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Antistasi Territory Types

In Antistasi Altis is classified into two types of territory: zones and towns. Both serve different purposes and must be taken by the player through totally different means.

1. Zones are areas of the map directly controlled and garrisoned by the AAF. They include Outposts, Bases, Airports, Powerplants, Factories, Resources, and Seaports. In order to conquer zones the player must storm them, approach the flag, and use the Take the Flag option to formally claim the zone for the FIA. At that point the zone will change to the FIA and they will start benefiting from having that zone immediately. Bear in mind that zones that are in radio contact will have the help of nearby enemy bases. The AAF may not wait until the battle is nearly lost to call for help, a large attack on their position may result in an immediate QRF response. Whether the AI sends a QRF is subject to a number of conditions such as whether there is a nearby base/airport available to rally their forces, whether sending a QRF will be dangerous (i.e. high chance of ambush by another FIA zone), and whether another zone’s QRF is already en route.

The FIA will dispatch a garrison to this newly-captured location as soon as you take control of it. The size of the garrison is generally proportional to its importance. Airfields and bases get more troops and vehicles than an isolated outpost. NATO will send some of their own soldiers to garrison key zones as well. The size of the NATO garrison is proportional to the support NATO has for you at the time. Also note that depending on conditions the AAF may launch a counterattack. When and how strong the counterattack is depends on a number of factors discussed throughout this guide.

If you lack the resources to capture a zone but still want to deny the enemy the benefit of it, you do have the ability to destroy the zone. Factories are easy enough to demolish given enough time and mortars. If you capture that factory later, you can always rebuild the zone for $5,000 to restore its benefit.

2. Towns are where you will find the residents of Altis trying not to get killed. Conquering towns involves convincing the people that they should back the FIA. The player has many options to do this. They can complete missions like delivering supplies, rescuing prisoners, killing AAF forces, and, crucially, controlling the power plant that gives electricity to that town. Altis residents get very annoyed when they have no power, denying power to AAF towns or supply power to FIA towns will go a long way in gaining and keeping the local population’s support. The benefit of power is not immediate, however. You need to prove to the citizens of that town that you can provide stable electricity over the long term. Thus, the benefit to powering a friendly town will accumulate over time. Stability is key. This is particularly helpful later in the game when some towns are 100% in favor of the AAF. Securing a power plant can make it much easier for the FIA to wear down AAF support without direct interaction.


All towns and most zones require power to fully function. In order to power a town or zone a player must own the nearby power plant and the zone/town itself. Antistasi will automatically shut off the power to towns and zones that the player does not own as a way of denying resources to the enemy. Of course, the AAF will do the same to you. You can determine which power plants supply electricity to which areas based on distance to the power plant. As a general rule, whichever power plant is closest to the town or zone in question is the one supplying electricity to it.

Note: Killing workers at power plants will result in a complete cut off of power in that plant and all the supplied towns.


There are 8 types of zones, seen below.


Roads might be controlled by roadblocks which consist in few sandbags, '50cal and a small garrison. This is the main obstacle of undercover business since enemies will identify you in a range of approximatively 150m both while driving and on foot. On the other hand, this is an easy objective to attack provided that you attack the gunners before you get spotted.

  • Note: Roadblock are linked to proximity objectives, only holding them will make it won't respawn again, otherwise, don't get surprised if they mount guard again after you leave the area



This is a small fortified area where the AAF stations a garrison of troops and occasionally a vehicle. Exactly what equipment compliment the outpost will have varies on the outpost. Sometimes a tower with a .50 cal machinegun will be present. Sometimes just a few soldiers with some sandbags are all that defends the outpost. Scouting is key to make sure you bring the right amount of force to conquer an outpost. Outposts don’t have a very large direct impact on the FIA’s wealth but it does provide an area where you can garrison troops and watch enemy movements. Since attacked must originate from a base, if an outpost stands between an AAF attack and its intended target, the outpost will provide an extra layer of defense for you. Outposts do not require power to function.


Bases are a lot like outposts in that they are a place where a lot of troops reside. However, they are much larger, better defended, and generally have heavy weaponry. Taking a base requires a lot of resources and firepower. Expect to face many squads of infantry, APCs, tanks, air support, and mortar support. All of these things will be dug-in, well-placed, and potentially screened by minefields. Like outposts, they do not provide a monetary benefit to capturing but they do automatically spawn a sizeable garrison when conquered so they serve as a safe place to base your operations from. At least one base is required in order for NATO to provide certain services but more on that later. Bases do not require power to function.


Airports are like bases except they have the luxury of close air support that can be scrambled at any moment. Much like bases, expect many soldiers and heavy weaponry to support their defense. You will also have to contend with helicopters providing support and reconnaissance almost immediately. Bear in mind, though, that these helicopters will start the attack on the ground; they must be manned and scrambled to be used. If you’re stealthy you can disable most of the enemy’s aircraft before they can be brought against you. Note, however, that this will require careful movement as airports normally have guard dogs patrolling, especially near the airport’s flag. Sneaking across the runway to “headshot” an airfield will be difficult if not impossible when dogs are on the prowl. After conquering an airbase you will receive a sizeable garrison complete with robust anti-air capabilities. NATO will also be able to provide you with additional services once you conquer your first airbase. Airports do not require power to function.


