Rebel Inc: Escalation

Rebel Inc: Escalation

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Scenario Creator - Initiative Editor
By leftbehind
Modding Guide: Initiative Editor page in the Scenario Creator.

Modifiers, game mechanics, components, attachments, zone actions, text tags... And hidden stuff, like special outcomes.
   
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Text Tokens
Before we get in to the nitty gritty of the initiative editor settings, let's talk about text tokens. They get replaced with dynamic values such as governor name or random farm goods. If you can type this { (curly brace) in to a text field, then it supports tokens.

These seem to work anywhere:
  • {governor} - governor name (set in Scenario Overview > Governor)
  • {region} - region name (set in Scenario Overview > Region)
  • {operation} - operation name (set in Scenario Overview > Operation)
  • {operation_s} - same as above, but with 's suffix (eg. "Foo's" instead of "Foo"). - seems broken after recent update
  • {perc_low}% - random low percentage value (eg. 12%)
  • {perc_med}% - random medium percentage value (eg. 47%)
  • {perc_high}% - random high percentage value (eg. 85%)
  • {exported_products} - random exported product name
  • {crop} - random crop plant name
  • {livestock} - random livestock animal name
  • {number_hundreds} - random number in the range of 100 to 999
These are limited to Zone Actions section of an initiative:
  • {name} - name of the Zone Action (Initiative > Zone Actions > Overview > Name)
  • {zone} - name of zone where initiative rolls out (set in Zone Editor > Zone Name)
These are map-specific:
  • {lip_name} - Large Infrastructure Project (LIP) name; on Azure Dam map it's the Dam. I tested on a few other maps and it's replaced with "Large Infrastructure Project".
If you know of any others, please comment with details.
= Initiative Setup =
Customise the initiative icon and cost.

Name techs.csv > name
Specify the name of the initiative, ideally 1-5 words.

Description techs.csv > flavour
Specify the description of the initiative, ideally 1 sentence or short paragraph.

Initiative Icon techs.csv > tech_icon
Choose one of the inbuilt icons, or specify your own.

Initiative Overlay techs.csv > tech_overlay
Overlays an image over the icon (hammer, circle, cross, etc...).

Initiative Corner Overlay techs.csv > tech_corner
Overlays an image over the bottom-right corner of the icon (arrow, number, etc...).

Background Colour techs.csv > hex_style
Set the background color of the hexagon shape.

Funds techs.csv > dollar_cost_to_do
Sets how much the initiative costs, in $. You can specify 0 (free), or even a negative number (give money to player). Note that the cost can be affected by inflation (see later).

Reputation techs.csv > support_cost_to_do
Sets how much the initiative costs, in reputation points. You can specify 0 (no change), or even a negative number (increase reputation).

Lock Initiative techs.csv > padlock
Locks the initiative in its current state, so player can't purchase it. As far as I know, there's no way for a custom scenario to unlock a locked initiative, so this is a weird option.

Pre-funded Initiative techs.csv > preevolve
If selected, the initiative will be activated as soon as the game starts (including Funds being taken/given, I think).
= Civilian =
Change support/hostility levels and max builders.

Support Level techs.csv > global_gov_perception_max
  • Adjust regional player support level. 0 = no change.
  • Default: Regional default is set in Civilian Editor > Support Level. If the Zone Editor is enabled, per zone values can be set in Zone Editor > Population.

Hostility Level techs.csv > global_hostile_perception_max
  • Adjust regional insurgent support level. 0 = no change.
  • Default: Regional default is set in Civilian Editor > Support Level. If the Zone Editor is enabled, per zone values can be set in Zone Editor > Population.

Zone Initiative Rollout techs.csv > max_generic_builder_change
  • Set default builders per zone, for all zone types. 0 = no change.
  • Default: 1

Urban Initiative Rollout techs.csv > max_urban_builder_change
  • Set additional builders for Urban zones. 0 = no change.
  • Default: 0

Rural Initiative Rollout techs.csv > max_rural_builder_change
  • Set additional builders for Rural zones. 0 = no change.
  • Default: 0

Remote Initiative Rollout techs.csv > max_remote_builder_change
  • Set additional builders for Remote zones. 0 = no change.
  • Default: 0

Local Support Modifier
  • Modify local support level in all zones by specified amount. 0 = no change.
  • Default: Regional default is set in Civilian Editor > Support Level. If the Zone Editor is enabled, per zone values can be set in Zone Editor > Population.
= Economic =
Change inflation and cost of subsequent initiatives.

