Rebel Inc Escalation: Initiative Editor Gameplay Mechanics (Modding Guide)

Modding Guide: Brief overview of game mechanics that can be enabled/disabled in Initiative Editor.

 

Economic

Disable Inflation

  • Enabled: Inflation locked at zero.
  • Disabled: Inflation will increase/decrease normally.
  • Default: Set via checkbox in Civilian Editor > Economic.

Disable Corruption

  • Enabled: Corruption locked at zero.
  • Disabled: Corruption will increase/decrease normally.
  • Default: Set via checkbox in Civilian Editor > Corruption.

Corruption: Temporary Crackdown

Usually only available with the Smuggler governor, but custom initiatives can use it for any governor.

  • Enabled: Temporarily reduces the corruption ‘Growth’ (speed at which Corruption rises to Corruption Risk). Can be used multiple times.
  • Disabled: Corruption increases to corruption risk at ‘Growth’ rate defined in Civilian Editor > Corruption.
  • Default: Disabled.

Budget: Deficit Funding

The base game doesn’t expose this game mechanic via an initiative, regardless of map or governor. However, custom initiatives can use it to change the map-defined default. It allows the player to act like the “Trained Monkey” advisor.

  • Enabled: Player can purchase from event pop-ups (luxury hotel, garrison, museum, prioritise elections, etc.) even if they don’t have enough money (cash will go negative).
  • Disabled: If the player doesn’t have enough cash, they can’t make the purchase.
  • Default: Set via checkbox in Civilian Editor > Economic.

Notes:

  • If an initiative has a negative cost, the player will be given money when purchasing the initiative (eg. if cost is -10, player gains 10 from the initiative).
  • Initiatives can provide player with additional monthly revenue by enabling the “National Soldiers: Military Inc.” and/or “Garrisons: Blockades” game mechanics (see relevant sections later in this guide).
  • Additional options for economic, inflation, and corruption, can be found in Civilian Editor.

Politics

This section covers game mechanics relating to support, reputation, and international politics.

Disable Concerns

  • Enabled: Unmet concerns (education, jobs, etc.) do not affect zone support.
  • Disabled: Unmet concerns lower zone support (amount is determined by the ‘Opinions’ value defined in Civilian Editor > Support Level).
  • Default: Set via checkbox in Civilian Editor > Support Level.

Additional Concerns

  • Enabled: Include roads and security as local concerns.
  • Disabled: Exclude roads and security from local concerns.
  • Default: Set via checkbox in Civilian Editor > Support Level. Mega Brutal difficulty overrides the default, setting it to Enabled.

Reputation: Expectation Management

  • Enabled: Reduce reputation loss due to lingering unmet local concerns. This might also reduce protests/riots?
  • Disabled: Lingering unmet local concerns can cause reputation loss.
  • Default: Disabled.

Reputation: War Censorship

The Censor advisor (Internal Affairs Specialists / Cyan) reduces reputation loss by ~15% when insurgents capture zones. However, the War Censor game mechanic appears to specifically tackle the increasing reputation loss due to insurgents recapturing zones they had previously controlled.

  • Enabled: Significantly less reputation loss when insurgents recapture zones.
  • Disabled: Player loses reputation when insurgents recapture zones, and the amount lost increases based on the number of times insurgents had previously controlled that zone.
  • Default: Set via checkbox in Military Editor > Soldiers.

Reset Reputation Loss Due to Low Stability

Number of turns before low stability starts to cause reputation loss is defined in Civilian Editor > Reputation.

  • Enabled: The amount of reputation loss due to lack of stability is reset to zero. Can be used multiple times.
  • Disabled: Player will lose reputation due to lack of stability, and the monthly amount of reputation loss will increase over time until player starts to stabilise zones.
  • Default: Disabled.

Martial Law

Usually only available with the General governor, but custom initiatives can use it for any governor.

  • Enabled: If current reputation is less than 8, it will set reputation to 8. Also delays reputation loss due to lack of stability. Can be used multiple times.
  • Disabled: No effect.
  • Default: Disabled.

Universal Justice

  • Enabled: Increase support and enable events such as “Corrupt Judge” pop-up.
  • Disabled: No effect. Unclear what happens if enabled then subsequently disabled.
  • Default: Disabled.

Foreign Relations Office

This affects the ‘Foreign country supporting insurgents’ event that starts recurring after the insurgency starts.

