General
The General is the 3rd governor in Rebel Inc.
Specialty[edit | edit source]
The General is able to fund Military Initiatives immediately and starts with a bonus Garrison. His Military focus increases Civilian costs.
The General starts the game with 3 free Garrisons, and Military Initiatives are unlocked by default on all maps. National Soldiers take about 2 (-15%) less months to train.
All Civilian/Outreach/PR Initiatives, Effective Procurement and Civil Support have their costs increased by $1 and then multiplied by 133%.
Unique Initiatives[edit | edit source]
- For further information, see Military Initiatives#General.
- Martial Law (Government) - $4: Resets the growth of reputation loss from lack of stability (hidden stats) and sets reputation to 16 if the value is any less.
- Underbarrel Attachments (Military) - $4 - Increase National Soldiers' strength by 4.
- Artillery Upgrades (Military) - $5 - Increase National Soldiers' strength by 5.
Strategies[edit | edit source]
Harvey's Fort Rush (Garrison Civil Support)[edit | edit source]
Requires the Instructor advisor to skip expenses on the first coalition unit and the Tax Collector to make accent on the bonus income. Purchase Deploy National Soldier 1, Garrisons, Civil Support, and follow that up with PR & Media office whenever if available. Because Civil Support also affects HQ and the Garrisons, General can quickly get several zones stabilized even before Insurgents could appear. Picking zones with less hostile population makes it that much easier to tackle the usual lack of stability for you to focus your resources on other matters, but remember Concerns can easily cause this to fail if they appear.
Cloudplayer's Blitzkrieg (Garrison Civil Support)[edit | edit source]
Created by Cloudplayer, this is considered a modification of Harvey's strategy. It revolves around Anti Corruption 1 (sometimes 2 as well), and purchasing coalition soldier 1 and national soldier 1. After that, it plays out similarly with garrison and civil support providing quick support. There are multiple differences however;
- The Instructor isn't necessary as the first Coalition Soldier will be purchased anyway, freeing up the slot for another advisor.
- District Representatives as well as PR & Media office are not useful until the mid game. Instead, intel is collected through Soldiers (by purchasing Interpreters & Guides/Human Terrain System).
- At least three Coalition Soldiers must be available by the start of the insurgency. The first garrison needs to be in a location optimal for blocking their escape.
Ultimately, the goal of this strategy is to destroy any camps and kill any insurgents before they attack and capture zones, thereby reducing hostility generated by such activities. This would allow your zones to stabilize without spending too much on initiatives, mitigating the main weakness of general, high initiative costs. The small amount of initiatives bought will be mainly aimed towards addressing concerns. This strategy is not recommended for beginners since;
- You need to have extensive map knowledge, knowing where to put your headquarter and garrisons for quick stabilization, and knowledge of common insurgent spawns.
- You need to be good at micro. Constantly moving your coalitions to extend their deployment time is a must, and predicting insurgent movements to place your soldiers in advantageous locations preemptively is also a mandatory skill.
Advantages and disadvantages[edit | edit source]
Advantages[edit | edit source]
With his extra garrisons giving intel in 3 random zones and the ability to kickstart military initiatives, the General can collect intel and destroy insurgent camps with soldiers even before they announce their appearance, while expanding the National Army early with the help of Instructor.
His additional two National Soldier upgrades are much cheaper, give large boosts to National Soldier Strength, and will not generate any corruption, allowing him to command the strongest National Soldiers in the entire game for a lower overall cost, not to mention they are trained slightly faster. Additionally, the Fort Rush strategy is insidiously effective on most difficulties.
Weaknesses[edit | edit source]
The cost increment in Civilian and Government initiatives exacerbates stabilization issues as they drain away valuable funds from everything else, resulting in an extremely awkward early game where he can't deal with stability at all, which means that you are forced to play with your military and depend on garrisons to build support for early game, and because you are relying on garrisons to build support early on, you will still struggle to build support on the rest of the map.
Governor Bonuses[edit | edit source]
- Refunds $(1-2) for each Emergency Evacuation in Devil's Peak
- Always reduces Insurgent Capability when 1st option is chosen in "Indebted poppy farmers threatened by Insurgents" decision in Opium Trail
Trivia[edit | edit source]
- Since he has access to military initiatives in the beginning, the insurgency rumor pop-up will say "Military Initiatives Recommended" instead of "Military Initiatives Authorized."
- Due to his extra National Army augments, General has the most powerful National Soldiers under normal circumstances.
- The General is the only governor who can make realistic good use of the Instructor advisor with "Harvey's Fort Rush" strategy, as for other governors military initiatives typically unlock too late into the game for them to be effective.