Inflation Multiplier techs.csv > inflation_multiplier_change
  • Increase (positive number) or decrease (negative number) the amount of inflation increase caused by subsequent initiatives. 0 = no change.
  • Default: Set in Civilian Editor > Economic.

Inflation Change Percentage techs.csv > inflation_change_perc
  • Increase (positive number) or decrease (negative number) the current inflation by specified percentage. 0 = no change.

Inflation Gain techs.csv > inflation_modifier
  • Increase (positive number) or decrease (negative number) the current inflation by specified amount. 0 = no change.

Inflation Cost Sensitivity techs.csv > inflation_sensitivity
  • Defines how much inflation affects the price of this initiative. 0 = no impact, 5 = max impact.

Military Initiative Cost Multiplier techs.csv > military_tech_time_discount_change
  • Increase (positive number) or decrease (negative number) the cost of subsequent military initiatives by specified percentage. 0 = no change.

Civilian Initiative Cost Multiplier techs.csv > civilian_tech_time_discount_change
  • Increase (positive number) or decrease (negative number) the cost of subsequent civilian initiatives by specified percentage. 0 = no change.
= Corruption =
Corruption Risk Gain techs.csv > base_corruption_change
  • Increase the corruption risk (target) by specified percentage. 0 = no change.
  • Default: Set in Civilian Editor > Corruption.

Corruption From Initiatives techs.csv > corruption_increase_mod_change
  • Increase (positive number) or decrease (negative number) the amount of corruption caused by subsequent initiatives. 0 = no change.
  • Default: Set in Civilian Editor > Corruption.

Global Corruption Increase techs.csv > corruption_change_perc
  • Adjust the current amount of corruption by specified percentage. 0 = no change. -0.90 = reduce by 90%, etc.
  • Default: Set in Civilian Editor > Corruption.

Anti-Corruption Teams techs.csv > num_anti_corrupt_team_change
  • Add (positive number) or remove (negative number) the specified number of teams. 0 = no change.
  • Default: Set in Civilian Editor > Corruption.

Anti-Corruption Team Effectiveness techs.csv > corruption_reduction_perc_change
  • Increase (positive number) or decrease (negative number) the effectiveness of anti-corruption teams. 0 = no change.
  • Default: Set in Civilian Editor > Corruption.
= Military =
Deploy Coalition Soldier techs.csv > int_manpower_change
  • If enabled, gain a Coalition soldier unit.
  • There is a limit to how many Coalition soldiers the player can have, beyond which initiatives that add soldiers will be locked until existing soldiers leave or are converted to National soldiers.

Deploy National Soldier techs.csv > nat_manpower_change
  • If enabled, gain a National soldier unit.
  • There is a limit to how many National soldiers the player can have, beyond which initiatives that grant soldiers will be locked.

Coalition Soldier Training Time techs.csv > int_soldier_training_change
  • Increase/decrease the number of turns taken to train a Coalition soldier. 0 = no change.
  • Default: Set in Military Editor > Soldiers.

National Soldier Training Time techs.csv > nat_soldier_training_change
  • Increase/decrease the number of turns taken to train a National soldier. 0 = no change.
  • Default: Set in Military Editor > Soldiers.

National Soldier Strength Multiplier techs.csv > nat_soldier_strength_mult_change
  • Increase (values above 1.0) or decrease (positive values below 1.0) the strength of all National soldiers by specified percentage. 0 = no change.
  • Default: Set in Military Editor > Soldiers.

Soldier Support Level techs.csv > soldier_n2g_sup_perception_change
  • Increase (positive values) or decrease (negative values) support for governor in zones occupied by soldiers.
  • Default: ??? Likely starts out negative (ie. lose player support).

