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Insurgents are a group of Guerrilla Fighters created in response to the military action prior to the recuperation efforts, determined to demolish it and undermine the operation’s efforts.
Overview[]
Some time after the start of an operation, often start the news stating that the Insurgency is rumored in the area and thus the operation is authorized to begin military initiatives to combat this threat (in the case of General is merely advised since they can fund them since the beginning). This is the "gatekeeper event" indicating their advent. Later, a second event will spawn noting where the Insurgents have been reported in a zone - Usually a remote one. In long time Campaign, some regions may be already be controlled by the insurgents. If these are entered with soldiers before the first insurgents appear, the insurgents will gain capability; however, some tactics such as Ambushes will not take effect until the first cells appears.
Activity[]
Insurgents will actively destroy any progress made and take over the entire sector, causing the lose reputation - exacerbated by repeated takeovers and region populations - as well as supporters. The population will turn hostile if they are in or are adjacent to a zone controlled by insurgents. They will actively attempt to expand their influence and cause constant reputation loss, especially when they take urban zones, unless they were fought off.
Camps continually spawn fighters and may launch surprise attacks in adjacent zones. At least 1 camp exists when you start the game. They will not appear in zones if there is an allied military unit or any building that isn't a Garrison there, nor can they spawn in stable zones. They can be uncovered by units, Drones, Regional Census, or Garrisons If it has been revealed on the map explicitly, a Camp can be damaged and destroyed by Airstrikes or Allied Military units, causing insurgent capability to fall.
Security initiatives will and Garrisons with Security Checkpoints can slow insurgent takeovers and will kill insurgents each when destroyed - It is entirely possible for an assault to fall on it's face when some intruder die to security, weakening them and allowing allied forces to finish them off before re-establishing the disbanded security forces. The specific effect is shown in the zone's info screen in the security percent - It is inversely proportional to the takeover speed much security slows the insurgents is affecting by the Security x%, which can be seen in zone information. Security may also be increased by HQs, Garrisons (with Security Checkpoints) and zone stability.
Capability[]
Insurgent Capability determines the amount of resources they can amass against the operation, increasing over time, when taking over zones or even via government decisions - When antagonized, paid funds or seizing certain map features, they will be strengthened, and locals will join them if they are outraged by the regime. Conversely you can reduce it via wrecking insurgent camps, limiting their expansion or engaging foreign rivals - The latter of which demands the prolonged presence of the Foreign Relations Office to be effective. It cannot drop below 3.33%.
100% Insurgent Capability is enough to upkeep 30 Insurgent Fighters, so 1 Insurgent Fighter requires ~3.33% of Insurgent Capability to remain active. Surprise Attacks will increase Insurgent number until it matches Insurgent Capability. Keep in mind that Surprise Attacks and events may spawn more Insurgents than the capability's capacity. If Insurgents amount is too high, fighters will begin to disband until the quantity matches Insurgent Capability.
Engagement[]
Peace[]
Tactics[]
The insurgents sometimes will rely on specialized tactics that are meant to increase their fighting power and tactical advantage.
Icon | Description |
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Additional Encampment
Insurgents start with +1 additional Camp. |
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Ambushes
Up to +3 Insurgents will launch Surprise Attacks on Soldiers when they enter no-Intel Zones (these surprise attacks contain 0 insurgents without this tactic). |
Cave Fortifications
Insurgent strength increases in Zones with a Cave. | |
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Combat Network
Each Insurgent Controlled Zone provides +15% combat strength bonus to adjacent Insurgents. |
Combat Recruitment
Insurgents claim victory when Soldiers retreat, significantly increasing Insurgent number and Capability. | |
Local Agitators
Time to start of the Insurgency is decreased by -65%. | |
Local Recruitment
Insurgents increase in number when taking over Zones. | |
Overwhelming Force
Insurgents can kill National Soldiers. A new National Soldier unit can be trained when this happens. | |
Radio Silence
Insurgent activity, number and Capability are hidden. | |
Recruitment Drive
When certain concerns aren’t met may trigger Insurgent Ambushes consisting of up to +5 fighters (these insurgent ambushes contain 0 fighters without this tactic). | |
Relentless Assault
Insurgent attack more frequently. | |
River Fording
Insurgent can attack across Rivers. | |
Sleeper Cells
When a Zone Stabilizes for the first time, there is a small chance of that Insurgents will launch a Surprise Attack on it. The chance is 100% if Insurgents control 3 or less Zones. | |
Social Distancing
Up to +3 Insurgents will try to flee to adjacent Zones when hit by Airstrikes (these split-offs will contain 0 insurgents without this tactic). | |
Swimming Lessons
Insurgents can flee across Rivers. Insurgents prioritize fleeing into Zones adjacent to Rivers. | |
Split and Run
Insurgents can flee into 1-3 neighboring Zones. | |
Violent Ambushes
Lose more Reputation or funds when extending Coalition Soldier deployment times. | |
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Fanatical Fighters
Insurgents have increased combat strength, but cannot flee. |
Usage of Insurgents[]
Notable groups[]
Morubbian Royalist faction[]
The Missing Heaven[]
Notes[]
- This group like all of the other groups in Thicraraqa Universe suffer from a strange condition as whenever they would stay in its home universe they’ll look normal but whenever they appeared in another universe they would turn into human size red diamonds.