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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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* 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. Subverted in the Campaign if you get the "Poor Logistics" modifier, which forbids movements to any zones without a government building such as an embassy or a garrison or a soldier next door.



* 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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* KillEmAll: In campaign mode, a "Leaderless Insurgency" means that you are not fighting a unified force under a common banner, but many random pockets of individual rebels with their own grievances against your intervention. This makes it ''impossible'' to have peace negotiations, though gameplay-wise they can still team-up against you--EnemyMine, one supposes.
* KillerRabbit: On brutal difficulty, its it's 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 continuously 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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* RandomNumberGod: Your savior and/or destroyer in Campaign Mode. Every map brings with it randomly generated modifiers that could make things easier or harder for you, and both your and the insurgent's campaign-wide upgrades are randomized. It's great if you get something good like "Gold Standard" which utterly erases inflation as a concern, not so great if the insurgents get "Combat Network"[[note]]Idle insurgents in adjacent zones boost active insurgents capabilities, as your troops do at standard.[[/note]] which can make them ''even harder'' to fight back and control.
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I think this was meant to go in the previous trope, where it's pertinent.


* 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 as well as lowering support without proper initiatives (as they basically roll over everything including houses). The Tank Commander can also reduce Corruption by having corrupt officials [[ThereIsNoKillLikeOverkill run over by a tank.]]
* UnstableEquilibrium: Reputation affects income, and it spirals down if you don't stabilize the country soon enough. [[CycleOfHurting Good luck getting out of that hole with reduced means to turn the tide]]. A potential upgrade in the Campaign mode is "Reckless Driving", where a tank unit has the ability to destroy an insurgent unit as it enters the zone.

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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 as well as lowering support without proper initiatives (as they basically roll over everything including houses). The Tank Commander can also reduce Corruption by having corrupt officials [[ThereIsNoKillLikeOverkill run over by a tank.]]
]] and with the Campaign mode upgrade "Reckless Driving", a tank unit gains the ability to destroy an insurgent unit as it enters the zone.
* UnstableEquilibrium: Reputation affects income, and it spirals down if you don't stabilize the country soon enough. [[CycleOfHurting Good luck getting out of that hole with reduced means to turn the tide]]. A potential upgrade in the Campaign mode is "Reckless Driving", where a tank unit has the ability to destroy an insurgent unit as it enters the zone.
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* UnstableEquilibrium: Reputation affects income, and it spirals down if you don't stabilize the country soon enough. [[CycleOfHurting Good luck getting out of that hole with reduced means to turn the tide]].

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* UnstableEquilibrium: Reputation affects income, and it spirals down if you don't stabilize the country soon enough. [[CycleOfHurting Good luck getting out of that hole with reduced means to turn the tide]]. A potential upgrade in the Campaign mode is "Reckless Driving", where a tank unit has the ability to destroy an insurgent unit as it enters the zone.
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* HeelFaceTurn: Downplayed with the Smuggler, and even more so with the Warlord. Both governors are experts in illicit operations, but are now putting their old skills to help stabilize the region they're assigned to.

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* SamusIsAGirl: One random event involves angry locals claiming Coalition men are molesting local women during security check-ups, while the Coalition claims women are only checked up by female soldiers. You can either tell the locals to deal with it (lowering support in the long run), ask the Coalition to stop security checks on women (giving Insurgents a boost) or send envoys to watch over the soldiers during their operations (which costs money). Chosing the last option reveals that locals didn't knew about the female soldiers due to their heavy military gear and helmet, solving the issue peacefully.

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** The options to have the insurgents turn in weapons and set up a political party during peace deal negotiation may have been a reference to the peace deal between the Colombian government and the FARC.
* SamusIsAGirl: One random event involves angry locals claiming Coalition men are molesting local women during security check-ups, while the Coalition claims women are only checked up by female soldiers. You can either tell the locals to deal with it (lowering support in the long run), ask the Coalition to stop security checks on women (giving Insurgents a boost) or send envoys to watch over the soldiers during their operations (which costs money). Chosing Choosing the last option reveals that locals didn't knew about the female soldiers due to their heavy military gear and helmet, solving the issue peacefully.
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* HelloInsertNameHere: you do get to name your OperationBlank.
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Am I the only one that's bugged by this? Am I the only one who thinks it should have been called something like "Counter Insurrection Inc"?