Soldier Hostility Support Level techs.csv > soldier_n2r_sup_perception_change
  • Increase (positive values) or decrease (negative values) support for insurgents in zones occupied by soldiers.
  • Default: ??? Likely starts out positive (ie. increase rebel support)

Airstrike Strength techs.csv > airstrike_strength_change
  • Increase (positive values) or decrease (negative values) airstrike strength. 0 = no change.
  • Default: Set in Military Editor > Support.

Airstrike Accuracy techs.csv > airstrike_accuracy_change
  • Increase (positive values) or decrease (negative values) airstrike accuracy. 0 = no change.
  • Default: Set in Military Editor > Support.
= Additional Modifiers =
Change game mechanics and special features...

Enable Gameplay Mechanic techs.csv > change_bool_to_true

Enable the specified gameplay mechanic. "None" = no change.

Disable Gameplay Mechanic techs.csv > change_bool_to_false

Disable the specified gameplay mechanic. "None" = no change.

Custom Component techs.csv > custom_command

Similar to enabling a gameplay mechanic, but after enabling a component you can't disable it.

List of Options
The following hyphenated sections contain details of the various options in the gameplay mechanics menus, and the custom components menu..
- Economic
Gameplay Mechanics relating to economics...

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 & Reputation
Gameplay Mechanics relating to politics and reputation...

Democratic Transition / Elections (doesn't actually exist)
In the editor, there's no setting, game mechanic, or custom component, for Elections. So if you delete your "Democractic Transition" initiative (or break it somehow), here's how to revive it:
  1. Create a new "Democratic Transition" initiative on Government tab
  2. Save the scenario to disk, exit to main menu of editor
  3. Edit techs.csv (details near end of this guide)
  4. Make sure the "ident" column for that initiative is set to "democratic_transition"
When an initiative with that ID is purchased, it triggers the Democratic Transition game mechanic.

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.
- Experts
Gameplay Mechanics relating to 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
Gameplay Mechanics relating to intel gathering...

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" section 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 can be gathered by Drones.
  • Intel gathering rate can be adjusted by initiative 'Zone Actions'.
  • Individual zones can be granted full intel at start of game in Zone Editor.
  • Additional intel options can be found in Region Editor > Starting Variables / Intel.
- Garrisons
Gameplay Mechanics relating to 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 "warlord_fort"
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.

See also:
  • Enhanced Surveillance (Custom Component) - Increment number of zones scanned by drones.

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
There is a Custom Component with the same name, which seems to do the same thing. The base extension cost (reputation or cash, as applicable) is set in Military Editor > Soldiers.
  • First use: Coalition soldier deployment extensions cost money, rather than reputation.
  • 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
When disabled, it encourages the player to train a Coalition soldier first in order to speed up the training of National soldiers.
  • Enabled: National soldiers train at normal speed.
  • Disabled: If no Coalition soldiers on the map, it will take longer to train National soldiers.
  • Default: Set via checkbox in Military Editor > Soldiers.
- All soldiers
These gameplay mechanics apply to both coalition and national 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
This is a unique initiative from the Black Caves map, but you can use it on any map in your custom scenarios.
  • 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 "unit_limited_movement"
  • 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
Insurgents: Aggressive AI "kill_player"
  • 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.

Bribe Insurgents "rebel_removal"
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.

Insurgents: Cave Fortifications "caves_give_rebel_strength"
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: Combat Recruitment "penalise_soldier_retreat"
  • 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.

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: Fanatical Fighters "no_rebel_flee"
  • 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: Long-Range Attacks "rebel_raid"
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 "rebel_bonus_on_cap"
  • 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 "rebel_lethal"
  • 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 "rebel_hidden"
  • 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: River Fording "rebels_can_attack_across_water"
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: Soft Targets "rebels_target_hq_and_vip"
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.

Insurgents: Swimming Lessons "rebels_flee_across_water"
  • 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: Urban Warzone "rebel_city_control_penalty"
  • 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.

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 (map)
These gameplay mechanics only work on the Azure Dam map.

Azure Dam: Dam Construction "lip_started"
  • Enabled: Convoys transport resources to the dam.
  • Disabled: Convoys stop transporting resources to the dam.
  • Default: Disabled.