  • Enabled: All three options are available to the player, and the option success rate improves over time (less likely to backfire).
  • Disabled: The ‘diplomatic back channels’ (middle) option is not available, and the other options are more likely to backfire.
  • Default: Disabled.

International Assistance

  • Enabled: Charities can help roll out initiatives throughout the region. The player will subsequently be asked how the charity involvement should work.
  • Disabled: No effect. Unclear what happens if enabled then subsequently disabled – do the charities stop working?
  • Default: Disabled.

Notes:

  • If an initiative has a negative Reputation cost, the player will gain reputation. For example -5 Reputation cost will give the player +5 Reputation.
  • Additional Reputation settings can be found in Civilian Editor > Reputation.
  • Additional Support settings can be found in Civilian Editor > Support, and also in the Zone Editor.

Experts

These initiatives are usually only available with the Development Director governor, but custom initiatives can use them for any governor.

Experts: Unofficial Procurement

  • Enabled: Corruption risk will increase each time an expert rolls out an unfunded initiative.
  • Disabled: Cash will be charged each time an expert rolls out an unfunded initiative.
  • Default: Disabled.

Experts: ATV Transport

  • Enabled: Experts travel faster.
  • Disabled: No speed boost.
  • Default: Disabled.

Experts: Secure Compound

  • Enabled: Experts are more resilient to attacks, but travel speed is reduced.
  • Disabled: Experts are weaker against attacks, but no travel speed penalty.
  • Default: Disabled.

Experts: Project Managers

  • Enabled: Experts roll out initiatives faster.
  • Disabled: Experts roll out initiatives at normal speed.
  • Default: Disabled.

Notes:

  • To spawn Experts, set the initiative Additional Modifiers > Custom Component setting to “Spawn Expert”.
  • Additional settings can be found in Civilian Editor > Experts.

Intel

Intel: Regional Census

  • Enabled: Zone intel is gathered significantly faster.
  • Disabled: Intel is gathered at rate defined in Region Editor > Intel.
  • Default: Disabled.

Intel: Informants

  • Enabled: Instant notification of new insurgent camps in zones with full intel.
  • Disabled: Delayed notification of new insurgent camps in zones with full intel.
  • Default: Set via checkbox in Military Editor > Support.

Intel: Information Decay

  • Enabled: Zone intel will decrease over time, especially near insurgents. Intel decay rate is set in Region Editor > Intel.
  • Disabled: Zone intel does not decay.
  • Default: Set via checkbox in Insurgent Editor > Insurgency.

Notes:

  • Soldiers will automatically gather intel in the zone they are in. Game mechanics described in “Coalition Soldiers” (later in this guide) affect the rate at which they gather intel.
  • If you enable “Soldiers: Scouts” gameplay mechanic (described later in this guide), soldiers will rapidly gather intel in adjacent zones.
  • Intel gathering rate can be adjusted by initiative ‘Zone Actions’.
  • Intel can be gathered by Drones.
  • Individual zones can be granted full intel at start of game in Zone Editor.
  • Additional intel options can be found in the Region Editor (“Starting Variables” and “Intel” sections).

Garrisons

Garrisons: Security Checkpoints

  • Enabled: Garrisons increase security of the zone they are in.
  • Disabled: Garrisons don’t alter zone security.
  • Default: Disabled.

Garrisons: Civil Support

  • Enabled: Garrisons increase support level of the zones they are in.
  • Disabled: Garrisons don’t affect zone support.
  • Default: Disabled.

Garrisons: Combat Reinforcements

Default combat strength of coalition and national soldiers is defined in Military Editor > Soldiers.

  • Enabled: Garrisons significantly increase combat strength of nearby troops.
  • Disabled: Garrisons don’t alter combat strength of troops.
  • Default: Disabled.

Garrisons: Blockades

Usually only available with the Warlord governor, but custom initiatives can use it for any governor.

Note: Garrison Blockades game mechanic is not the same as Blockades in the Zone Editor (see Insurgents section for details on those).

  • Enabled: Garrisons generate some revenue each month, but decrease zone support level.
  • Disabled: Garrisons don’t generate revenue, and they don’t harm support.
  • Default: Disabled.

Garrisons: Government Takeover

  • Enabled: When an insurgent camp is destroyed, a garrison will be spawned in that zone (unless it already had a garrison).
  • Disabled: Destroying an insurgent camp does not spawn a garrison.
  • Default: Set via checkbox in Military Editor > Government Structures & Garrisons.

