Civilian Initiatives

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The full tree of civilian initiatives
The full tree of civilian initiatives, found in the PC version of the game
The rollout time for each initiatives.

Civilian Initiatives are the first of three initiative categories you must fund in order to stabilise the region in Rebel Inc., with the other two being Government Initiatives and Military Initiatives. In a sharp contrast to the others, they rely on their benefits to convince the locals into supporting your governments and cost relatively less individually.

All initiatives require to be constructed in a zone.

Many civilian initiatives cause pop-ups to appear and news articles to be written after it is rolled out to a large percentage of the population.

To view all civilian initiative statistics, see the Statistics section.

Services[edit | edit source]

Services are cheap, provide lower increases to Local Support but higher Hostility reduction.

Healthcare branch[edit | edit source]

Healthcare Initiatives provides locals access to health care, personal health, and vaccines. Healthcare initiatives provide a comparable amount of support as Water & Sanitation initiatives, while generating comparable amount of corruption to Education, making it the most efficient service branch in terms of corruption. It's rollout time is between Education and Water and Sanitation.


It rollout slower than Education but faster than Water & Sanitation.

Icon Price Name Description Statistics
$1 Medical Supplies Establish a supply network to ensure medicine gets into the hand of those that need it. Inflation Sensitivity 0.8; Inflation Gain 1.0; Corruption Risk +1.0%

Increases Local Support Levels by 0.56 and reduces Local Hostility Levels by 2.24.

$2 Core Health Care Set up emergency care service facilities, such as clinics, hospitals and surgeries. Inflation Sensitivity 0.8; Inflation Gain 0.8; Corruption Risk +1.0%

Increases Local Support Levels by 0.70 and reduces Local Hostility Levels by 2.80.

$1 Expanded Health Care Broaden the scope of medical network to address child mortality and malnutrition concerns. Inflation Sensitivity 0.8; Inflation Gain 0.8; Corruption Risk +1.0%

Increases Local Support Levels by 0.56 and reduces Local Hostility Levels by 2.24.

$1 Personal Health Program Fund programs to educate on mental, sexual, and nutritional health issues. Inflation Sensitivity 0.8; Inflation Gain 0.8; Corruption Risk +1.0%

Increases Local Support Levels by 0.56 and reduces Local Hostility Levels by 2.24.

$2 Polio Eradication Prevent the spread of poliomyelitis via oral vaccination programs. Inflation Sensitivity 0.8; Inflation Gain 0.5; Corruption Risk +0.5%

Increases Local Support Levels by 0.60 and reduces Local Hostility Levels by 2.40.

Doesn't require Intel.

Cannot be destroyed by Insurgents.

$2 Tuberculosis Eradication Prevent tuberculosis via Bacillus Calmette Guerin (BCG) vaccination drives. Inflation Sensitivity 0.8; Inflation Gain 0.5; Corruption Risk +0.5%

Increases Local Support Levels by 0.60 and reduces Local Hostility Levels by 2.40.

Doesn't require Intel.

Cannot be destroyed by Insurgents.

Education branch[edit | edit source]

Education Initiatives provide the locals access to education. They are less effective than Healthcare and Water & Sanitation in terms of support level and hostility reduction, generate little corruption, and are the fastest to rollout. These are best used during the mid-late game when the player has Intel over zones.

Icon Price Name Description Statistics
$1 School Regeneration Rehabilitate existing school buildings, and provide staff and community trainers where needed. Inflation Sensitivity 0.8; Inflation Gain 0.8; Corruption Risk +1.0%

Increases Local Support Levels by 0.49 and reduces Local Hostility Levels by 1.47.

Fast to roll out.

$1 Literacy Drive Use specialized teaching kits to encourage all citizens to engage with literacy training courses. Inflation Sensitivity 0.8; Inflation Gain 0.0; Corruption Risk +0.5%

Increases Local Support Levels by 0.49 and reduces Local Hostility Levels by 1.47.

Fast to roll out.

$2 School Supplies Fund provision of schooling equipment and resources, such as mobile libraries. Inflation Sensitivity 0.8; Inflation Gain 1.0; Corruption Risk +1.0%

Increases Local Support Levels by 0.70 and reduces Local Hostility Levels by 2.10.

Fast to roll out.

$1 School Expansion Fund projects to rebuild abandoned school buildings and to construct new schools. Inflation Sensitivity 0.8; Inflation Gain 0.8; Corruption Risk +1.0%

Increases Local Support Levels by 0.49 and reduces Local Hostility Levels by 1.47.

