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
- District Representatives
- Effective Procurement
- Services Discussions
- School Regeneration
- Literacy Drive
- Wait 1 month
- Regional Census
- Wait until Inflation decreases
- Outreach Office
Security roll-out
Made by Transport[1]
Requirements: None
Benefits: Fast start to (slow) roll out of security
- District Representatives
- Effective Procurement
- Services Discussions
- Medical Supplies
- Core Health Care
- Outreach Office
- Universal Justice
- Local Police Recruitment
- Both Vaccines OR School Regeneration + School Supplies
- Optionally, Water 1 to speed up stabilisation efforts.
Fort Support
Made by: Ndemic Harvey
Requirements: General, Instructor advisor
Benifits: Rapid stabilisation
- District Representatives
- Effective Procurement
- Deploy National Soldiers 1
- Garrisons
- Civil Support
- P.R. and Media Office
Fort Rushing
Made by: ?
Requirements: General
Benifits: Rapid stabilisation & Potentially destroying 1 Insurgents Camps
- Anti Corruption 1
- Deploy National Soldiers 1
- Deploy Coalition Soldiers 1
- Garrisons
- Civil Support
- Interpreters & Guides
- Human Terrain System
- District Representatives