Rebel Inc: Escalation

Rebel Inc: Escalation

Infinity Feb 1, 2020 @ 6:28am
Is it actually possible to stabilize Black Caves?
I am starting to lose my sanity! This game hates the player!

I had 10+ initiatives done (Water, Toilets, Electricity, Coms, Jobs, Core Medical, Education, etc), the corruption was a bit high at around 40 but was on its way down and ... wait for it ..

NO INSURGENTS!!!!! I had snuffed them out twice by cornering them and then GUESS WHAT HAPPENS?!

Insurgents randomly pop-up in FOUR regions and within months take them under control. By this time, the Coalition forces have to go back and National Army is in training. And for no reason whatsoever, no region becomes stable except for the base.

I lose within a year of the random insurgent surge. This was definitely my best game yet and it seems to me as if the only way to win is by sheer luck!

If anyone has any insights. please let me know. I am in a murderous rage ATM!
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Showing 1-6 of 6 comments
thebadman Feb 1, 2020 @ 8:11am 
Get PR(about double support) PR 2(about 50% more) and if you really are desperate you could try fort civil support for yet another double in HQ and forts.
Vanagandr Feb 1, 2020 @ 2:48pm 
It seems that it's better to corner insurgents than to wipe them out, at least before the endgame. If they're cornered, most new insurgents travel to reinforce the existing ones; if there's no insurgent force active, they all form their own cells at home, which could be anywhere.
Once you've got them bottled up you know where they are and you know where they're going to be, so even if you don't wipe them out you're still winning: every rebel skirmishing in the mountains is one who isn't able to rampage across the countryside.

Supposedly, new camps can't pop up in stable zones, however it takes a while for a camp to be detected, so it's possible for a camp to spawn shortly before a zone becomes stable, and then be discovered in that seemingly-stable zone.

From a realism point of view I don't know if this is an accurate mechanic, though I suppose it makes sense that prospective insurgents might, given the choice, travel to fight the good fight in a besieged rebel ministate rather than try to build their own from scratch.

Caves is winnable, but has its own specific mechanics to make it rougher than other maps.
Last edited by Vanagandr; Feb 1, 2020 @ 2:56pm
thebadman Feb 1, 2020 @ 7:45pm 
Originally posted by Areetsa:
Supposedly, new camps can't pop up in stable zones, however it takes a while for a camp to be detected, so it's possible for a camp to spawn shortly before a zone becomes stable, and then be discovered in that seemingly-stable zone.

Oh, indeed they can. You can also instantly detect them if you have fort there or a lot of initiatives boosting intel to get [?] before they start spawning insurgents with surprise attacks. Only zones they can't spawn in are those with troops and HQ.
Infinity Feb 1, 2020 @ 9:07pm 
Originally posted by Areetsa:
It seems that it's better to corner insurgents than to wipe them out, at least before the endgame. If they're cornered, most new insurgents travel to reinforce the existing ones; if there's no insurgent force active, they all form their own cells at home, which could be anywhere.

Sounds like a logical way of dealing with random insurgent surges. I'll give this a try
TheMoniker1 Feb 1, 2020 @ 9:07pm 
Black Caves gives you the advantage of having a main road or highway in almost every non-mountain zone. Early on, buy Main Roads I and Highways I, flood the region with healthcare and education, and maybe get Regional Census too. Main Roads and Highways will allow you to practically teleport your coalitions right where they need to be. And, of course, don't forget to have PR I before the insurgents arrive, and PR II shortly after.
CPT Chaos Feb 5, 2020 @ 6:41pm 
The Project Manager is a great way to beat Black Caves. It is a maddening scenario... took me about 30 tries.
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Date Posted: Feb 1, 2020 @ 6:28am
Posts: 6