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* GeoEfects: Rivers can't be crossed by insurgents when fleeing a lost battle, allowing your forces to destroy them if they're surrounded on other sides. Each province is also classified as either urban, rural, or remote, with progressively higher movement costs and lower intel gathering rates in that order.

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* GeoEfects: GeoEffects: Rivers can't be crossed by insurgents when fleeing a lost battle, allowing your forces to destroy them if they're surrounded on other sides. Each province is also classified as either urban, rural, or remote, with progressively higher movement costs and lower intel gathering rates in that order.
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* GeoEfects: Rivers can't be crossed by insurgents when fleeing a lost battle, allowing your forces to destroy them if they're surrounded on other sides. Each province is also classified as either urban, rural, or remote, with progressively higher movement costs and lower intel gathering rates in that order.


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* MenOfSherwood: National Troops evolve from a RedshirtArmy to this towards the mid to late game. Standard upgrades are enough to put them on par with Coalition troops, if not better in some aspects like intel gathering, not antagonizing locals, and not requiring Reputation to keep in-country. Random events also give opportunities to increase their power further, Advisors can offer bonuses as well, and the General can buy two more upgrades.

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* EarlyGameHell: The 2nd map and the economist become this. The map is heavily weighted in favor of the rebels. The economist is more complicated to manage, and doesn’t bring any practical advantages. The subsequent maps are significantly easier, and the leaders have far better traits to work with.

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* EarlyGameHell: The 2nd map and the economist become this. The map is heavily weighted in favor of the rebels. rebels: it's a mountain range that features two huge cities on opposite sides of the map with only a single road connecting them. Mountainous regions are harder to collect Intel (and thus begin Initiatives in) from and take longer to move through. The economist is more complicated to manage, and doesn’t bring any practical advantages.advantages, with the main gameplay change being that she simply gets her annual budget in lump sums rather than monthly payments. The subsequent maps are significantly easier, and the leaders have far better traits to work with.



* MagikarpPower: National troops take forever to train and are weak early on. However, if you continue training more of them and invest in a number of initiatives, they can grow in strength to the point where they rival Coalition troops. As a bonus point, they don't antagonize the local population and don't disappear after a while. Taken UpToEleven if you choose the General as your governor, as he has additional initiatives that arm national troops with artillery and shotguns. The air force random event can even further boost national troop strength, sometimes at the cost of Coalition troop strength. This trope is even more in effect if you choose the Smuggler path and activate the initiative that speeds up national troop training at the cost of their effectiveness.

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* MagikarpPower: National troops take forever to train and are weak early on. However, if you continue training more of them and invest in a number of initiatives, they can grow in strength to the point where they rival Coalition troops. As a bonus point, they don't antagonize the local population and don't disappear after a while. Taken UpToEleven if you choose the General as your governor, as he has additional initiatives that arm national troops with artillery and shotguns. The air force random event can even further boost national troop strength, sometimes at the cost of Coalition troop strength. There is also a random event wherein you have to address soldier desertion, with one of the options being to pay more money for salary and training, thus increasing troop strength even more. This trope is even more in effect if you choose the Smuggler path and activate the initiative that speeds up national troop training at the cost of their effectiveness.


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* NiceJobBreakingItHero: Giving [=NGOs=] a free hand will randomly give you free Initiatives (much like the mutation mechanic giving free traits in Plague Inc.) but increase Corruption and Inflation by a large amount. Inflation increases costs and can prevent you from buying Initiatives, while Corruption reduces your Support and Reputation. The only way to get Inflation down (if not playing the Economist) is to just simply wait, while anti-corruption Initiatives are either a one-time reduction or also take time to work. Thus, international aid can trap the player into a doom loop where they either have to just watch as their Reputation and Support levels drop, or purchase Initiatives and waste money since Inflation is so high while making Corruption and Inflation get even further out of control.
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* MagnificentBastard: On brutal, you can reduce an insurgent cell to a tiny red spec. This one insurgent will continue to walk towards your headquarters. You can carpet bomb their area, throw a full force military at them, make the whole area a police state; and the MagnificentBastard will survive ALL of this. Once they enter a stable region, they turn everyone in it against you, and wrecks your reputation. They can single handedly topple your entire government all by themselves.