Azure Dam: Extended Convoys "convoy_additional_supplies"
  • Enabled: Larger convoys.
  • Disabled: Smaller convoys.
  • Default: Disabled.

Azure Dam: Armoured Convoys "convoy_armored"
  • 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 (map)
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.

See also:
  • Enhanced Surveillance (Gameplay Mechanic) - helps drones see opium fields and labs
  • Opium Crackdown (Custom Component) - nerfs production of all opium fields (including undiscovered fields).

Notes:
  • The Zone Editor allows you to place insurgent Opium Labs in zones, but not Opium Fields.
  • The initiatives/components mentioned 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.
- Others
Bunker Buster: Activate
Used in the Dark Tunnels[rebel-inc.fandom.com] official scenario, but works on any map.
  • Enabled: Player can destroy one tunnel entrance per use. It self-disables after each use.
  • Disabled: Tunnel entrances cannot be destroyed.
  • Default: Disabled

Evacuation Start
Used in the Embassy Evacuation[rebel-inc.fandom.com] official scenario, but works on any map with Embassies.
  • Enabled: Evacuations enabled: One embassy at a time is evacuated then removed from the map, with a cooldown period before the next evacuation can begin.
  • Disabled: Evacuations disabled.
  • Default: Disabled

Evacuation Boost
Used in the Embassy Evacuation official scenario, but works on any map with Embassies. Requires "Evacuation Start" to have any effect.
  • Enabled: Reduces the cooldown time between evacuations.
  • Disabled: Normal evacuation speed.
  • Default: Disabled
- Custom Components
Options in the Additional Modifiers > Custom Component drop-down list...

Spawn Expert
  • An expert unit (the orange pentagon-shaped unit) will be given to the player. The player can then place it in a zone on the map to help roll out initiatives in that zone.
  • I'm not sure how this is any different to an Expert Attachment, other than it might be eligible for Neighbourhood Development components?

Neighbourhood Development 1-3
Used in Corporate Development[rebel-inc.fandom.com] official scenario:
  • Allows experts to improve adjacent zones, even across rivers.
  • It's not entirely clear why there are three components that do same thing - maybe each apply to one Expert, so you can have max 3 Experts improving adjacent zones? Or maybe they increase the total number of adjacent zones that can be improved? If you know, post in the comments.

Hot wheels "expert_hot_wheels"
Warning: Possibly causes game hang/crash bugs when moving units if Experts are deployed.
Seems related to Experts but no idea what it does. Note that there's an ATV Transport game mechanic that speeds their travel.

Expert Paycut
Used in Corporate Development official scenario as "Contract Review" initiative.
  • Gain some money (I assume via negative initiative cost?) but increase Expert rehiring cost and training time.
  • Unlike "Experts: Unofficial Procurement" game mechanic, it doesn't affect the cost of Experts rolling out initiatives.

Opium Crackdown
  • First use: Reduce production for all opium fields in the region, including those you haven't discovered yet, by ~60%. The user will see a message: "Opium production has collapsed in region" (this message shows on all maps, not just Opium Trail).
  • Subsequent uses: Not sure what happens. If the opium production slowly recovers, then subsequent uses would knock it back down again.
  • Default: Normal production.

Enhanced Surveillance
  • Per use: Increment the number of adjacent zones that drones scan, up to a maximum of 6 (or 10, once you have the DLC).
  • Default: Set in Military Editor > Support.

Advisory Role
The Coalition has decided to take a step back from direct combat operations and focus on providing support to the National Military. Coalition soldiers are significantly weaker in combat, but provide much stronger support to National soldiers.

Funding Shift "funding_reshuffle"
I think this is a Billionaire governor feature that switches between funding his investment portfolio and collecting the dividends.

Coalition Surge
This sometimes happens randomly during the game, where the player will be granted 2 extra soldiers - either Coalition or National. There is a limit to the number of Coalition soldiers on the map, and once exceeded the player won't be able to purchase any initiatives that give more Coalition soldiers until those already on the map either leave or get converted to National soldiers.
  • Per use: Player is given 2 Coalition soldiers.

Private Military Contractors
There is a Gameplay Mechanic with the same name, which seems to do the same thing.
  • First use: Coalition soldier deployment extensions cost money, rather than reputation.
  • Default: Set via checkbox in Military Editor > Soldiers.

