Antistasi Wiki

There are 8 types of zones, seen below.


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 machine-gun 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, APC, 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 sizable 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 “head-shot” an airfield will be difficult if not impossible when dogs are on the prowl. After conquering an airbase you will receive a sizable 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 communication. 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 mini-gun 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. Re-breathers and other sea-specialized gear are available at seaports.