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* MagnificentBastard: On brutal, you can reduce an insurgent cell to a tiny red spec. This one insurgent will continue to walk towards your headquarters. You can carpet bomb their area, throw a full force military at them, make the whole area a police state; and the MagnificentBastard will survive ALL of this. Once they enter a stable region, they turn everyone in it against you, you in less than a month, and wrecks wreck your reputation. They can single handedly topple your entire government all by themselves.themselves, in less than a year.
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* MagnificentBastard: On brutal, you can reduce an insurgent cell to a tiny red spec. This one insurgent will continue to walk towards your headquarters. You can carpet bomb their area, throw a full force military at them, make the whole area a police state; and the MagnificentBastard will survive ALL of this. Once they enter a stable region, they turn everyone in it against you, and wrecks your reputation. They can single handedly topple your entire government all by themselves.
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* KillerRabbit: On brutal difficulty, its possible to reduce insurgents to a tiny red spec. Not all of them are set to flee to the mountains. Some will turn SuperPersistentPredator and containuously reach for the headquarters. If you lack the troops to completely block / surround it, then you have what amounts to a single immortal insurgent who mysteriously destroys everything in its path and single handedly trashes your reputation to death.
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* SuperPersistentPredator: If insurgents appear near your headquarters on brutal difficulty level, these won’t run back to the mountains like most cases. These will always take a path that gets them closer to the headquarters. If you lack enough troops to surround / completely block its approach, then its effectively immortal and doesn’t stop. As it moves between stable regions, it will wreck your reputation down to zero.
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* AdamSmithHatesYourGuts: Everything you do causes prices to increase, and reduces your income. Once the insurgents show up, you have to outsource your military while you build up your own. The outsourced military has a time limit, and extending the limit becomes progressively more costly. Your permanent military is probably still weaker by the time this happens.
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* EarlyGameHell: The 2nd map and the economist become this. The map is heavily weighted in favor of the rebels. The economist is more complicated to manage, and doesn’t bring any practical advantages. The subsequent maps are significantly easier, and the leaders have far better traits to work with.
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** Tank Commander - The first coalition unit and the first two national units you deploy are tank divisions, which are substantially stronger than normal but cannot gather intel or be deployed in rough terrain, additionally they can decrease support in regions they operate in. Can decrease corruption by running over corrupt officials with tanks.


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* TankGoodness: An update adds the Black Caves region, with an optional ability to requisition a tank unit; and the Tank Commander leader, who can utilize tanks in other regions. Tanks are much stronger than normal units, but cannot gather intel, provide support to adjacent units, or pursue insurgents in difficult terrain.
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* EasyLogistics: While the game certainly restricts the player with regards to funding Initiatives with the Corruption and Inflation mechanics, once purchased they require no additional upkeep for the rest of the game, and units remain ready to fight regardless of where they are or how bad their battles are going. Units can't even be destroyed.


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* RippedFromTheHeadlines: The game is essentially a CaptainErsatz title about fighting the insurgency in Afghanistan. While the country is never named directly, the game begins in April 2002 in the aftermath of an "invasion", with a "Coalition" of forces trying to help the government gain control of the country. There are also other references: the Troop Surge random event can occur if the game goes long enough, with the Coalition leader giving the player 2 Coalition units to end the war once and for all. Another event sees the Coalition distracted with an unnamed other war where they request one of the player's Coalition units to be temporarily withdrawn, probably referring to the division of resources between Iraq and Afghanistan.
* SpiritualSuccessor: To ''VideoGame/PlagueInc''. A game about counter-insurgency operations and nation-building might not seem like it has anything in common with a game about eradicating the world population with disease, but the mechanics and goals are remarkably similar. Both games involve the player trying to change members of regional populations to a certain state (dead or supporter) in order to completely dominate the map with zones of a certain state (dead countries or stabilized regions). To this end players must strategically purchase modifications to their disease/operation which modifies one of three core variables (severity, infectivity, and lethality vs support, inflation, and corruption) and which spreads outward from a single starting point (operation HQ or starting country). In addition to having mechanically identical win states, failure comes when a crucial variable (cure progress or reputation) reaches a certain point.
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Losing all reputation is a standard game over, but there's a trope that works here.


