Insurgents
Insurgents are a group of Guerrilla Fighters created in response to the recent invasion prior to the player's operation, determined to stop stability efforts and undermine Coalition efforts. They are the titular antagonists of Rebel Inc.
Overview[edit | edit source]
Some time after the start of the game, an event will spawn stating that the Insurgency is rumored in the area and thus the player is authorized to begin military initiatives to combat this threat (in the case of General the player is merely advised since they can fund them since the beginning). This is the "gatekeeper event" indicating their advent. Later, a second event will spawn noting where the Insurgents have been reported in a zone (usually a remote one). In Campaign Mode, some regions may be already be controlled by the insurgents. If these are entered with soldiers before the first insurgents appear, the insurgents will gain capability; however, Insurgent Tactics such as Ambushes will not take effect until the first insurgency appears.
Insurgent Activity[edit | edit source]
Insurgents will actively demolish any rolled out initiatives (except for Vaccines and School Expansion) and take over the entire region, causing you to lose reputation - exacerbated by repeated takeovers and region populations - as well as supporters. The population will turn hostile if they are in or are adjacent to a zone controlled by insurgents. They will actively attempt to expand their influence and cause constant reputation loss, especially when they take urban zones, unless they were fought off.
Insurgent Camps continually spawn fighters and may launch surprise attacks in adjacent zones. At least one camp exists when you start the game. They can be uncovered by allied forces, Drones, Regional Census, or Garrisons and can be damaged by Airstrikes. Security Initiatives and Garrisons with Security Checkpoints will slow insurgent takeovers and kill one insurgent each when destroyed.
Insurgent Capability[edit | edit source]
Insurgent Capability determines the amount of resources they can amass against you, increasing over time, when taking over zones or even via government decisions.
When antagonized, paid funds or seizing certain map features, they will be strengthened, and locals will join them if they are outraged by your regime. Conversely, you can reduce it via wrecking insurgent camps, limiting their expansion or engage with foreign rivals with the Foreign Relations Office. It not possible drop below than 1.
The Insurgent Capability percentage follow by this formula:
Number of Current Insurgent Capability with affect how maximum number of Insurgent Fighter to remain active and the base strength of Insurgent. Surprise Attacks will increase Insurgent number until it matches Current Insurgent Capability. Keep in mind that Surprise Attacks and events may spawn more Insurgents than the capability's capacity. If Insurgents amount is too high, fighters will begin to disband until the quantity matches Insurgent Capability. The Current Insurgent Capability can see from insurgents table in the stats screen, with 1 square height represent for 3 Current Insurgent Capability.
When insurgent is not attack at the start (Timeleft > 0), the Insurgent Capability Percentage with show at below 100% and it slowly increase until it reach to 100% (when insurgent can launching the first attack). During this, when Soldier enter to red zones, the insurgency is accelerated (reduced Timeleft by 20-30 turns, which increase Insurgent Capability Percentage). And it possible can cause the value Timeleft is below than 0, mean the Insurgent Capability Percentage can show % higher than normal, negative value or "Infinity" if Starting Insurgent Capability equals to -Timeleft.
The Current Insurgent Capability follow by this formula:
The Self Capability of Insurgent is set by Starting Insurgent Capability value, and can affected from ingame (by events, decisions...). While Foreign Support (apply when first attack of insurgent) will slowly increase, player can reduced it through Foreign Relations Office. When zones is stable for the first time (not apply for zones is stabled at the start of the game), the value stable zones is increased. The other value (opium, mutilplayer mode...) can also affect to capability.