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* OddlyNamedSequel2ElectricBoogaloo: While not technically a sequel, it is a game borrowing enough from ''VideoGame/PlagueInc'' to be a spiritual successor. Which makes it odd that it is titled '''Rebel''' Inc when you are in control of the '''Counter''' Insurrection forces (in other words, the Rebel's '''enemies'''), while ''Plague Inc'' had you in control of the pandemic.
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* BriefcaseFullOfMoney: The FlavorText for the 4th Anti corruption initiative [[ImpliedTrope implies]] an attempt to make it a DefiedTrope, by banning the printing of high denomination currency.
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* UnstableEquilibrium: Reputation affects income, and it spirals down if you don't stabilize the country soon enough. [[CycleOfHurting Good luck getting out of that hole with reduced means to turn the tide]].
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* ReformedCriminal: The Smuggler is a retired ArmsDealer who can bring in their unique skills at exploiting chaos and corruption to fund their operation, at the expense of being much more sensitive to the negative effects of corruption, precisely ''because'' they a former criminal.
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* PrivateMilitaryContractors: The Smuggler is able to turn their national soldiers into a full-blown mercenary company, generating money for each unit on the field at the cost of rising Corruption.
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YMMV trope


* 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 in less than a month, and wreck your reputation. They can single handedly topple your entire government all by themselves, in less than a year.
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* WhatTheRomansHaveDoneForUs: One of the methods to increase Reputation is to provide the locals with modern infrastructure, education, and economic opportunities to the region, which in turn would drain support away from insurgents.

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* WhatTheRomansHaveDoneForUs: One of the methods to increase Reputation and Support Level is to provide the locals with modern infrastructure, education, and economic opportunities to the region, which in turn would drain support away from insurgents.
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* WhatTheRomansHaveDoneForUs: One of the methods to increase Reputation is to provide the locals with modern infrastructure, education, and economic opportunities to the region, which in turn would drain support away from insurgents.
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* 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]].

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* 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]].decision]], unless you have chosen the Trained Monkey as one of your advisors, at which point the game will randomly make the choice for you.
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* AwesomeButImpractical: Yeah, tanks are cool. Yeah, in open terrain they'll roll right over the insurgents. But they're useless in a support role, and what's worse, they can't go into battle in the mountains to take the fight to the insurgents. The loss of support they cause is just the cherry on top.
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* YouLoseAtZeroTrust: At zero Reputation, you're fired and the insurgents win.
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* AdamSmithHatesYourGuts: Everything you do causes prices to increase due to Inflation, 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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* AdamSmithHatesYourGuts: Everything you do causes prices to increase due to Inflation, 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.happens, and has a considerable training time to boot.
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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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[[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]][[caption-width-right:270:Will you bring peace and hope, or see this war-torn country descend into violence once more?]]
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* GreenHillZone: The Saffron Fields are a bunch of plains with a single mountain area up in the corner that's easy to blockade. It's not too difficult to set up garrisons and troops just outside the mountains to hem the insurgents in and either stabilize the rest of the map before coming in to clean up, or sign an easy peace in your favor.
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''Rebel Inc.'' is a 2018 [[UsefulNotes/IOSGames iOS]] game from the developers of the highly acclaimed game ''VideoGame/PlagueInc'', Ndemic Creations. An UpdatedRerelease titled ''Rebel Inc.: Escalation'' launches on October 2019 for [[UsefulNotes/IBMPersonalComputer PC]] as well. 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 zones of that region, while dealing with insurgents and keeping your reputation from [[YouLoseAtZeroTrust 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/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/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), 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 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.

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.

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''Rebel Inc.'' is a 2018 [[UsefulNotes/IOSGames iOS]] game from the developers of the highly acclaimed game ''VideoGame/PlagueInc'', Ndemic Creations. An UpdatedRerelease titled ''Rebel Inc.: Escalation'' launches launched on October 15th, 2019 for [[UsefulNotes/IBMPersonalComputer PC]] as well. 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 thematically 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 stabilize all the zones of that region, while dealing with insurgents and keeping your reputation from [[YouLoseAtZeroTrust 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.

year; the Warlord can quickly convert his old militia into the national army units, but will have to either pay them a bonus regularly to prevent unwanted behavior or disband them altogether.