The game takes place in the aftermath of an international invasion of a unnamed but likely Middle Eastern country. With the fighting in the chosen region over, the player is assigned as the governor of that area. The goal of each mission is to develop and pacify all the zones of that region, while dealing with insurgents and keeping your reputation from [[NonStandardGameOver dropping to zero]].

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The game takes place in the aftermath of an international invasion of a unnamed but likely Middle Eastern country. With the fighting in the chosen region over, the player is assigned as the governor of that area. The goal of each mission is to develop and pacify all the zones of that region, while dealing with insurgents and keeping your reputation from [[NonStandardGameOver [[YouLoseAtZeroTrust dropping to zero]].
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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous/forest zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones. The maximum allowed number of military units is 8: 4 Coalition and 4 national, although a random event may net you an additional 2 Coalition or 2 national units, even if you're already at maximum.

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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous/forest zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue).(blue), unless you use the Instructor advisor. They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones. The maximum allowed number of military units is 8: 4 9: 5 Coalition and 4 national, although a random event may net you an additional 2 Coalition or 2 national units, even if you're already at maximum.
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Similar to ''Plague Inc.'', you can select previously-unlocked advisors prior to starting a game (genes in ''Plague Inc.''). These can provide certain bonuses (e.g. Tribal Elder will delay the start of the insurgency, Logistics Expert will increase travel speed of soldiers through stable zones), although some seem more like hazards (e.g. Impulsive Shopper will waste your money on random initiatives). There are six advisor slots with five options for each. A random advisor is unlocked every time you beat a map at any difficulty level.
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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous/forest zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones. The maximum allowed number of military units is 8: 4 Coalition and 4 national.

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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous/forest zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones. The maximum allowed number of military units is 8: 4 Coalition and 4 national.
national, although a random event may net you an additional 2 Coalition or 2 national units, even if you're already at maximum.
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** Warlord - can call on a large personal militia. Can only be unlocked by beating each map on Brutal difficulty (or by [[BribingYourWayToVictory paying real money]]).

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** Warlord - can call on national troops are the Warlord's private militia (can train them quickly and cheaply, but they will periodically ask for more money or get rowdy). Can also act like a large personal militia.dictator. Can only be unlocked by beating each map on Brutal difficulty (or by [[BribingYourWayToVictory paying real money]]).
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* MagikarpPower: National troops take forever to train and are weak early on. However, if you continue training more of them and invest in a number of initiatives, they can grow in strength to the point where they rival Coalition troops. As a bonus point, they don't antagonize the local population and don't disappear after a while. Taken UpToEleven if you choose the General as your governor, as he has additional initiatives that arm national troops with artillery and shotguns. The air force random event can even further boost national troop strength, sometimes at the cost of Coalition troop strength.

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* MagikarpPower: National troops take forever to train and are weak early on. However, if you continue training more of them and invest in a number of initiatives, they can grow in strength to the point where they rival Coalition troops. As a bonus point, they don't antagonize the local population and don't disappear after a while. Taken UpToEleven if you choose the General as your governor, as he has additional initiatives that arm national troops with artillery and shotguns. The air force random event can even further boost national troop strength, sometimes at the cost of Coalition troop strength. This trope is even more in effect if you choose the Smuggler path and activate the initiative that speeds up national troop training at the cost of their effectiveness.
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* ElectionDayEpisode: One of the initiatives will start the election event chain, after giving you a small reputation boost. An event then will pop up asking you if you really want to hold an election. You can agree for a small fee, demand that it take place ASAP (costs more), or postpone (reputation hit). You will be periodically asked if you want to hold an election, with each option showing the likelihood of insurgents disrupting elections. If you hold an election and it's disrupted, you incur a reputation hit, while holding a successful election will gain you reputation points.
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* OperationBlank: Similar to choosing a pathogen name in ''VideoGame/PlagueInc'', you can choose the name of your operation. You are given two randomize buttons for the two-word name, allowing for names like "Swift Falcon" or "Old Thor". You don't have the option of entering your own words, though.

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* OperationBlank: Similar to choosing a pathogen name in ''VideoGame/PlagueInc'', you can choose the name of your operation. You are given two randomize buttons for the two-word name, allowing for names like "Swift Falcon" or "Old Thor". You don't have the option of entering can also enter your own words, though.name.
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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous/forest zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones.

