Strategy Guide:Initiative builds

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This page details a strategy guide for specific initiative builds.
Feel free to add content to the page, or visit the Strategy Guide index.

This page lists details made by other players on how you should buy initiatives in the early game of Rebel Inc.

Note that you are free to change up/tweak the contents of what you buy in there.

After the last initiative in a build, you are free to buy any other initiatives in the game.

Education and Census

Made by K2

Requirements: None

Benefits: to be added

  1. District Representatives
  2. Effective Procurement
  3. Services Discussions
  4. School Regeneration
  5. Literacy Drive
  6. Wait 1 month
  7. Regional Census
  8. Wait until Inflation decreases
  9. Outreach Office

Security roll-out

Made by Transport[1]

Requirements: None

Benefits: Fast start to (slow) roll out of security

  1. District Representatives
  2. Effective Procurement
  3. Services Discussions
  4. Medical Supplies
  5. Core Health Care
  6. Outreach Office
  7. Universal Justice
  8. Local Police Recruitment
  9. Both Vaccines OR School Regeneration + School Supplies
  10. Optionally, Water 1 to speed up stabilisation efforts.

Fort Support

Made by: Ndemic Harvey

Requirements: General, Instructor advisor

Benifits: Rapid stabilisation

  1. District Representatives
  2. Effective Procurement
  3. Deploy National Soldiers 1
  4. Garrisons
  5. Civil Support
  6. P.R. and Media Office

Fort Rushing

Made by: ?

Requirements: General

Benifits: Rapid stabilisation & Potentially destroying 1 Insurgents Camps

  1. Anti Corruption 1
  2. Deploy National Soldiers 1
  3. Deploy Coalition Soldiers 1
  4. Garrisons
  5. Civil Support
  6. Interpreters & Guides
  7. Human Terrain System
  8. District Representatives

References