Each region consists of urban, rural, and 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.

stabilized. When all the zones are stabilized, the game will be won.

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 Combating insurgents requires training and deploying troops. Initially, the player can only deploy Coalition troops (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 un-pacified (or even pacified) zones. The maximum allowed number of military units is 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.

The player can also request air support in the form of bomber strikes and recon drones. Neither can be controlled directly. directly (unless you use cheats). Air strikes have a chance of causing civilian casualties. casualties, the chance will be increased if the player passes heavy ordinance initiative. In that case, the player may choose to either apologize, try to cover it up. up or downplay the effects. Drones provide intel intelligence and can also be used to increase troop strength.
strength on the ground with combat support.



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 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.

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

winning and any insurgent units still alive at the end of the negotiations will cost the player's reputation to disband.

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 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 passing anti-corruption initiatives.

initiatives and arresting corrupt officials (which provide one time reductions for corruption).

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).initiatives, the trained monkey will choose a random choice for events when the time is up). 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.



** In addition, your governement can be customised and given various bonuses with up to 6 advisors divided by color, with 5 possible advisors in each role : green (military strength) [[note]]Instructor, who trains national soldiers without Coalition forces; Chef, who allows for longer deployment of Coalition soldiers; Observer, who lowers the risk of civilian casualties due to airstrikes; Arms Dealer, who increases national soldier's strength; Drill Sergeant, who speeds up national soldiers' training[[/note]], blue (military bonuses) [[note]]Censor, who reduces Reputation loss when Insurgents capture a zone; Pilot, who increases the frequency of airstrikes; Tactician, who makes the Insurgents take casualties when fleeing a zone; Engineer, who makes garrisons appear faster; Logistics Expert, who allows soldiers to move faster through secured zones[[/note]], yellow (civilian matters) [[note]]Tax Collector, who gives you more budget the more secure zones you own; Realist, who delays Reputation loss due to a lack of stability; Investigative Reporter, who makes anti-Corruption efforts more efficient; Private Donor, who gives you a starting bonus budget; Wealthy Exile, who prevents budget reduction due to low Reputation[[/note]], pink (law enforcment and diplomacy) [[note]]Religious Leader, who decreases Insurgent strength when stabilizing zones; Tribal Elder, who delays the start of the insurgency; Militia Chief, who makes the initial insurgency weaker at the cost of augmented Corruption; Police Chief, who makes law enforcment initiative more efficient; Negociator, who makes peace talks faster[[/note]], orange (intel and PR) [[note]]Journalist, who allows you to get intel on zones faster; Village Elder, who boosts support gain in remote areas; Farmer, who boosts support gain in rural areas; Town Planner, who boosts support gain in urban areas; Doctor, who reduce the number of hostile civilians faster[[/note]] and purple (game modifiers) [[note]]Armchair Architect, who gives you a randomly placed HQ in exchange for a cash boost; Tourist, who gives you intel on more zones at the beginning of the game; Celebrity, who gives you a Reputation boost at the beginning of the game; Impulsive Shopper, who buys random initiatives if you own a certain sum of money; Trained Monkey, who randomly replies to events once they run out of time[[/note]].