Garrisons: Trip Wires

  • Enabled: Destruction of a garrison kills all nearby insurgents (except any hiding in caves).
  • Disabled: Destruction of a garrison does not harm insurgents.
  • Default: Set via checkbox in Military Editor > Government Structures & Garrisons.

Garrisons: Heavy Fortifications

Default structure health set in Military Editor > Government Structures & Garrisons.

  • Enabled: Allied buildings (HQ, Garrisons, Embassies, Blocakdes, etc.) are indestructible (note: trip wires game mechanic will have no effect).
  • Disabled: Allied buildings can be destroyed by insurgents.
  • Default: Set via checkbox in Military Editor > Government Structures & Garrisons.

Garrisons: Overwatch

  • Enabled: Insurgents focus attacks on garrisons in adjacent zone, where applicable.
  • Disabled: Insurgents can attack any target.
  • Default: Set via checkbox in Military Editor > Government Structures & Garrisons.

Garrisons: Inaccessible Terrain

  • Enabled: Unable to build garrisons in remote zones; they can only be built in rural and urban zones. This doesn’t affect garrisons spawned by ‘Government Takeover’.
  • Disabled: Garrisons can be built anywhere (remote, rural, and urban zones).
  • Default: Set via checkbox in Military Editor > Government Structures & Garrisons.

Notes:

  • Zone Editor has option to pre-place Garrisons in specific zones when game starts.
  • Region Editor > Structures & Depots has an option to randomly place garrisons on the map when game starts.
  • The General governor will automatically place one Garrison in a random zone at start of game.
  • @Devs: It would be great if there was a way to toggle “Manual Garrisons” (placement) via an initiative.

Drones

Drones gather intel, with a focus on insurgent controlled zones, and are very good at spotting insurgent camps, opium farms, etc.

Drones: Combat Sensors

  • Enabled: Drones give nearby soldiers a combat bonus.
  • Disabled: Nearby soldiers are unaffected by the drone.
  • Default: Disabled.

Drones: Fuel & Endurance

  • Enabled: Drone visits last longer.
  • Disabled: Drone visits are shorter.
  • Default: Disabled.

Enhanced Surveillance

This is a custom component (see Additional Modifiers section of an initiative), but worthy of a mention here. It’s one of the exclusive initiatives of the Opium Trail map, but you can implement it in your scenarios.

  • Per use: Increments the current number of adjacent zones scanned by drones, up to a maximum of 6.
  • Default: Set in Military Editor > Support.

Notes:

  • Drones must first be enabled using the “Drones” ability (Initiative Abilities section of an initiative). The cooldown period for drone visits is also set in that section.
  • @Devs: Would be great if we could toggle the “Manual Drone Scanning” mechanic via initiatives.

Coalition Soldiers

Coalition Soldiers: Interpreters and Guides

Some documentation and initiative descriptions suggest that, when enabled, soldiers will increase zone support level, however that doesn’t seem to be the case (correct me if I’m wrong).

  • Enabled: Soldiers gather zone intel quicker, and Coalition soldiers are less likely to reduce zone support level.
  • Disabled: Soldiers take longer to gather zone intel, and Coalition soldiers reduce zone support level.
  • Default: Disabled.

Coalition Soldiers: Human Terrain System

This initiative is generally unlocked after “Interpreters and Guides” and is likely just the same effect, but maybe stronger? (If any devs reading this want to clarify, please do!)

  • Enabled: Soldiers gather zone intel quicker, and Coalition soldiers are less likely to reduce zone support level.
  • Disabled: Soldiers take longer to gather zone intel, and Coalition soldiers reduce zone support level.
  • Default: Disabled.

Soldiers: Defensive Mandate

  • Enabled: Coalition soldiers are unable to enter insurgent controlled (red) zones.
  • Disabled: The travel restriction is removed.
  • Default: Set via checkbox in Military Editor > Soldiers.

Soldiers: Nationalist Government

  • Enabled: Coalition soldiers are unable to enter stable (green) zones.
  • Disabled: The travel restriction is removed.
  • Default: Set via checkbox in Military Editor > Soldiers.

Coalition Soldiers: Private Military Contractors

The base extension cost (reputation or cash, as applicable) is set in Military Editor > Soldiers.

  • Enabled: Coalition soldier deployment extensions cost money, rather than reputation.
  • Disabled: Coalition soldier deployment extensions cause reputation loss.
  • Default: Set via checkbox in Military Editor > Soldiers.