Fast to roll out.

Cannot be destroyed by Insurgents.

Water & Sanitation branch[edit | edit source]

Water and Sanitation Initiatives provide locals access to clean water and basic sanitary needs. They are the slowest to rollout, generate the most corruption, and have a similar level of effectiveness to healthcare, but are the most resistant to inflation.

Icon Price Name Description Statistics
$1 Water Supplies Provide a minimum standard of clean drinking water for communities. Inflation Sensitivity 0.5; Inflation Gain 0.8; Corruption Risk +3.0%

Increases Local Support Levels by 0.63 and reduces Local Hostility Levels by 2.52.

$1 Water Expansion Build large scale supply infrastructure, such as wells and karezes. Inflation Sensitivity 0.5; Inflation Gain 0.8; Corruption Risk +3.0%

Increases Local Support Levels by 0.56 and reduces Local Hostility Levels by 2.24

$1 Basic Sanitation Build minimum standard sanitation facilities across the region, such as public bathrooms and mobile shower units. Inflation Sensitivity 0.5; Inflation Gain 0.8; Corruption Risk +3.0%

Increases Local Support Levels by 0.56 and reduces Local Hostility Levels by 2.24.

$1 Advanced Sanitation Build large scale sanitation infrastructure, such as plumbing networks and sewage treatment plants. Inflation Sensitivity 0.5; Inflation Gain 0.8; Corruption Risk +3.0%

Increases Local Support Levels by 0.56 and reduces Local Hostility Levels by 2.24.

Development[edit | edit source]

Development initiatives, more commonly known as Jobs, provide significantly more support level at the cost of high corruption and inflation gains. They are also less effective against hostiles.

Economic branch[edit | edit source]

Economic Initiatives helps the region's economy by providing the locals training, land, and exporting to other regions.

Icon Price Name Description Statistics
$4 Vocational Training Develop training and apprenticeship programmes to upskill workers and provide access to a broader range of jobs. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +4.0%

Increases Local Support Levels by 2.40 and reduces Local Hostility Levels by 0.24.

$3 Land Rights Encourage legitimate land trade by arbitrating new contracts and clarifying land ownership laws. Helps job market. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +5.5%

Increases Local Support Levels by 2.00 and reduces Local Hostility Levels by 0.20.

$3 Export Agencies Open export offices and identify products suitable for international markets. Provides more jobs. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +4.0%

Increases Local Support Levels by 1.60 and reduces Local Hostility Levels by 0.16.

Trade branch[edit | edit source]

Trade Initiatives relate to agricultural developments, oriented towards rural zones.

Icon Price Name Description Statistics
$3 Livestock Development Establish pastures and breeding programs to improve livestock agriculture. Provides more jobs. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +4.0%

Increases Local Support Levels by 2.40 in Rural Zones and by 1.20 in Urban and Remote Zones. Reduces Local Hostility Levels by 0.16.

$4 Crop Development Establish fields and provide equipment to improve crop-based agriculture. Provides more jobs. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +4.0%

Increases Local Support Levels by 3.00 in Rural Zones and by 1.50 in Urban and Remote Zones. Reduces Local Hostility Levels by 0.20.

$5 Agricultural Logistics Upgrade storage and modernise production lines across farming enterprises. Provides more jobs. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +4.0%

Increases Local Support Levels by 3.60 in Rural Zones and by 1.80 in Urban and Remote Zones. Reduces Local Hostility Levels by 0.24.

Production branch[edit | edit source]

Production Initiatives provide the locals increases in production of certain goods, generally oriented towards urban zones.

Icon Price Name Description Statistics
$4 Development Bank Provide financial resources to help businesses get started and expand capacity. Provides more Jobs. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +5.0%

Increases Local Support Levels by 3.00 in Urban Zones and by 1.50 in Rural and Remote Zones. Reduces Local Hostility Levels by 0.20.

$3 Commercial Support Develop marketplaces and help bring regionally developed products to market. Provides more jobs. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +4.0%

Increases Local Support Levels by 2.40 in Urban Zones and by 1.20 in Rural and Remote Zones. Reduces Local Hostility Levels by 0.16.

$5 Industrial Support Support manufacturing projects to provide more jobs across a wide range of industries. Inflation Sensitivity 1.2; Inflation Gain 1.2; Corruption Risk +5.5%

Increases Local Support Levels by 3.60 in Urban Zones and by 1.80 in Rural and Remote Zones. Reduces Local Hostility Levels by 0.24.