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** In addition, your governement government can be customised and given various bonuses with up to 6 advisors divided by color, with 5 possible advisors in each role : green (military strength) [[note]]Instructor, who trains national soldiers without Coalition forces; Chef, who allows for longer deployment of Coalition soldiers; Observer, who lowers the risk of civilian casualties due to airstrikes; Arms Dealer, who increases national soldier's strength; Drill Sergeant, who speeds up national soldiers' training[[/note]], blue (military bonuses) [[note]]Censor, who reduces Reputation loss when Insurgents capture a zone; Pilot, who increases the frequency of airstrikes; Tactician, who makes the Insurgents take casualties when fleeing a zone; Engineer, who makes garrisons appear faster; Logistics Expert, who allows soldiers to move faster through secured zones[[/note]], yellow (civilian matters) [[note]]Tax Collector, who gives you more budget the more secure zones you own; Realist, who delays Reputation loss due to a lack of stability; Investigative Reporter, who makes anti-Corruption efforts more efficient; Private Donor, who gives you a starting bonus budget; Wealthy Exile, who prevents budget reduction due to low Reputation[[/note]], pink (law enforcment and diplomacy) [[note]]Religious Leader, who decreases Insurgent strength when stabilizing zones; Tribal Elder, who delays the start of the insurgency; Militia Chief, who makes the initial insurgency weaker at the cost of augmented Corruption; Police Chief, who makes law enforcment initiative more efficient; Negociator, who makes peace talks faster[[/note]], orange (intel and PR) [[note]]Journalist, who allows you to get intel on zones faster; Village Elder, who boosts support gain in remote areas; Farmer, who boosts support gain in rural areas; Town Planner, who boosts support gain in urban areas; Doctor, who reduce the number of hostile civilians faster[[/note]] and purple (game modifiers) [[note]]Armchair Architect, who gives you a randomly placed HQ in exchange for a cash boost; Tourist, who gives you intel on more zones at the beginning of the game; Celebrity, who gives you a Reputation boost at the beginning of the game; Impulsive Shopper, who buys random initiatives if you own a certain sum of money; Trained Monkey, who randomly replies to events once they run out of time[[/note]].
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''Rebel Inc.'' is a 2018 [[UsefulNotes/IOSGames iOS]] game from the developers of the highly acclaimed game ''VideoGame/PlagueInc'', Ndemic Creations. An UpdatedRerelease titled ''Rebel Inc. Escalation'' launches on October 2019 for [[UsefulNotes/IBMPersonalComputer PC]] as well. While ''Rebel Inc.'' is visually similar to ''Plague Inc.'', the gameplay differs significantly.

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''Rebel Inc.'' is a 2018 [[UsefulNotes/IOSGames iOS]] game from the developers of the highly acclaimed game ''VideoGame/PlagueInc'', Ndemic Creations. An UpdatedRerelease titled ''Rebel Inc. : Escalation'' launches on October 2019 for [[UsefulNotes/IBMPersonalComputer PC]] as well. While ''Rebel Inc.'' is visually similar to ''Plague Inc.'', the gameplay differs significantly.

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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.

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''Rebel Inc.'' is a 2018 [=iOS=] [[UsefulNotes/IOSGames iOS]] game from the developers of the highly acclaimed game ''VideoGame/PlagueInc'', Ndemic Creations.Creations. An UpdatedRerelease titled ''Rebel Inc. Escalation'' launches on October 2019 for [[UsefulNotes/IBMPersonalComputer PC]] as well. While ''Rebel Inc.'' is visually similar to ''Plague Inc.'', the gameplay differs significantly.
significantly.



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* YourTerroristsAreOurFreedomFighters: Some of the local population will support insurgents. That number can be mitigated by raising support for your policies.

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* YourTerroristsAreOurFreedomFighters: Some of the local population will support insurgents. That number can be mitigated by raising support for your policies.policies.
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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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** Tank Commander - The 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.tanks.
** Development Director - can deploy civilian experts to prioritize zones for development.
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* BlackAndGrayMorality: While the game is intentionally vague about the cause the insurgents fight for, they bring nothing but trouble in the area. You're trying to bring back order, reopening schools and hospitals to reach that goal... But look at all the morally questionable (at best) and outright morally bankrupt (at worst) decisions you took while solving any RandomEvent that pops up, and can only justify by claiming you couldn't afford to piss off some people or groups at the time you made them...
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** There is also a random event in which you must respond to the insurgency blowing up ancient Buddhist statues, referencing the Taliban doing the same in Bamyan in 2001. While it could be interpreted as a reference to similar acts of destruction by ISIS, the reference to Buddhism puts it squarely in Afghanistan.
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* PoliceAreUseless: Averted. The basic militia slows down Insurgents at the cost of lowered support, but upgrading the militia into proper cops boosts supports as they are actually train to uphold the law. Andslow down the Insurgents even more.

