Gaining and Losing City Support
General Notes
General Notes
Incidents such as enemy QRF deaths affect the nearest town, but only if they happen within 200m of the town’s radius.
Changes to support in a town are scaled by the formula
10 * _change / sqrt _townPop, unless noted as unscaled. For example a town of 400 population will gain support at half the rate of a town of 100 population.If the nearest radio tower to a town is destroyed, positive support changes are multiplied by 1.5x.
If the nearest radio tower to a town is intact and controlled by rebels, positive support changes are multiplied by 2x.
If the police station in a town is destroyed, positive support changes are further multiplied by 1.5x.
Enemy-Driven Events
Enemy-Driven Events
+15 or +30 for rebels successfully delivering a supply convoy.
-5 if a supply convoy times out or is destroyed.
-15 for enemies successfully delivering a supply convoy.
Up to +20 (unscaled) to nearby cities for rebels successfully defending a punishment attack, linearly reducing to 0 at 3000m.
Rebel Missions
Rebel Missions
+1-2 for each prisoner rescued. Does not apply unless the outpost was near a town.
+20 unscaled for destroying a police station (only as part of mission).
+15 for successfully delivering city supplies.
-50 unscaled for losing or ignoring a city battle.
Minor Town Missions
Minor Town Missions
-2 if hostage dies (not if mission times out).
+10 if hostage is rescued.
+5 if corrupt cop is killed.
+10 if corrupt cop surrenders.
+8 if vehicle recovery is successful.
-2 if taxi passenger dies (not if mission times out).
+5 if taxi passenger is delivered, +1 extra per 400m distance between towns.
Other Incidents
Other Incidents
+1 for enemy surrender.
+1 for enemy kill by rebels.
-2 for rebels killing a surrendered enemy.
-3 for rebels killing a civilian.
-9 for rebels killing a civilian wearing a press vest.
-1 per HR for rebel overspend, eg. respawning with 0 HR.
-1 for rebels stealing a parked car from a town.