$4 Remote Subsidies Establish a programme to ensure that development benefits reach isolated communities. Inflation Sensitivity 1.5; Inflation Gain 1.7; Corruption Risk +6.0%

Increases Local Support Levels by 1.60 and reduces Local Hostility Levels by 1.60.

Zones with Remote Subsidies rolled out have 7% increase in Initiatives' construction speed.

Can only roll out in Remote Zones.

Does not satisfy Jobs Concerns.

Infrastructure[edit | edit source]

Infrastructure Initiatives include roads, electricity, and telecoms.

Roads branch[edit | edit source]

Road Initiatives improve Zone Accessibility, increasing rollout speeds of all initiatives, soldier combat strength in the zone, and reduce the amount of turns they spend when traveling through said zones.

Icon Price Name Description Statistics
$4 Dirt Roads I Improve smaller roads and dirt tracks, removing pot holes and widening where needed. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +6.0%

Improves Soldier travel times and gives bonus to construction, combat and Intel.

Increases Local Support Levels by 1.00 and reduces Local Hostility Levels by 1.00.

$5 Dirt Roads II Lay gravel and stone as needed in order to improve minor roads to modern standards. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +6.0%

Improves Soldier travel times and gives bonus to construction, combat and Intel.

Increases Local Support Levels by 1.00 and reduces Local Hostility Levels by 1.00.

$4 Main Roads I Fund the rehabilitation of existing main road infrastructure, focusing on resurfacing the most dilapidated or destroyed sections. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +5.0%

Improves Soldier travel times and gives bonus to construction, combat and Intel.

Increases Local Support Levels by 0.70 and reduces Local Hostility Levels by 0.70.

$5 Main Roads II Completely overhaul existing main road infrastructure, resurfacing where necessary. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +5.0%

Improves Soldier travel times and gives bonus to construction, combat and Intel.

Increases Local Support Levels by 0.90 and reduces Local Hostility Levels by 0.90.

$6 Highways I Build and upgrade the region's dilapidated highway network with a higher quality tarmac. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +5.0%

Improves Soldier travel times and gives bonus to construction, combat and Intel.

Increases Local Support Levels by 0.70 and reduces Local Hostility Levels by 0.70.

$7 Highways II Upgrade the region's highways to modern international standards, broadening them into multiple lanes to improve travel times and reduce congestion. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +5.0%

Improves Soldier travel times and gives bonus to construction, combat and Intel.

Increases Local Support Levels by 0.90 and reduces Local Hostility Levels by 0.90.

Electricity branch[edit | edit source]

Electricity Initiatives significantly accelerate construction speeds of Civilian Initiatives.

Icon Price Name Description Statistics
$5 Electricity I Repair neglected power infrastructure, focusing on supply lines and generator capacity. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +5.0%

Zones with Electricity I rolled out have 15% increase in Initiatives' construction speed.

Increases Local Support Levels by 1.00 and reduces Local Hostility Levels by 1.00.

$8 Electricity II Expand availability of electricity through construction of new power infrastructure. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +5.0%

Zones with Electricity II rolled out have 20% increase in Initiatives' construction speed.

Increases Local Support Levels by 1.00 and reduces Local Hostility Levels by 1.00.

Telecoms branch[edit | edit source]

Telecoms Initiatives grow in power over time, making it significantly easier to stabilize Zones later.

Icon Price Name Description Statistics
$4 Telecoms I Establish infrastructure to provide 3g networks and basic internet services. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +7.0%

Each Zone with Telecoms I rolled out increases Global Support Level by 0.25 and reduces Global Hostility Level by 0.25.

$4 Telecoms II Expand upon telecommunications infrastructure to provide reliable internet access and 4g coverage. Inflation Sensitivity 1.5; Inflation Gain 1.5; Corruption Risk +7.0%

Each Zone with Telecoms II rolled out increases Global Support Level by 0.25 and reduces Global Hostility Level by 0.25.