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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous/forest zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones.
zones. The maximum allowed number of military units is 8: 4 Coalition and 4 national.
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Each region consists of urban, rural, and mountainous zones. The level of access in each zone determines which civic initiatives will be applicable to it. As zones receive aid and recover their economy, the governor's level of support in that zone grows. When it reaches maximum, the zone is considered to be pacified.

Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones.

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Each region consists of urban, rural, and mountainous mountainous/forest zones. The level of access in each zone determines which civic initiatives will be applicable to it. As zones receive aid and recover their economy, the governor's level of support in that zone grows. When it reaches maximum, the zone is considered to be pacified.

Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous mountainous/forest zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones.
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* ACommanderIsYou:
** Civil Servant - default option. No special abilities or penalties.
** Economist - receives the entire yearly budget up front. Can reduce inflation.
** General - can start training troops immediately (all others have to wait for insurgents to first show themselves) and comes with a free garrison. Can further increase national troop strength. Civilian initiatives more expensive. Can also institute martial law.
** Banker - receives interest on unspent funds. Can print money at the cost of inflation and can hire lobbyists to increase reputation. Receives a smaller budget.
** Smuggler - receives extra cash from high corruption. Can make additional money at the cost of lower national troop strength. Can train troops faster at the cost of their strength. Can bribe insurgents to lower their activity. Can temporarily decrease corruption.
** Warlord - can call on a large personal militia. Can only be unlocked by beating each map on Brutal difficulty (or by [[BribingYourWayToVictory paying real money]]).
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[[caption-width-right:270:Blue circle - Coalition troops, green circle - national troops, red diamonds - insurgents, red tent - insurgent camp, green castles - garrisons, blue-green tent - your home base, green zones - pacified, red zones - under insurgent control]]

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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified zones.

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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous zone and expand from there, securing control over zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a zone and aid any nearby forces in combat. If insurgents are defeated in a zone, they will attempt to flee to the nearby zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent zones are either occupied by your troops troops, a garrison, or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified (or even pacified) zones.


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* PeaceConference: You can opt to start peace negotiations with the insurgents, if you feel that you can't defeat them militarily. They will refuse to even start the negotiations if they feel that their position is stronger than yours. Once they do, there are several stages, during which you have to choose one of three options: one that favors you (e.g. insurgents lay down all weapons), gives you reputation, but is likely to antagonize insurgents; one that favors insurgents (e.g. insurgets get to keep all weapons) but costs you a lot of reputation; and a compromise (e.g. insurgents only lay down heavy weapons), which loses you some reputation and has only a small chance of antagonizing insurgents. After all that, you can agree to the deal, demand more concessions, or restart negotiations. Once the insurgents agree to a treaty, you will likely incur a massive reputation hit, depending on how many zones they control and how many troops they have left. On the other hand, all zones then pacify in a matter of (in-game) days, so the game is pretty much won at that point.

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The game takes place in the aftermath of an international invasion of a unnamed but likely Middle Eastern country. With the fighting in the chosen region over, the player is assigned as the governor of that area. The goal of each mission is to develop and pacify all the sectors of that region, while dealing with insurgents and keeping your reputation from [[NonStandardGameOver dropping to zero]].

to:

The game takes place in the aftermath of an international invasion of a unnamed but likely Middle Eastern country. With the fighting in the chosen region over, the player is assigned as the governor of that area. The goal of each mission is to develop and pacify all the sectors zones of that region, while dealing with insurgents and keeping your reputation from [[NonStandardGameOver dropping to zero]].



Each region consists of urban, rural, and mountainous sectors. The level of access in each sector determines which civic initiatives will be applicable to it. As sectors receive aid and recover their economy, the governor's level of support in that sector grows. When it reaches maximum, the sector is considered to be pacified.

Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous sector and expand from there, securing control over sectors and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a sector and aid any nearby forces in combat. If insurgents are defeated in a sector, they will attempt to flee to the nearby sector, making it hard to destroy them for good. The only way to do it is to make sure all adjacent sectors are either occupied by your troops or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified sectors.

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Each region consists of urban, rural, and mountainous sectors. zones. The level of access in each sector zone determines which civic initiatives will be applicable to it. As sectors zones receive aid and recover their economy, the governor's level of support in that sector zone grows. When it reaches maximum, the sector zone is considered to be pacified.

Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous sector zone and expand from there, securing control over sectors zones and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a sector zone and aid any nearby forces in combat. If insurgents are defeated in a sector, zone, they will attempt to flee to the nearby sector, zone, making it hard to destroy them for good. The only way to do it is to make sure all adjacent sectors zones are either occupied by your troops or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified sectors.
zones.



Like ''Plague Inc.'', this game also has three indicators on the bottom: support level (green), inflation (orange), and corruption risk (red). Support level indicates how fast your influence spreads through the sectors and how fast they are pacified. Inflation is the result of enabling initiatives and will raise the cost of all initiatives as it grows. Inflation will slowly drop over time, encouraging spreading out your spending. Corruption will result from new initiatives, certain random events, or normal growth. High corruption will cut into the support level and may even affect your reputation. Corruption is dropped by certain anti-corruption initiatives.

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Like ''Plague Inc.'', this game also has three indicators on the bottom: support level (green), inflation (orange), and corruption risk (red). Support level indicates how fast your influence spreads through the sectors zones and how fast they are pacified. Inflation is the result of enabling initiatives and will raise the cost of all initiatives as it grows. Inflation will slowly drop over time, encouraging spreading out your spending. Corruption will result from new initiatives, certain random events, or normal growth. High corruption will cut into the support level and may even affect your reputation. Corruption is dropped by certain anti-corruption initiatives.



* DeathFromAbove: Air strikes cannot be stopped. There is nothing insurgents can do about them, except make you lose the game by dropping your reputation to nothing. Bombers will weaken any insurgent forces in the sector and destroy any located training camp.

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* DeathFromAbove: Air strikes cannot be stopped. There is nothing insurgents can do about them, except make you lose the game by dropping your reputation to nothing. Bombers will weaken any insurgent forces in the sector zone and destroy any located training camp.


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* MilitaryAlphabet: Zones are given designations in the NATO Phonetic Alphabet, such as Alfa Uniform.
* OperationBlank: Similar to choosing a pathogen name in ''VideoGame/PlagueInc'', you can choose the name of your operation. You are given two randomize buttons for the two-word name, allowing for names like "Swift Falcon" or "Old Thor". You don't have the option of entering your own words, though.
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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous sector and expand from there, securing control over sectors and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops. They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a sector and aid any nearby forces in combat. If insurgents are defeated in a sector, they will attempt to flee to the nearby sector, making it hard to destroy them for good. The only way to do it is to make sure all adjacent sectors are either occupied by your troops or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified sectors.

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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous sector and expand from there, securing control over sectors and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops.troops (blue). They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops (green) don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a sector and aid any nearby forces in combat. If insurgents are defeated in a sector, they will attempt to flee to the nearby sector, making it hard to destroy them for good. The only way to do it is to make sure all adjacent sectors are either occupied by your troops or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified sectors.

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[[caption-width-right:250:Game screen]]
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[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/rebel_inc_head.jpg]]
[[caption-width-right:250:Game screen]]
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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous sector and expand from there, securing control over sectors and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops. They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a sector and aid any nearby forces in combat. If insurgents are defeated in a sector, they will attempt to flee to the nearby sector, making it hard to destroy them for good. The only way to do it is to make sure all adjacent sectors are either occupied by your troops or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified sectors. The maximum possible number of troop units the player can have is six: four national and two Coalition.

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Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous sector and expand from there, securing control over sectors and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops. They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a sector and aid any nearby forces in combat. If insurgents are defeated in a sector, they will attempt to flee to the nearby sector, making it hard to destroy them for good. The only way to do it is to make sure all adjacent sectors are either occupied by your troops or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified sectors. The maximum possible number of troop units the player can have is six: four national and two Coalition.
sectors.
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''Rebel Inc.'' is a 2018 [=iOS=] game from the developers of the highly acclaimed game ''VideoGame/PlagueInc'', Ndemic Creations. While ''Rebel Inc.'' is visually similar to ''Plague Inc.'', the gameplay differs significantly.

The game takes place in the aftermath of an international invasion of a unnamed but likely Middle Eastern country. With the fighting in the chosen region over, the player is assigned as the governor of that area. The goal of each mission is to develop and pacify all the sectors of that region, while dealing with insurgents and keeping your reputation from [[NonStandardGameOver dropping to zero]].

