Best for: Solo players, learning the game, casual gameplay
Easy difficulty removes most economic pressure and provides a forgiving environment perfect for learning Overthrow's mechanics or enjoying a relaxed gameplay experience.
Every figure below is this preset's value. Where a page elsewhere on the wiki quotes a "default", that default is Normal.
- Free Respawns: Death costs nothing
- Free Fast Travel: No cost to travel between locations
- No QRF Interference: An active Quick Response Force does not restrict fast travel at all
- Starting Cash: 500 (5x normal)
- Reduced Costs: 20% discount on placeables and buildables, 10% off vehicles
- Better Trading: gun dealers pay 80% of an item's value, and base procurement runs at 70% of the vehicle price
- Higher Income: 40 per civilian in taxes, 10 per supporter in donations
- Cheap Recruits: 150 per fighter, against 250 on Normal
- Cheap Buses: 1 per kilometre, against 5 on Normal
- Minimal Patrols: Only 1-2 defense groups at radio towers, and at most 2 defense positions per base
- Low Resources: Each occupying-faction base starts with only 200 resources
- Slow Growth: 150 resources per 6 hours into the faction pool, plus up to 250 more scaled by threat (Normal is 250 plus up to 500)
- Poor Value: a base resource cost of 20, double Normal's 10, so the same resources buy the occupying faction half as many troops and vehicles
- Small QRF: capped at 500 resources, half of Normal's ceiling
- Fast Threat Reduction: 0.01 factor means areas calm down quickly
- Long Sabotage Downtime: a sabotaged radio tower stays offline for an hour, twice as long as on Normal
- 90% Disguise Effectiveness: Disguises work very well
- 50% Detection Range: Enemies spot you from half the normal distance
- Fast Wanted Decay: 30 seconds per level for levels 2 and above, 2 minutes for level 1, the same as Normal
- Strong Wanted Reduction: 80% reduction when using disguises
- M9 Pistol with magazine
- Radio for communication
- The economic freedom leaves room to experiment with different approaches
- Base assaults can be attempted without much fear of resource loss
- Stealth is forgiving enough to practise with
- The 20% building cost reduction makes infrastructure cheap to establish early
- Multiple FOBs are affordable without much resource pressure
- Enemy patrols are minimal (1-2 groups), making bases easier to assault
- Low enemy resources mean they cannot sustain prolonged conflicts
- The doubled base resource cost compounds this: rebuilding a lost garrison is expensive for them
- Starting 500 cash provides a solid foundation for early operations
- High tax income (40 per civilian) means liberated towns generate good revenue
- Generous sell prices make equipment trading a viable income source
- Early Game: Starting cash covers weapons and a first camp or FOB
- Mid Game: Liberated towns bring tax income, and property is cheap enough to spread out
- Late Game: Infrastructure can be built out without meaningful economic constraints
- New Players: Learning game mechanics without pressure
- Solo Players: Enjoying the game without artificial difficulty
- Casual Sessions: Relaxed gameplay without time pressure
- Experimental Playthroughs: Testing strategies and mods
Easy difficulty lets you focus on the core revolutionary warfare experience without economic stress or overwhelming enemy presence.