Statistics[edit | edit source]

Initiatives table[edit | edit source]

Name Local Support Local Hostility Corruption Risk Base Cost ($)[stats notes 1] Inflation Gain Inflation Sensitivity Build Time Notes
School Regeneration 0.49 -1.47 1% 1 0.8 0.8 6 [stats notes 2]
School Supplies 0.70 -2.10 1% 2 1.0 0.8 4
School Expansion 0.49 -1.47 1% 1 0.8 0.8 5
Literacy Drive 0.49 -1.47 0.5% 1 0.0 0.8 4
Core Health Care 0.70 -2.80 1% 2 0.8 0.8 7 N/A
Expanded Health Care 0.56 -2.24 1% 1 0.8 0.8 8
Personal Health Program 0.56 -2.24 1% 1 0.8 0.8 8
Medical Supplies 0.56 -2.24 1% 1 1.0 0.8 7
Tuberculosis Eradication 0.60 -2.40 0.5% 2 0.5 0.8 5
Polio Eradication 0.60 -2.40 0.5% 2 0.5 0.8 5
Water Supplies 0.63 -2.52 3% 1 0.8 0.5 9
Water Expansion 0.56 -2.24 3% 1 0.8 0.5 10
Basic Sanitation 0.56 -2.24 3% 1 0.8 0.5 9
Advanced Sanitation 0.56 -2.24 3% 1 0.8 0.5 10
Land Rights 2.00 -0.20 5.5% 3 1.2 1.2 26 [stats notes 3]
Vocational Training 2.40 -0.24 4% 4 1.2 1.2 26
Export Agencies 1.60 -0.16 4% 3 1.2 1.2 26
Industrial Support 3.60[stats notes 4] -0.24 5.5% 5 1.2 1.2 26 [stats notes 3][stats notes 5]
Development Bank 3.00[stats notes 4] -0.20 5% 4 1.2 1.2 26
Commercial Support 2.40[stats notes 4] -0.16 4% 3 1.2 1.2 26
Remote Subsidies 1.60 -1.60 6% 4 1.7 1.5 6 [stats notes 6]
Agricultural Logistics 3.60[stats notes 4] -0.24 4% 5 1.2 1.2 26 [stats notes 3][stats notes 7]
Crop Development 3.00[stats notes 4] -0.20 4% 4 1.2 1.2 26
Livestock Development 2.40[stats notes 4] -0.16 4% 3 1.2 1.2 26
Electricity 1 1.00 -1.00 5% 5 1.5 1.5 15 [stats notes 8]
Electricity 2 1.00 -1.00 5% 8 1.5 1.5 13
Highways 1 0.70 -0.70 5% 6 1.5 1.5 20 [stats notes 9]
Highways 2 0.90 -0.90 5% 7 1.5 1.5 15
Main Roads 1 0.70 -0.70 5% 4 1.5 1.5 17
Main Roads 2 0.90 -0.90 5% 5 1.5 1.5 13
Dirt Roads 1 1.00 -1.00 6% 4 1.5 1.5 12
Dirt Roads 2 1.00 -1.00 6% 5 1.5 1.5 10
Telecoms 1 0.25[stats notes 10] -0.25[stats notes 10] 7% 4 1.5 1.5 19 [stats notes 11]
Telecoms 2 0.25[stats notes 10] -0.25[stats notes 10] 7% 4 1.5 1.5 19

Notes[edit | edit source]

  1. For most items, the base price is only possible with a no inflation cheat/tactic and without Effective Procurement or any Corruption Purge; otherwise, the minimum price usually obtainable is $1 more.
  2. All Education initiatives are fast to roll out.
  3. 3.0 3.1 3.2 When job initiatives are dealing with local concerns, the increase in support level for the specific job increases by 50%. Otherwise, they suffer a penalty (decrease) of 25%.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Support level is halved when not in their intended zone type.
  5. Intended roll-out zones are Urban.
  6. Zones with Remote Subsidies rolled out have a 7% increase in initiatives construction speed. Does not satisfy Jobs Concerns. Can only roll out in Remote Zones.
  7. Intended roll-out zones are Rural.
  8. Zones with Electricity I & II rolled out have a 15% and 20% increase in initiative construction speed, respectively. In multiplayer, the prices of the electricity initiatives is reduced by $1.
  9. Each road initiative improves soldier travel times and gives bonus to construction, combat and Intel collection.
  10. 10.0 10.1 10.2 10.3 Global support level only.
  11. Global support is applied for each Telecom initiative that is rolled out.