Annual Budget Increase
???
= Initiative Abilities =
Enable Ability
Enables specified ability, either Airstrikes, Garrisons, or Drones. All three are disabled by default, but you could use a Pre-funded Initiatives to enable them at game start if desired.

Choose Ability for Cooldown Modifier
Select which ability will be affected by the cooldown modifier below. None = no change.

Ability Cooldown Modifier
  • Increase (positive number) or decrease (negative number) the cooldown time for the chosen ability. 0 = no change.
  • Default: ???

Attachment
  • Grant the user a specialist attachment that they can place on one of their soldiers to upgrade it:
    • Remote specialist
    • Rural specialist
    • Urban specialist
    • Tank Tank
  • To create an actual unit with the attachment already applied, enable the Deploy Coalition/National Soldier option.
= Initiative Unlock Criteria =
Use these options to create dependencies between initiatives.

And: Requirement 1-3
Specify up to 3 initiatives which must be funded before this initiative can be funded.

Or: Requirement 1-3
Specify up to 3 initiatives where at least one of them must be funded before this initiative can be funded.

You can mix And and Or requirements. For example you can set (A and B) + (C or D) = to enable this initiative both A and B must be funded in addition to either C and/or D also being funded.
ZONE ACTIONS (optional settings)
Zone actions are an optional batch of settings for an initiative, and control what happens when the initiative is rolled out in each zone.

When enabled, the following additional settings appear...
= Overview =
Name
Defines the text that appears over the map when an initiative rolls out in a zone. Keep it short, ideally 1-2 words.

Completed Name
Defines the text shown in the Zone Overview screen in-game.

News Headline: Success
Defines text that will sometimes appear in the news ticker when initiative rolls out in a zone.

News Headline: Destroyed
Defines text that will sometimes appear in the news ticker when a completed initiative is destroyed in a zone.

Rollout Time
Number of turns taken to roll out the initiative in a zone. This can be affected based on various options listed earlier in this guide, and also presence of troops (if set to help with initiatives), experts, etc.

Concern Type
If your initiative satisfies the needs of a citizen concern (water, roads...), select it in the drop-down.
= Rollout Requirements =
These options can be used to limit where the initiative rolls out - both when it is initially purchased and throughout the remainder of the game.

Enable Local Intel Requirement
If selected, the initiative will only be rolled out to zones with full intel.

Government Restricted Rollout
If 0, the initiative can roll out in any zone. Otherwise, the required amount of government influence is required in a zone before the initiative is rolled out in that zone.

= Rollout Actions =
These effects will be applied to a zone after an initiative is rolled out in that zone. If the initiative is destroyed, the effects will be removed from the zone.

Local Support Level
Modifies the local player support level in zones where the initiative has been rolled out.

Local Hostility Support Level
Modifies the local rebel support level in zones where the initiative has been rolled out.

Support Level
This seems to be same sort of thing as Local Support Level.

Hostility Level
This seems to be same sort of thing as Local Hostility Support Level.

Local Intel Speed
Change speed of intel gathering in a zone.

Regional Intel Speed
Change speed of intel gathering in all zones. Use with care, because this seems to happen once per zone as the initiative rolls out there.

Rollout Time Bonus
Increase rollout speed of subsequent initiatives in the zone where current initiative has been rolled out. For example, 0.5 = 50% faster.

Upgrade Roads
Set the percentage of road upgrade, eg. 0.5 = 50% upgraded. I haven't tested, but in theory you could downgrade roads (eg. if they were already at 100%, setting a value of 0.5 might downgrade them to 50%?)

Security Level
Adjust security level in the zone. I assume that values between 0 and 1 will downgrade security level. Values 1 and above will increase, and 0 will leave unchanged.
= Insurgent =
Kill Insurgents
Defines what happens if the initiative is destroyed by insurgents. If 0, do nothing. Otherwise, kill the specified number of insurgents.

Destruction Chance
Determines how likely insurgents are to target this specific initiative (0.03 = low, 0.20 = high).

Rollout Focus
Determines how likely the initiative is to be rolled out in areas with no government control. 1 = unlikely, 100 = always.