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* PoliceAreUseless: Averted. The basic militia slows down Insurgents at the cost of lowered support, but upgrading the militia into proper cops boosts supports as they are actually train trained to uphold the law. Andslow And they slow down the Insurgents even more.

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* PoliceBrutality: one random event is the nomination of a new militia leader who vows to take a hard line against crime and Insurgents, raising concerns. If left alone, another event will happen where the militia is found guilty of abusing his powers. You can choose to arrest the leader (Reputation gain, militia becomes less effective at slowing down Insurgents) or let it go (support loss).

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* PoliceBrutality: one random event is the nomination of a new militia leader who vows to take a hard line against crime and Insurgents, raising concerns. If left alone, another event will happen where the militia is found guilty of abusing his powers. You can choose to arrest the leader (Reputation gain, militia (militia becomes less effective at slowing down Insurgents) or let it go (support loss).loss).
* PoliceAreUseless: Averted. The basic militia slows down Insurgents at the cost of lowered support, but upgrading the militia into proper cops boosts supports as they are actually train to uphold the law. Andslow down the Insurgents even more.

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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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* 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 and Warlord can buy two more upgrades.



* NoWomansLand: Downplayed at first; two of the seven governors (Economist and Banker) and several of the advisors are women, but the area is clearly very conservative towards women. Spending money on education initiatives will also trigger an event that allows the government to pass laws to guarantee gender equality (at the cost of angering remote areas, deemed more conservative) and the Coalition soldiers include female soldiers. Ends up averted if you supported gender equality reforms, with the national airline hiring it's first female pilot, which raises support since she claims in an interview this couldn't have happened without your intervention.

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** Likewise, the "Universal Justice" initiative (which makes you pledge to arrest and trial criminals no matter their wealth or background) can backfire quite badly in terms of support and Reputation if you choose to let go or reward corrupt judges or violent police leaders, as people realize the governor lied to them.
* NoWomansLand: Downplayed at first; two of the seven governors (Economist and Banker) and several of the advisors are women, but the area is clearly very conservative towards women. Spending money on education initiatives will also trigger an event that allows the government to pass laws to guarantee gender equality (at the cost of angering remote areas, deemed more conservative) and the Coalition soldiers include female soldiers. soldiers (revealed in a random event). Ends up averted if you supported gender equality reforms, with the national airline hiring it's first female pilot, pilot and a TV channel aimed towards women becoming a big success, which raises support since she both the pilot and the TV host claims in an interview this couldn't have happened without your intervention.



* PoliceBrutality: one random event, triggered by buying the militia initiative and never upgrading it into a proper police force, is the nomination of a new militia leader who vows to take a hard line against crime and Insurgents, raising concerns. If left alone, another event will happen where the militia is found guilty of abusing his powers. You can choose to arrest the leader (Reputation gain, militia becomes less effective at slowing down Insurgents) or let it go (support loss)

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* PoliceBrutality: one random event, triggered by buying the militia initiative and never upgrading it into a proper police force, event is the nomination of a new militia leader who vows to take a hard line against crime and Insurgents, raising concerns. If left alone, another event will happen where the militia is found guilty of abusing his powers. You can choose to arrest the leader (Reputation gain, militia becomes less effective at slowing down Insurgents) or let it go (support loss)loss).



* SamusIsAGirl: One random event involves angry locals claiming Coalition men are molesting local women during security check-ups, while the Coalition claims women are only checked up by female soldiers. You can either tell the locals to deal with it (lowering support in the long run), ask the Coalition to stop security checks on women (giving Insurgents a boost) or send envoys to watch over the soldiers during their operations (which costs money). Chosing the last option reveals that locals didn't knew about the female soldiers due to their heavy military gear and helmet, solving the issue peacefully.



* 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.
* 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.

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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.
terrain as well as lowering support without proper initiatives (as they basically roll over everything including houses). The Tank Commander can also reduce Corruption by having corrupt officials [[ThereIsNoKillLikeOverkill run over by a tank.]]
* 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.aid, asking them instead to give donations to you. You can also take the middle ground and allow ''some'' aid.