The player has a choice of governors at the start of each scenario. They are unlocked as each scenario is beaten on medium difficulty with the latest governor. Each governor has certain advantages and disadvantages. For example, the Economist is given an annual budget at the start of each year but has to watch out for inflation and must remember that there won't be any more cash influx until the next year.

Each region consists of urban, rural, and mountainous sectors. The level of access in each sector determines which civic initiatives will be applicable to it. As sectors receive aid and recover their economy, the governor's level of support in that sector grows. When it reaches maximum, the sector is considered to be pacified.

Shortly after the start of the game, the player will have to start dealing with a new challenge - insurgents. They will usually start in a rural or mountainous sector and expand from there, securing control over sectors and destroying any improvements done to them by the player. Combatting insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops. They train quickly and are strong fighters from the get-go, but tend to antagonize the local population and have a limited deployment time. At their end of their tour, they can either be recalled (which boosts insurgent morale) or asked to stay on for one or two more tours (at the cost of reputation). On the other hand, national troops don't disappear but take forever to train and are fairly weak from the beginning. It takes several more initiatives to turn them into an effective fighting force. If the "Garrisons" initiative has been enabled, the game will periodically suggests sites for a garrison at a small one-time cost. Garrisons help secure a sector and aid any nearby forces in combat. If insurgents are defeated in a sector, they will attempt to flee to the nearby sector, making it hard to destroy them for good. The only way to do it is to make sure all adjacent sectors are either occupied by your troops or there is some natural barrier that prevents crossing (e.g. edge of the map, river without a bridge). Insurgents can occasionally pop up in unpacified sectors. The maximum possible number of troop units the player can have is six: four national and two Coalition.

The player can also request air support in the form of bomber strikes and recon drones. Neither can be controlled directly. Air strikes have a chance of causing civilian casualties. In that case, the player may choose to try to cover it up. Drones provide intel and can also be used to increase troop strength.

Various events pop up throughout the game, requiring action from the player. Each event has two or three choices, depending on the event and the current funds.

There are two possible ways of ending the insurgent threat: destroying them completely or signing a peace treaty with them. The latter still requires a strong military presence, since they will refuse to negotiate if they are winning.

Like ''Plague Inc.'', this game also has three indicators on the bottom: support level (green), inflation (orange), and corruption risk (red). Support level indicates how fast your influence spreads through the sectors and how fast they are pacified. Inflation is the result of enabling initiatives and will raise the cost of all initiatives as it grows. Inflation will slowly drop over time, encouraging spreading out your spending. Corruption will result from new initiatives, certain random events, or normal growth. High corruption will cut into the support level and may even affect your reputation. Corruption is dropped by certain anti-corruption initiatives.

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!!The game provides examples of the following tropes:

* ZeroPercentApprovalRating: Once your reputation drops to zero, you lose the game.
* AttackDrones: Played with. While drones are only used for reconnaissance, an additional initiative can also have them boost any of your troops in the vicinity by providing combat intel.
* DeathFromAbove: Air strikes cannot be stopped. There is nothing insurgents can do about them, except make you lose the game by dropping your reputation to nothing. Bombers will weaken any insurgent forces in the sector and destroy any located training camp.
* MagikarpPower: National troops take forever to train and are weak early on. However, if you continue training more of them and invest in a number of initiatives, they can grow in strength to the point where they rival Coalition troops. As a bonus point, they don't antagonize the local population and don't disappear after a while. Taken UpToEleven if you choose the General as your governor, as he has additional initiatives that arm national troops with artillery and shotguns. The air force random event can even further boost national troop strength, sometimes at the cost of Coalition troop strength.
* RandomEvent: The game will occasionally pop up a random event that requires you to make a decision. You can hold off on making the decision for a few game months, but eventually [[ButThouMust the game will pause and won't resume until you do make a decision]].
* UnwantedAssistance: Once you enable international assistance, the game will ask how you want to handle it. If you choose to allow charities and [=NGOs=] free access in the region, they will occasionally perform some of the improvement initiatives at no cost to you. However, this will significantly raise inflation and corruption. You can refuse their aid. You can also take the middle ground and allow ''some'' aid.
* YourTerroristsAreOurFreedomFighters: Some of the local population will support insurgents. That number can be mitigated by raising support for your policies.

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