Coalition Soldiers: Extended Deployment

The “Morale Boost” setting in Military Editor > Soldiers can be used to automatically extend the current deployment of a Coalition soldier each time they win a battle, regardless of the Extended Deployment game mechanic state.

  • Enabled: Coalition soldier deployment time is significantly increased (3x longer?), after which they are forced to withdraw.
  • Disabled: Coalition soldiers have normal deployment time, as defined in Military Editor > Soldiers, and the player can extend the deployment if desired.
  • Default: Set via checkbox in Military Editor > Soldiers.

Coalition Soldiers; Committed Coalition

  • Enabled: Coalition soldiers deployment time is infinite. However, “Another war distracts Coalition” event can still temporarily withdraw them.
  • Disabled: Coalition soldiers deployment is temporary, and unless extended by player they will eventually have to withdraw.
  • Default: Set via checkbox in Military Editor > Soldiers.

Soldiers: On The Job Training

  • Enabled: A National soldier will be spawned whenever a Coalition soldier is withdrawn, regardless of why it was withdrawn. It will always be a normal soldier unit, even if the withdrawn Coalition unit was a tank.
  • Disabled: Withdrawing Coalition units don’t spawn new soldiers.
  • Default: Set via checkbox in Military Editor > Soldiers.

Notes:

  • Unpurchased Coalition Soldier initiatives can sometimes be automatically locked if the player has ended up with too many Coalition soldiers, for example due to a “Coalition Surge” event.
  • The same can happen with National soldiers, particularly if you have “On The Job Training” enabled and then encounter things like National Surge event, etc.
  • In both cases, if a Coalition or National soldier initiatives suddenly become locked, which prevents the player from purchasing them, the player will no longer be able to purchase any initiatives that require the now-locked Soldier initiative.

National Soldiers

National Soldiers: National Travel Logistics

  • Enabled: National soldiers travel faster and are a little stronger.
  • Disabled: National soldiers travel slower and are a little weaker.
  • Default: Disabled.

National Soldiers: Military Inc.

Usually only available with the Smuggler governor, but custom initiatives can use it for any governor.

  • Enabled: National soldiers generate a small revenue each month.
  • Disabled: No revenue from soldiers.
  • Default: Disabled.

National Soldiers: Disable Training Penalty

  • Enabled: Training time of National soldiers is not slowed down when
  • Disabled: National soldiers train more slowly if there isn’t a Coalition soldier on the map.
  • Default: Set via checkbox in Military Editor > Soldiers.

All soldiers

Soldiers: Civil Assistance

  • Enabled: Soldiers help roll out initiatives and increase local support level. Does not affect tanks.
  • Disabled: No effect.
  • Default: Disabled.

Soldiers: Civil Integration

This seems to pretty much identical to Civil Assistance, perhaps with slightly higher buffs?

  • Enabled: Soldiers help roll out initiatives and increase local support level. Does not affect tanks.
  • Disabled: No effect.
  • Default: Disabled.

Soldiers: Cave Combat Tactics

  • Enabled: Soldiers clear insurgent caves faster.
  • Disabled: Soldiers take longer to clear insurgent caves.
  • Default: Disabled.

Soldiers: Personal Teleporters

  • Enabled: Allied units arrive instantly at their destinations.
  • Disabled: Allied units travel at normal speed.
  • Default: Set via checkbox in Military Editor > Soldiers.

Soldiers: Weak Supply Chains

  • Enabled: Allied units can only travel to zones containing, or adjacent to, other allied units or structures (HQ, Garrison, etc).
  • Disabled: The travel restriction is removed.
  • Default: Set via checkbox in Military Editor > Soldiers.

Soldiers: Fuel Shortage

  • Enabled: Allied units travel much more slowly.
  • Disabled: The speed restriction is removed.
  • Default: Disabled.

Soldiers: Amphibious Transport

  • Enabled: Allied units can cross over rivers.
  • Disabled: Rivers act as a barrier to travel.
  • Default: Set via checkbox in Military Editor > Soldiers.

Soldiers: Amphibious Support

  • Enabled: Soldiers can provide combat support across rivers.
  • Disabled: Rivers block combat support.
  • Default: Set via checkbox in Military Editor > Soldiers.

Soldiers: Sniper Support

  • Enabled: Fleeing insurgents take 1 casualty per soldier and garrison assisting the fight.
  • Disabled: Fleeing insurgents don’t take extra casualties.
  • Default: Set via checkbox in Military Editor > Soldiers.