Factories produce money and many other advantages for whichever side controls them. In order to function at all they must be powered. Knocking out a nearby power plant is the same as disabling a factory, at least until the power is restored. Do note that factories are inhabited (or at least manned) by civilians. Pummeling a factory with mortars may lead to innocent casualties. Of course, if you destroy the factory structure itself it will no longer provide resources to its owner. Similarly, you also have the option of murdering all of the factory’s workers to prevent it from operating, although this has consequences.

A powered factory will produce a considerable boost in income for the player with each 10 minute check-in. This also means that the AAF will not be getting this same advantage. Conquering many factories, and destroying the ones you can’t, puts an immediate strain on AAF strength. You can reduce the amount of armor and helicopters pestering your troops by denying the enemy economic resources. Both FIA and AAF resources are calculated by multiplying existing resources by the number of factories owned. So, although resource zones generate cash for the FIA, capturing or destroying factories do more to harm the AAF’s production capabilities.

Factories also reduce the amount of weapons or equipment required to be stored in your Arsenal before that item is permanently added to your Arsenal view. Of course, items permanently supplied by your Arsenal will also be automatically given to troops and squads you recruit. See later in the guide for more information on how Arsenal mechanics work.


Resources are the main money generator for the FIA and they become even more powerful if used in conjunction with factories. It is helpful to think of resources as the base money-making zone and factories as a force multiplier. Resources are generally simpler zones to capture and have a much lower chance of civilian casualties. They generally lack large structures or large civilian worker populations and can often be quite remote. Like their factory counterparts they require power to function.

Power Plants

Power plants were already discussed in detail above. Like factories they can be destroyed and, of course, active factories are always powered. There are many power plants strewn across the map. Monopolizing electricity on Altis has an exponential effect the longer you control power plants. The cumulative denial of this resource to the AAF can be tremendous if strategic power plants are taken or destroyed before the AAF gathers too much strength.

Radio Towers

Radio towers are important for two reasons: AAF counterattacks and intercepting enemy communications. Just like factories or resources, radio towers can be destroyed to deny the enemy access to them. Each radio tower has a 3km range that allows it to relay communications between different zones in the island. This means attacking an enemy zone in radio communication with a major AAF base will elicit a major counterattack. On the flip side, if an enemy base or resource is not in communication with other zones, the player can attack that zone without fear of a major response.

The advantage of cutting lines of communication with other zones is available both with destroying or capturing radio towers. However, capturing a radio tower also has the added benefit of allowing the FIA the chance to intercept enemy radio communications. With each 10 minute check-in, Antistasi will also determine if the player is successful in intercepting enemy comms. If successful, the composition and location of enemy patrols and other roving units will be revealed on the map. The information is only a snapshot of the moment in which communications where intercepted, so the information begins to go stale as soon as the enemy’s whereabouts are reported.

Radio towers do not require power to function.


Seaports provide two key benefits: they are the only place where you can purchase boats and they lower the cost of purchasing vehicles for the FIA. The logic behind this is seaports allow for the shipping in of vehicles and resources at a lower cost, thus your land operations benefit from having easy access to the sea. In general, Antistasi does not have many features for sea-based warfare although the AAF will station a minigun attack boat near the seaport for defense. Seaports do not require power to function.

Note that when capturing a seaport the enemy’s supply box will often have some interesting items in them that you can’t find anywhere else. Rebreathers and other sea-specialized gear are available at seaports.


As mentioned above, towns are an important part of Antistasi but they function very differently from conquerable zones. Since the FIA is fighting to free the people and not subjugate them, your job is to prove to the residents of Altis that the FIA is worth supporting. To do this, you must either disrupt and discredit the AAF or accomplish charitable acts for the people. Unlike bases and other zones, you cannot just kill the enemy and march into the center of the town and raise your flag. The residents will decide when they think the FIA is worth supporting. Each town has several important attributes:

1. Population – Population generally does not change throughout the campaign but it is a very important statistic because the more civilians support you the closer you are to victory. Antistasi is capable of modeling every citizen on Altis as an actual avatar if your server/computer is able to handle it. You can change this setting under game options, which will be covered later. The higher the population the more people you will see walking around the general vicinity of the town. Bear in mind that citizens may support the AAF and will report your position if they spot you (or blow your undercover if you’re seen doing something aggressive like plant mines or driving through the wilderness).
2. AAF Support – This is a percentage of the town’s population that supports your enemy, the AAF. At the start of the game, towns will support the AAF at 50% if playing on Recruit or Normal and 75% on Veteran and Elite. Regardless of difficulty, towns will start out with no support for the FIA.
3. FIA Support – This is the percentage of the town’s population that supports the FIA.
4. Power – Every town in Altis has access to power provided the nearest power plant is owned by the side that controls the town. Obviously, citizens who do not have power are less pleased with their owners because they can’t play ARMA 3 without electricity!

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