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Characters / Rebel Inc.

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Standard Governors

    Civil Servant 
  • Boring, but Practical: Having no upsides or downsides makes him a very decent choice in the gameplay, as he is able to fund all initiatives at their usual cost while having no hidden disadvantages like increased cost, inflation boost, corruption damage growth.
  • Vanilla Unit: The very first choice for players. Has no unique capabilities, and no downsides with them as well.
    Economist 
  • Good with Numbers: Economist gets her entire yearly budget once per year, instead of by small payments every month. Players have to leave some funds unspent just in case of emergency spending during a popup event. At least she starts the game with a huge budget in advance (around 70 points, while others start at 45 at most).
    General 
  • Early Game Hell: Massive cost increment for civilian initiatives and for some key initiatives like PR (doubles support level) and Effective Procurement (reduces corruption growth) forces you to be very accurate about spending funds on them. Most Services initiatives cost nearly double the usual amount.
    Banker 
    Smuggler 
  • Reformed Criminal: In an ambiguous Reformed, but Not Tamed fashion. While he’s working for good now, he still uses his shady black market tactics. Nothing wrong with cutting a few corners here and there, right?
  • Token Evil Teammate: As a retired black market operator, he has enough skills to be capable of using regional Corruption to gain funds for operation. Although, since people know who he was before becoming a governor, they would be more angrier if the region is corrupt.

Special Governors

    Warlord 
  • Token Evil Teammate: All of his initiatives reduce Support level and very significantly increase Hostility among the population. To put salt into the wound - the region already hates him (noticable by the fact that the amount of hostile people is increasing at the beginning of the game), the Militia initiative is already funded (reduces support and boosts hostility even further). To completely finish off - Coalition has less trust on him, so Coalition soldiers cost more, have much less morale and withdraw much faster, while his national soldiers will constantly demand bonuses or they'll have the regional population more hostile and corrupt. At least people and Coalition understand his exceptionally serious struggle with the starting situation and expect much slower stabilization than usual (reputation hit from lack of stability starts in early 2006, while other governors suffer from that in mid-late 2004). His ability to cheaply convert his large personal militia into national soldiers helps to compensate his weaknesses.
    Tank Commander 
  • Crippling Overspecialization: His reduced cost for roads and special Tank units make him great for forcing the insurgents into Remote zones… but good luck actually finishing them off with your few regular units and pricer Garrisons, Drones, and Airstrikes.
  • Tanks for Nothing: Tanks' ability to absolutely wreck insurgents in flat terrain is surely awesome and has good benefits, yet tanks cost much more than usual, train slower, cannot support or gather intel, unable to reach rough terrain with bad roads (unless All Terrain Tanks is active), people also hate those war machines disrupting their usual life (until governor funds the classes for drivers to be able to ride much more accurately).
    Development Director 
    Billionaire 
  • Bribing Your Way to Victory: Basically, his modus operandi on fighting the insurgents. His soldiers (Coalition Facilitators) will offer money for the insurgents in order for the latter to put down their weapons and disband. Hard lined peace talks usually will cost funds, unique weakness for Billionaire.
  • Briefcase Full of Money: Which is being handed out to insurgents upon their disbanding.
  • Crimefighting with Cash: Insurgents will disband upon being bribed by Coalition Facilitators. Bribe cost can vary depending on circumstances like intel, extra soldier support, zone control, etc. If operation doesn't have enough money, basic combat rules apply instead.
  • In-Game Banking Services: Billionaire has his own corporation ("Investment Portfolio" initiative) where he can invest operation's funds. Money gain from "Return Investment" initiative increases over time as long as "Investment Portfolio" is active.

Scenario-only Governors

    Omnigovernor 
  • All Your Powers Combined: Mentioned below abilities are combined in one, producing quite bizarre results.
    • Economist's budget headstart and official income being received only every year. Faster Corruption growth.
    • General's garrisons and military upgrades, ability to train soldiers at the start and declare martial law, more intel at the start of the game. As well as increased civilian initiative, Effective Procurement and PR costs. Grants cheaper access for compensations from Smuggler's "Selling Arms" and "Cutting Corners".
    • Banker's compounding interests with increased inflation, one-time access to lobbyists. Lower budget is compensated by Economist's budget headstart, also allowing larger interests right at the start of the game. Tank Commander's cheaper "National Travel Logistics" and Warlord's cheaper militia allows for easier access to additional support bonus. Money making initiatives give more benefit due to interest.
    • Smuggler's 'unique' money making methods with people's harsher opinions about these methods. Corruption downsides also synergize with Economist's corruption damage growth.
    • Warlord takes damage from Lack of Stability later than usual (mitigating downsides from General and Tank Commander's stability problems), military operations being completed by militia (which train very cheap, but require bonuses over time), placing blockades at garrisons in order to gain money. Very poor Support Level, large Hostility Level. Coalition Soldiers are more expensive, and leave sooner, this downside stacks with Development Director's restricted access. Overall higher corruption due to funded Militia at the start of the game, stacking well with other corruption downsides.
    • Tank Commander's tanks are the first ones to be funded in military tab. First National Tank unit costs 1 due to Warlord's ability. Civilian initiative prices increased even further. Airstrikes, Drones, Garrisons are more expensive. Roads are cheaper than usual due to stacking with Development Director.
    • Development Director's experts and civilian discussions. Restricted access to Coalition Soldiers removes one unit from access, and they are more costly (stacking with Warlord). Cheaper civilian initiatives slightly reduce the burden on budget, yet they are still more expensive. Experts' "Unofficial Procurement" ends up stacking with Economist's corruption growth bonus and Smuggler's corruption damage bonus by increasing corruption risk overtime.
    Medic 
    Board of Directors 
  • Corrupt Bureaucrat: Due to requirement of deploying multiple Experts, you have to fund the Unofficial Procurement initiative (initiative rollout will increase Corruption Risk instead of money) - if you won't, then Experts will immediately take those funds to rollout the initiatives, leaving you with no funds to spend on military or government initiatives. If Unofficial Procurement is active, then multiple Experts with multiple zone initiative rollout will end up massively increase the Corruption Risk in short period of time.
  • Nominal Hero: Implied. They’re willing to help stabilize the region… but the scenario notes that they’ve secured all the construction contracts beforehand, implying that they’re only helping to keep their assets safe.
    Coalition Commander 
  • Timed Mission: 1 reputation point is deducted every month you take to capture all 4 oil derricks from insurgents. There is no other way to increase or decrease own reputation. In Mega Brutal difficulty, you have less than 6 years to seize the derricks.

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