Soldiers: Coordinated Fireteams

  • Enabled: Soldiers can fight and provide combat support at the same time.
  • Disabled: Fighting soldiers can’t provide combat support.
  • Default: Set via checkbox in Military Editor > Soldiers.

Soldiers: Scouts

  • Enabled: Soldiers quickly gather intel on adjacent zones.
  • Disabled: Soldiers don’t gather intel on adjacent zones.
  • Default: Set via checkbox in Military Editor > Soldiers.

Tanks

Tanks are usually only available with Tank Commander governor, or by presence of tank depots on the map, but custom initiatives can make them available for any governor and map, with or without tank depots.

Tanks: Fuel Hoarding

Usually only available with the Tank Commander governor, but custom initiatives can use it for any governor.

This affects travel speed of all allied soldiers and specialists, not just tanks.

  • Enabled: Allied units travel faster, but harms support levels.
  • Disabled: No effect.
  • Default: Disabled.

Tanks: Advanced Driving Lessons

  • Enabled: Tanks have less impact on zone support.
  • Disabled: Tanks lower zone support.
  • Default: Disabled.

Tanks: All Terrain Tanks

  • Enabled: Tanks can enter all zones, including remote zones (mountains, forests).
  • Disabled: Tanks are limited to urban and rural zones.
  • Default: Set via checkbox in Military Editor > Tanks.

Notes:

  • To spawn a tank unit, an initiative must spawn both a soldier (either national or coalition) and a Tank attachment.
  • An initiative that gives a tank attachment, but no soldier, will give the player a tank attachment that they can drag on to a soldier to turn it in to a tank.
  • Tank depots can be manually pre-placed on the map via Zone Editor, and/or randomly placed via settings in Region Editor > Structures & Depots.
  • Additional options for tanks can be found in Military Editor > Tanks.

Insurgents

Bribe Insurgents

Tip: You can also use Zone Actions to kill insurgents when they destroy a rolled-out initiative.

  • Enabled: Insurgents will loose several units; usually those which are visible to the player (to make it obvious that some left). Can be used multiple times.
  • Disabled: No effect.
  • Default: Disabled.

Disable Peace

  • Enabled: Peace negotiations can not start or, if already started, cannot be progressed.
  • Disabled: Peace negotiations can start/progress, unless there is one or more Rogue Outpost on the map (placed via Zone Editor).
  • Default: Set via checkbox in Civilian Editor > Peace.

Insurgents: Combat Recruitment

  • Enabled: Insurgents increase in number when allied soldiers retreat from combat.
  • Disabled: Allied retreats don’t affect insurgents.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Insurgents: Urban Warzone

  • Enabled: Player will suffer regular reputation loss while insurgents control cities or towns (urban zones).
  • Disabled: Insurgent control of urban zones doesn’t cause reputation loss, unless player is losing reputation due to overall lack of stability.
  • Default: Set via checkbox in Insurgent Editor > Insurgency.

Insurgents: Aggressive AI

  • Enabled: Insurgents attack from longer distances, but more frequently.
  • Disabled: Insurgent attacks from shorter distances, but less frequently.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat. Mega Brutal difficulty overrides the default, setting it to Enabled.

Insurgents: Long-Range Attacks

Note the similarity to Aggressive AI, but the attack frequency is inverted.

  • Enabled: Insurgents attack from longer distances, but less frequently.
  • Disabled: Insurgents attack from shorter distances, but more frequently.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Insurgents: Local Recruitment

  • Enabled: Insurgents gain recruits when capturing a zone.
  • Disabled: Insurgents don’t gain recruits from zone capture.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Insurgents: Overwhelming Force

  • Enabled: Insurgents can kill National soldiers. If a soldier is killed, a new one can be trained.
  • Disabled: National soldiers can’t be killed.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Insurgents: Radio Silence

  • Enabled: Insurgent units are invisible to the player, even in zones with intel, although some units might appear briefly from time to time.
  • Disabled: The player can see insurgent units.
  • Default: Set via checkbox in Insurgent Editor > Insurgency.

Insurgents: Cave Fortifications

This initiative is unique to the Black Mountains map, but it can be used in your custom scenarios. Caves and/or catacombs can be manually pre-placed on the map via Zone Editor, and/or randomly placed on the map via options in Region Editor > Structures & Depots.

