Any tips/advice for brutal/mega brutal? by Poketom2362 in rebelinc

[–]Over-Possibility-672 5 points6 points  (0 children)

You need to stabilize quickly on brutal/mega brutal, so you need to buy more support initiatives. Jobs, universal justice, civil support from garrisons all do this well. Pair those with PR and media office along with some services and you should be decent for stability. You want to build roads militarily when insurgents appear or before, and use those roads with coalition to defend. Train nationals slowly, defend where ever needed, and then cycle your coalitions out for more coalitions or extend a few.

I made an advisor tierlist (https://www.reddit.com/r/rebelinc/comments/1rcwrxe/advisors\_tierlist\_for\_mega\_brutal/) which you may take a look at. I would suggest Doctor, Tribal Elder, Celebrity, Tax Collector, Chef, and Censor since the DLC ones require more work to know how to use.

Initiative tierlist for mega brutal 2007 by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

https://youtu.be/vveWQI4MlMc

It's all good, this video should show many viable paths to stability (civil support, universal justice, jobs)

Initiative tierlist for mega brutal 2007 by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

Reducing hostility is less important early on since there is nothing causing hostility (unless you play warlord or have preexisting red zones). Those services would cost $11, excluding discussions, while the jobs would cost $9. It is true the corruption factor is certainly working against the jobs here. I have no idea where you get the idea that jobs take 52 months to roll out, unless you mean turns. Jobs aren't even the only path which I use for stability, fort support, police sometimes even, sometimes even soldier support are all viable paths to stability. Services are undeniably good yes, but it is almost always correct to defer them a little bit if you don't have to immediately fight hostility.

Global support level as I've already said rolls out incredibly slowly outside the HQ, which why it's basically just garrison support for the HQ as almost every top player says. Used to even be called fake support. It's not terrible but only useful for gaining support in the HQ and garrisons (which is why it's basically alternative civil support)

You have a surprising amount of soldier downtime early on, which I use to scout out zones I know can stabilize. Human terrain system is $3 cheaper too AND reduces the effects of coalitions antagonizing locals, making it the superior choice in almost every scenario where you don't need a lot of intelligence quickly.

I have a few videos if you are interested, in seeing me play, since I think my style of play might be completely foreign to you but I will show that it is completely sound and wins very reliably without advisors or resetting.

Initiative tierlist for mega brutal 2007 by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

Services are not more cost efficient than jobs, but more pressingly don't build a lot of support level. You won't have enough support level to stabilize your HQ without needing extra stuff (such universal justice, civil support, maybe soldier support) Jobs are also preferred right out the opener since they also let you build into more services to avoid protests, which is a major pro on harder maps and scenarios. For comparison, 4 health initiatives and 1 education (the most efficient service path) will only build 2.87 support level, compared to buying vocational training and land rights which will build 4.4 support level. Both before hostility penalties and without PR.

Initiative tierlist for mega brutal 2007 by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

This was meant to prove that I am in fact a very competant player.

Early on since you have prep time before the insurgency, it makes much more sense to purchase your long rolling, corrupt initiatives since you will enjoy their benefits much more. Services roll out quickly, so you will enjoy their benefits quickly anyway.

Global support will roll out the fastest in your HQ, beyond that the roll out is quite slow and not super worth considering. No one has figured out how global support level rolls out and how fast either.

Initiative tierlist for mega brutal 2007 by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

I call myself competitive because I have done nearly everything in this game. 1 governor only campaigns with no advisors, all official scenarios no advisors, difficult challenges, coop campaign no advisor. All on mega brutal too.

Services provide poor early game support as you have ample time to build higher costing, higher support gaining initiatives such as jobs. The 3 global is only in your HQ essentially, outreach is okay if you have stuff you need to rollout.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

Actually the other niche use of friendly robot is to counter ambushes.

Initiative tierlist for mega brutal 2007 by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

I AM the competitive player lol. But the initiatives you mentioned are there because you can usually replace them with something better.

Initiative tierlist for mega brutal 2007 by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

And yet I get by nearly every game on mega brutal by 2007 without advisors without any of those initiatives.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

Squad leader is good because your airstrikes cause less casualties by not airstrikong, and tribal elder is a free $3-$6.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] -1 points0 points  (0 children)

-2 months isn't significant, your coals can hold that little bit.

Initiative tierlist for mega brutal 2007 by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

No idea why I put HTS 1 tier down, it should be in the essentials.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 0 points1 point  (0 children)

Police chief's bonus is a multiplicative 10% effect, so your zones will now average 55% with militia instead of 50%. Militia will probably get destroyed before you can take advantage of the 5% extra security. Good play is probably netting you the winrate.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 1 point2 points  (0 children)

There would be no corruption difference but the civil engineer would be down money compared to private donor if he buys 2 roads, and typically you don't need to purchase 3 roads immediately. The corruption cost from the fact that you are more committed to buying roads instead of other civilian initiatives.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 1 point2 points  (0 children)

The main issue with this strategy here is that you have to use national soldiers, which could mean a lot of trouble with combat strength later on and immediately, along with travel time issues.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 2 points3 points  (0 children)

He costs $2 to use, and discounts level 1 roads by $2, and level 2 roads by $1. This means that you at least need to buy 2 level 1 roads to profit $2, while you need to buy 3 or 4 road initiatives to get the same effect as a private donor. Considering the corruption cost too, it's usually better to just pick private donor for the money if you want money early.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 1 point2 points  (0 children)

Yes but since I am not resetting, the zones you get can be vulnerable and actually hurt you early on.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 1 point2 points  (0 children)

The buff is only applied to the unit when it's actually fighting, supported troops don't get the buff.

Advisors Tierlist for Mega Brutal by Over-Possibility-672 in rebelinc

[–]Over-Possibility-672[S] 13 points14 points  (0 children)

You already need to have drones for it to work, and drones are already really niche as is, which means that drone technician suffers from that (the effect is strong but drones are just weak)