers assisting with evacuation efforts. Soldiers travel faster to zones adjacent to an incoming eruption.
Game Decisions[edit | edit source]
Eruption Imminent
- Controlled Evacuation - Send Soldiers to relocate locals and their belongings from erupting volcano by military transports for free. Requires the presence of one such unit within or nearby said zone that isn't actively fighting, and can be chosen regardless of the zone's allegiance.
- Emergency Evacuation - Relocate the population and few of their belongings at the cost of funds. Can only be done if the zone is not controlled by insurgent.
- [General Governor Bonus - Superior Training: Evacuations are partially refunded by $(1-2)].
- Ignore - Let the locals fend off themselves. Reduces support level and causes insurgents to spawn in a nearby zone.
- If the HQ zone is targeted, it has a 50% chance to survive the eruption with Fire Proximity Suits, and a 0% chance without them.
Insurgents Harvesting Sulfur
- Flood - Ruin the mixture of explosive by flooding the shaft by water at the cost of some funds. Reduces Insurgent capability.
- Destroy - Request a cruise missile to destroy the mine and block the entrance. Reduces Insurgent capability but prompts an immediate eruption in the associated zone and decreases reputation by 2.
- Ignore - Leave the Insurgents to continue harvesting sulfur. Increases Insurgent capability.
Volcanologists request passage
- Guided Travel - Withdraw a single National Soldier unit at random for a year. Volcanologists provide early seismic activity warnings in advance of imminent eruptions.
- [Billionaire Governor Penalty - Poor Connections: Has to pay $(20-23) for locals to guide them.]
- Unguided travel - Allow volcanologists to explore, unguided. Chance for Volcanologists to lose contact during their expedition. Otherwise, they provide early warnings as usual.
- Refuse - Declare the region unsafe. Volcanologists will not arrive at all.
Strategy guide[edit | edit source]
As with most other maps, the main goal is to contain the insurgents. The Volcanic Eruptions can be a double-edged sword. In the early game, they can eliminate troublesome groups of insurgents and form temporary barricades that block escape routes, but can also hamper player units as they can destroy roads and Garrisons while all stabilization efforts grind to a halt. The withdrawal effect is particularly beneficial for the Tank Commander, since as mentioned before replacement units do not come with any attachments, compensating for his usual lack of infantry.
Care should be taken to ward insurgents away from many remote zones lest reputation be lost to their activities. It is more ideal to go for roads for speeding up any allied units to save resources on evacuations later in the game. Furthermore, it is important to get fire proximity suits, as these allow soldiers to travel through otherwise blocked areas or roads and shave off logistical costs. Fortunately, the locals are fairly easy to satisfy, as their concerns are primarily centered on Services, which are cheap and generate less corruption compared to Jobs. Security is still important to have as there are a few high population zones to defend.
Trivia[edit | edit source]
- The internal codename for this region is "eruption".
- DLC "Dollars and Disasters" also includes the Billionaire Governor bundled with this map.
- Due to a bug, Fire Proximity suits are not available when playing this map in the 'Omnigovernor' map.
- In The Plague scenario and campaign mode, the Volcano is inactive, but associated upgrades are erroneously present and can be purchased.
- Volcanic attributes on this map defy reality in several aspects:
- Though Rebel Inc. certainly takes inspiration from areas like Afghanistan and the Middle East in general, volcanos are typically absent. On the other hand, the likes of certain South American countries tend to match the game's setting and do feature active volcanos.
- While volcanoes can throw up huge amounts of ash in the air to cripple aircraft and threaten the locals, air support continue to operate, and only small sectors are evacuated at a time as opposed to the whole region.
- Despite implications of such disasters, there are no obvious signs of additional relief efforts from various organizations.
- The name "Devil's Peak" may be a reference to the volcano film Dante's Peak, as both have names related to the concept of hell.