  • Enabled: Insurgents are stronger in a zone with caves/catacombs.
  • Disabled: Insurgent strength is unaffected by caves/catacombs.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Insurgents: Swimming Lessons

  • Enabled: Insurgents can flee across rivers.
  • Disabled: Rivers act as a barrier to fleeing insurgents.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Insurgents: River Fording

For player units, “Soldiers: Amphibious Transport” is equivalent to insurgents’ Swimming Lessons + River Fording.

  • Enabled: Insurgents can cross rivers when launching attacks.
  • Disabled: Rivers act as a barrier for insurgent attacks.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Insurgents: Fanatical Fighters

  • Enabled: Insurgents are significantly stronger and will not flee when attacked.
  • Disabled: Insurgent strength is returned to normal, and they will flee when in danger.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Insurgents: Soft Targets

If the “Garrisons: Overwatch” mechanic is enabled, insurgents are forced to destroy adjacent Garrisons first, if present, before they can attack other targets.

  • Enabled: Insurgents will launch targeted attacks on priority targets in adjacent zones.
  • Disabled: Insurgents don’t focus so much on priority targets.
  • Default: Set via checkbox in Insurgent Editor > Insurgent Combat.

Notes:

  • There are multiple ways to prevent insurgents from leaving the zone they are in (trapping them):
    • Enable ‘Insurgents: Fanatical Fighters’
    • Place a Blockade in the zone via Zone Editor – insurgents must destroy blockade before escaping
    • Place an Insurgent Stronghold in the zone via Zone Editor
    • Place a Fanatical Outpost in the zone via Zone Editor
    • Placing a Cave/Catacomb in a zone can effectively trap up to 5 insurgents
  • A cave in an urban zone is called a catacomb.
  • Insurgent camps, caves, and catacombs can be manually pre-placed in the Zone Editor, and/or be randomly placed via options in Region Editor > Structures & Depots. Insurgent camps will also naturally spawn on the map during gameplay. All other insurgent structures can only be manually pre-placed on the map via the Zone Editor.
  • Additional insurgent options are available in Insurgent Editor, Region Editor > Structures & Depots, and Zone Editor.

Azure Dam

These gameplay mechanics only work on the Azure Dam map.

Azure Dam: Dam Construction

  • Enabled: Convoys transport resources to the dam.
  • Disabled: Convoys stop transporting resources to the dam.
  • Default: Disabled.

Azure Dam: Extended Convoys

  • Enabled: Larger convoys.
  • Disabled: Smaller convoys.
  • Default: Disabled.

Azure Dam: Armoured Convoys

  • Enabled: Convoy more resilient to insurgent attacks.
  • Disabled: Convoy more susceptible to convoy attacks.
  • Default: Disabled.

Notes

  • The convoy from/to points are defined by the map (not currently moddable). While most maps define such points, the convoy mechanics currently only work on Azure Dam map, and there is no way to control which route would be used.
  • @Devs: it would be great if we could utilise these initiatives on other maps.

Opium Trail

These gameplay mechanics only work on the Opium Trail map.

Opium Trail: Counter-Narcotics

  • Enabled: Troops can destroy opium fields.
  • Disabled: Opium fields cannot be destroyed by troops.
  • Default: Disabled.

Opium Trail: Employment Support Programme

This applies regardless of how the opium field is destroyed (eg. pesticides vs. soldiers).

  • Enabled: Destroying opium field costs money, starting at $1 and increasing by $1 per field destroyed.
  • Disabled: Destroying opium field increases hostility level.
  • Default: Disabled.

Opium Crackdown

This is a custom component (see Additional Modifiers section of an initiative).

  • Per use: Reduce production of all opium fields in the region, including those you haven’t discovered yet, by ~60%.
  • Default: Opium production unaffected.

Enhanced Surveillance

See: Drones section earlier in guide.

Notes:

  • After counter-narcotics mechanic is enabled, and subsequently there are no more opium fields left on the map, a pop-up will appear saying “Opium production collapses in the region” – as such, you could potentially use that for aesthetic purposes even on maps that don’t have opium fields.
  • The Zone Editor allows you to place insurgent Opium Labs in zones.
  • The initiatives/components mentioned earlier in this section only apply to Opium Fields, not Opium Labs.
  • Drones can discover Opium Fields and Opium Labs.
  • @Devs: Would be great if we could get opium fields feature on other maps.

Thanks to aubergine18 for his great guide, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.

Post Author: Robins Chew

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