Rollout Amount
The number of times this initiative can be rolled out. 99 = unlimited, otherwise you can limit between 1 and 40 rollouts across the region. As far as I can tell, destroyed initiatives don't free up slots, so if you set a value of 5, and those 5 get destroyed, you don't get to rebuild them.
CSV and JSON files
Stuff that's not in the Scenario Creator...

Important!
Take regular backups before editing these files!

The UI allows you to change most stuff, but there's a few things it won't let you do. If you want to go the extra mile in customising your initiatives you'll have to get your hands dirty...

First, you'll need to open the folder that contains local scenarios. To do that, launch the Scenario Creator and choose Information > Local Files. Then locate the folder with the scenario you want to edit (tip: check the overview.json or publish.json files to work out which scenario or workshop item the folder relates to).

The initiatives are defined in initiatives.json techs.csv. Open it with a plain text editor, code editor, or spreadsheet app and you'll be able to see all the nitty gritty details of your initiatives. Changing this file manually can easily break your scenario so take a backup first.

Before you start...

As you know, the Initiative Editor can't be used without first selecting a region ("level") and governor ("partner") on the Scenario Overview screen. That's because the initiative editor filters out any initiatives that don't match the specified level and partner. The same thing happens when player starts any single-player mission or scenario - only here it's happening in the editor.

If you've not set a governor on the Scenario Overview screen, you can manually enable the Initiative Editor as follows:
  • Save your scenario (via gear icon in top-right of editor)
  • Edit meta.json and set "hasInitiativeLab" to: true

If you had already selected a governor, you can manually unselect it without resetting your initiatives as follows:
  • Save your scenario (via gear icon in top-right of editor)
  • Edit overview.json and set "scenario_governor_selection" to: 0

When a player loads your scenario, the game should ask them to choose a governor and then it will filter out any initiatives (based on their "partner" setting) not relevant to the player's choice.

You can do similar for region, but note that if you try using Zone Editor without a region set the editor will crash and you'll lose all unsaved changes. In overview.json, set "custom_map_name" to "". I've not tested this, but I assume the game would then ask player to select a region and upon selection it will remove any initiatives with an unsuitable "level" setting.

Note: The game doesn't filter out "special_outcomes" in the editor or in-game; they are just buffs and nerfs for initiatives based on selected governor, advisor, etc. Obviously they are somewhat useless if the scenario pre-defines the governor.
- special_outcomes (techs.csv)
Modify initiatives based on governor, advisors, etc...

These are optional flags which tweak initiatives, usually to modify their cost or availability. Multiple flags can be defined, for example: "DDEvolve,TCCostIncrease,InsurgentUnlock".

Governors:
  • DDCostIncrease - More expensive when playing as Development Director.
  • DDCostReduce - Cheaper when playing as Development Director.
  • DDEvolve - Pre-funded when playing as Development Director.
  • GECostIncrease - More expensive when playing as General.
  • SMCostIncrease - More expensive when playing as Smuggler.
  • TCCostIncrease - More expensive when playing as Tank Commander.
  • TCCostReduce - Cheaper when playing as Tank Commander.
  • TCCostSet6 - Costs $6 when playing as Tank Commander.
  • TCTank - Solider becomes a Tank when playing as Tank Commander.
  • WLCostIncrease - More expensive when playing as Warlord.
  • WLCostSet0 - Free when playing as Warlord.
  • WLEvolve - Pre-funded when playing as Warlord.
There's obviously a consistent naming convention, but when I tried filling in the gaps (eg. "WLCostReduce"), the editor crashed.

Advisors:
  • InstructorConditionRemove - And/Or dependencies ignored if using the Instructor advisor.
Map-specific:
  • DamCostDynamic - Cost depends on Dam condition (Azure Dam map).
Generic:
  • CheatEvolve - Unlocked by "Shock & Awe" cheat.
  • InsurgentUnlock - Does nothing if initiative doesn't deploy a soldier. Otherwise:
    • General governor: Unlocks when game starts
    • Other governors: Unlocks when Insurgency starts.
  • ZoneAction - Uses a game-defined action; prevents altering Zone Action in the editor. I assume the "ident" column in techs.csv tells the game which inbuilt action to use, but haven't tested.
If you find any others, pls post in the comments.
- partner (techs.csv)
Limit initiatives to specific governors...