Local concerns data[edit | edit source]

Maps Concern Data.png

Initiative build time[edit | edit source]

The initiative build time is the total amount of time to construct an initiative in the area. The construction time required for an initiative to be fully built is as follows:

Build time=[1(b)+0.5(1+a)]×(10.1n)

  • b - Build bonus (includes electricity and outreach; for example, Urban Outreach I have 0.05 build bonus in urban zone)
  • n - Number of hammers (excluding Experts)
  • a - Accessibility

Additionally, various factors can increase or decrease initiative build time:

Factor Results Percentage change
Zone is stable Increased construction speed 50%
Zone has no intel Decreased construction speed 50%
When initiative is rebuilt

(i.e., destroyed by Insurgents)

Decreased construction speed 60%
When Experts are rolling out

the initiative

Increased construction speed 50%
When Experts are rolling out

the initiative (with Project Managers)

Increased construction speed 200%

The build bonus can also be increased by soldier units:

  • With Civil Assistance, non-combat soldiers increase build bonus by +7%.
    • If Civil Integration is funded, the build bonus increases by 30%, making a total of 37% increase.
  • National Soldiers have a reduced build bonus of 30%.

Jobs and Services protests[edit | edit source]

Job protests may occur when there is too much investment in services and a lack of Job projects.

Services protests may occur when there is too much investment in jobs and a lack of Service projects. Each protest event reduces global support level by -5 and increases global hostility level by +5.

Job protests will not appear in VS Mode and "The Airlift" Scenario. They will also only trigger after 60 turns, and have a 0.6% probability of triggering each turn if the below conditions are met.

Below is the formula for determining when job or services protests are triggered, and how to stop them:

Type Event trigger formula Stopping protests
Job protests s>j×4, s6 js1 or j9
Services protests j>s×2, j4 sj+3 or s10

To prevent each protests from happening, see the table below.

Preventing job protests Preventing services protests
Number of services Number of jobs needed Number of jobs Number of services needed
0~5 0 0~3 0
6~8 2 4 2
9~12 3 5~6 3
13~14 4 7~8 4
n/a n/a 9~10 5

Game strategy[edit | edit source]

  1. Generally speaking,
    1. Jobs provide more support level.
    2. Services reduce hostility and provide cost-effective support level.
    3. Telecoms provide long-term support.
    4. Electricity speeds up initiative construction.
    5. Roads improve roll-out time and unit travel time.
  2. For specific initiative builds, visit Strategy Guide:Initiative builds.
  3. Local concerns are different in every map and scenarios. Alongside that, you can safely ignore local concerns found in remote zones.
  4. The below table lists common characteristics of each branch.
Characteristics of each branch (blank means no)
Statistic Healthcare Education Water & Sanitation Development Roads Telecom Electricity
High corruption yes yes yes yes yes
High roll-out speed yes yes yes
Reduces hostiles yes yes yes
Avoids job protests yes
High support level gains

(for one initiative)

yes yes
Increases construction speed yes
Increases travel speed yes
Increases global support yes

Trivia[edit | edit source]

  • Polio Eradication and Tuberculosis Eradication are the only civilian initiatives without any intel requirement, although they suffer a rollout penalty in its absence.
    • They, Local Militia and District Representatives are the only initiatives in the entire game that can be rolled out regardless of intel.
  • When next to a river, zones may have unique initiatives: "Canal network built" for Water Expansion, "Hydroelectric plant built" for Electricity 1, and "Hydroelectric plant expanded" for Electricity 2.
  • Telecoms are the only civilian initiative that increases global support and decreases global hostility.
  • In early versions, some events would reduce support level, and support level would only be returned when specific projects were purchased. This was removed after the emergence of the concern mechanism.
  • In early versions, Electricity I and II had minuscule bonuses (0.05 and 0.1) with high costs (6$ and 10$). They are buffed in the Spring Cleaning update.
  • In the Spring Cleaning update, the inflation gain of all job projects has been reduced by 0.3 .
  • Some official scenarios do not synchronize jobs and electricity initiatives with adjustments in the Spring Cleaning update
  • In Mega Brutal , concerns grow at 1.5x the rate, but goes back to normal if said concern reduces local support by >= 49.5%)
  • Water concerns are less likely to spawn and grow slower when they occur in zones next to rivers.
  • Desert zones have a higher probability to spawn Water concerns.
  • The Priority Concern" major map feature will cause 1 random concern more likely to be pick than normal, and significantly increased this concern grow rate.
  • Concerns grow slower in HQ zones, roughly equivalent to remote zones.
  • In Scenario "The Plague", concerns Healthcare most likely to be pick, and this concern growth rate increase more than normal.
  • In Scenario "The Great Droughts", Water concerns are more likely to spawn, and grow faster when they occur, equivalent to Education concerns on Pistachio Forest as it takes place in the same map. Zones next to rivers however still follow their behavior elsewhere, with a lower overall chance and growth for water concerns.