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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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** In addition, your governement can be customised and given various bonuses with up to 6 advisors divided by color, with 5 possible advisors in each role : green (military strength) [[note]]Instructor, who trains national soldiers without Coalition forces; Chef, who allows for longer deployment of Coalition soldiers; Observer, who lowers the risk of civilian casualties due to airstrikes; Arms Dealer, who increases national soldier's strength; Drill Sergeant, who speeds up national soldiers' training[[/note]], blue (military bonuses) [[note]]Censor, who reduces Reputation loss when Insurgents capture a zone; Pilot, who increases the frequency of airstrikes; Tactician, who makes the Insurgents take casualties when fleeing a zone; Engineer, who makes garrisons appear faster; Logistics Expert, who allows soldiers to move faster through secured zones[[/note]], yellow (civilian matters) [[note]]Tax Collector, who gives you more budget the more secure zones you own; Realist, who delays Reputation loss due to a lack of stability; Investigative Reporter, who makes anti-Corruption efforts more efficient; Private Donor, who gives you a starting bonus budget; Wealthy Exile, who prevents budget reduction due to low Reputation[[/note]], pink (law enforcment and diplomacy) [[note]]Religious Leader, who decreases Insurgent strength when stabilizing zones; Tribal Elder, who delays the start of the insurgency; Militia Chief, who makes the initial insurgency weaker at the cost of augmented Corruption; Police Chief, who makes law enforcment initiative more efficient; Negociator, who makes peace talks faster[[/note]], orange (intel and PR) [[note]]Journalist, who allows you to get intel on zones faster; Village Elder, who boosts support gain in remote areas; Farmer, who boosts support gain in rural areas; Town Planner, who boosts support gain in urban areas; Doctor, who reduce the number of hostile civilians faster[[/note]] and purple (game modifiers) [[note]]Armchair Architect, who gives you a randomly placed HQ in exchange for a cash boost; Tourist, who gives you intel on more zones at the beginning of the game; Celebrity, who gives you a Reputation boost at the beginning of the game; Impulsive Shopper, who buys random initiatives if you own a certain sum of money; Trained Monkey, who randomly replies to events once they run out of time[[/note]].
* AdamSmithHatesYourGuts: Everything you do causes prices to increase, increase due to Inflation, 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.



* 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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* 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. order (movement costs can be lowered by investing in roads). Likewise, the first bonus map involves caves, used by the Insurgents as camps. Without the proper initiative to teach soldiers how to clean them up, an Insurgent-occupied cave acts as a beefed-up camp immune to airstrikes.
* GetBackHereBoss: Defeated Insurgents will always flee to a nearby zone where they'll start sowing dissent afiter a short while. To destroy them, they must be either beaten when stuck somewhere they can't flee (they can't cross the edge of the map, your HQ's zone, garrisoned zones with the proper upgrade or rivers without bridges) or surrounded by soldiers.



* 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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* 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.high-end weapons. 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.



* NoWomansLand: Downplayed at first; two of the seven governors (Economist and Banker) and several of the advisors are women, but the area is clearly very conservative towards women. Spending money on education initiatives will also trigger an event that allows the government to pass laws to guarantee gender equality (at the cost of angering remote areas, deemed more conservative) and the Coalition soldiers include female soldiers. Ends up averted if you supported gender equality reforms, with the national airline hiring it's first female pilot, which raises support since she claims in an interview this couldn't have happened without your intervention.



* 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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* 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, hit (sometimes enough to make you lose the game), 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.point.
* PoliceBrutality: one random event, triggered by buying the militia initiative and never upgrading it into a proper police force, is the nomination of a new militia leader who vows to take a hard line against crime and Insurgents, raising concerns. If left alone, another event will happen where the militia is found guilty of abusing his powers. You can choose to arrest the leader (Reputation gain, militia becomes less effective at slowing down Insurgents) or let it go (support loss)



* 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.

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* RippedFromTheHeadlines: The game is essentially a CaptainErsatz title about fighting the insurgency in Afghanistan.Afghanistan and to a lesser extent Iraq. 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.

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