To make an initiative only appear if the player is using a specific governor, put the ID in the "partner" field of techs.csv:
  • Banker
  • BILLIONAIRE
  • DevelopmentDirector
  • Economist
  • General
  • ProjectManager - Civil Servant
  • Smuggler
  • TankCommander
  • Warlord
The initiative will only be shown when the player is using that governor.

You can also invert the requirement by adding a ! to the start of the ID. For example, if you put "!ProjectManager" then the initiative will be hidden when playing as Civil Servant governor.

Note that using this field will also affect which initiatives you can see in the editor, so use with care!
- level (techs.csv)
Limit initiatives to specific map...

To limit which maps an initiative can be used on, add the map ID to the "level" field in techs.csv:
  • ASADABAD - Black Caves
  • AZUREDAM - Azure Dam
  • BADGHIS - Pistachio Forest
  • BLACKGOLD - Golden Sands
  • ERUPTION - Devil's Peak
  • FLOODPLAINS - Saffron Fields
  • HERAT - Southern Desert
  • KHOST - Mountain Pass
  • NANGAHAR - Distant Steppe
  • OPIUM - Opium Trail
The initiative will only be shown when playing on that map.

You can do the opposite by adding a ! to the start of the ID. For example, "!AZUREDAM" will hide the initiative on Azure Dam map.

Remember that the editor app will filter out any initiatives that don't match the map selected on the Scenario Overview screen, so you have to be really careful when editing the "level" column. IMO it would be better to duplicate your scenario and edit it to different specific maps rather than try and have one scenario that handles multiple maps.
Caution
This caution only applies if you're doing crazy stuff to allow player to choose governor/map whilst still having custom-designed initiatives in your scenario...

Now that we have an idea of what the "partner" and "level" columns do, we need to be aware of the risks.

The default initiatives when you use the editor in the normal way (select map/governor, then enable Initiative Editor) often make use of the "partner" and "level" columns in techs.csv.

If you edit the existing initiatives (eg. changing text, zone actions, etc) the hidden "partner" and "level" settings will still be there in the CSV file. Normally this won't matter, because the governor/map selection (Scenario Overview screen) has filtered out any partner/level that isn't applicable.

However, if you are planning on releasing a scenario that has both custom initiatives and has also been manually edited to allow player to select the governor and/or map when they play the scenario, those "level" and "partner" settings are going to come in to effect in unexpected ways.

Take the Coalition Soldiers 4 & 5 on the military tab, for example. In their "partner" column they specify "!ProjectManager" - so if the player chooses Civil Servant, those two initiatives get removed. What if you have other initiatives that are dependent on Coalition 4 & 5? Your tech tree just broke!

Another thing to watch out for is the "ident" field - the game sometimes triggers stuff when initiatives with a specific "ident" value are purchased; for example, an initiative with an "ident" value of "democratic_transition" will start the election cycle in-game! What if you edited that initiative to be something completely different in the editor? The "ident" field will still be "democratic_transition"; you'll end up inadvertently triggering elections in addition to whatever your customized initiative is configured to do.

Oh, one last thing: There could be multiple initiatives with same "ident" and even "grid_location" - the game will choose the most specific one for the governor/map being used, or if that's not applicable it will use whichever one appears first in the CSV file. (With some experimentation you could use this to your advantage to show different initiative depending on which governor/map the player chose.)

Luckily, now you're aware of how to edit the techs.csv you should be able to find and fix those problems, but you'll need to test for each governor (and map, if you also allow level choice). It's a good idea to go through the CSV row by row, in a Google spread sheet or similar visual CSV viewer, to make sure there's nothing strange in there.
3 Comments
charcoal thatch Apr 3, 2024 @ 8:58pm 
this will be helpful thank you
leftbehind  [author] Sep 12, 2023 @ 9:27pm 
@nerdcommander: you got that the wrong way round. My guide was posted 1 whole day before that other guide was posted = they copied my guide.
Overseer Jul 18, 2023 @ 2:51am