The starting insurgent capability can see by this table:
Saffron Fields | Mountain Pass | Southern Desert | Pistachio Forest | Distant Steppe | Black Caves | Azure Dam | Opium Trail | Golden Sands | Devil's Peak | |
---|---|---|---|---|---|---|---|---|---|---|
Casual | 8 | 9 | 10 | 11 | 10 | 11 | 9 | 7 | 9 | 10 |
Normal | 16 | 17 | 18 | 19 | 18 | 18 | 16 | 16 | 15 | 18 |
Brutal/Mega Brutal | 21 | 22 | 24 | 24 | 23 | 28 | 22 | 22 | 19 | 23 |
Battles[edit | edit source]
Insurgents will actively fight the player's military units if they are in the same zone and usually have the upper hand in the remote areas, especially when there's a total lack of Intel, but in plain regions and most other cases they are at a serious disadvantage. A progress bar indicates the battle progress. If the insurgents have an advantage, they will continue with whatever they are doing. Otherwise, allied forces will proceed with their actions and eventually insurgents be pushed out of the region when they completely lose a battle.
Airstrikes, Garrisons, Drones, and entrenchment (automatically occurs when staying in a zone without insurgents) increase combat strength, but are never sufficient on their own.
When losing a battle, Insurgents will flee with fighters randomly dying. Insurgents will take continuous casualties in prolonged fights if at a constant disadvantage but the fight remains a stalemate. They will usually escape to nearby insurgent-controlled zones, a zone that has an Insurgent camp, or other vulnerable areas. They cannot escape beyond the map, rivers, nor through any region that contains your HQ, a Garrison or Allied Military Forces with sufficient intel. If they have been cornered in a battle and defeated, all fighters will be killed.
Peace Treaty[edit | edit source]
If you result in heavy Insurgent losses due to winning in battles or many Insurgents disbanding due to low Insurgent Capability, their leader will consider negotiation as a possibility. This will allow the operation to establish peace to rapidly stabilise the region.
Insurgent Tactics[edit | edit source]
On Campaign Mode, Weekly Challenges, and some Scenarios, the Insurgents can have additional tactics to improve their fighting capacity against the operation. This can include hiding insurgent activity, ambushing units when accessing zones without Intel, or even not fleeing when they are defeated.
Governor effects[edit | edit source]
Smuggler: Bribe insurgents, disbanding some active fighters on the map.
Billionaire: Has access to Coalition Facilitators with low strength but gradually bribe insurgents while fighting, causing them to eventually disband. Each fighter costs funds to remove.
Advisor effects[edit | edit source]
Insurgents are affected by the following advisors:
- Religious Leader- Stabilizing zones reduces more insurgent capability.
- Tribal Elder- Delays the start of the insurgency by up to 2 months.
- Negotiator- Increases peace negotiation speed.
- Militia Chief- Reduces initial Insurgent Capability by 1, however, this advisor increases corruption risk by 2%.
- Police Chief- Increases Security in every Zone, and Initiatives which improve Zone Security are more effective.
- Censor- Reduce Reputation loss when Insurgents capture Zones by a random value 1 or 2. Reputation loss can't reduce under than 1.
- Tactician- Increase chance of rebels taking casualties when fleeing.
Sounds[edit | edit source]
Sound file | Caption |
---|---|
Insurgents defeated | |
Insurgents enter cave | |
Insurgents flee | |
Stalemate in battle | |
Insurgents capture zone | |
Cave cleared | |
Combat initiated | |
Insurgent base destroyed | |
Insurgent base discovered | |
Insurgent spawns | |
Unused sound effect for insurgents winning |
Trivia[edit | edit source]
- As the game is based on Afghanistan conflicts, the insurgents correspond to relevant real-life paramilitary factions reliant on Guerrilla warfare, such as the Taliban, as opposed to the Coalition forces based on American military alliances.
- If the Leaderless Insurgency map feature is active, insurgents will never attempt to begin peace talks, although their negotiation willingness still appears in-game.
- It is extremely hilarious to note that if an insurgent-controlled region has very little to no intel and a Tank unit is present, nothing will happen for quite while - Tanks cannot gather intel, and since engagement inception time is inversely proportional to the amount of intel available, a fight will take significantly longer to begin.
- It is possible to win the game without eliminating all insurgents and peace deals, as on higher difficulties such as Mega Brutal, zones can sometimes stabilize just as an insurgent fighter appears. However, given the extreme amount of security to prevent it from dislodging stability, this usually only occurs when cheats are active.