Home site 1: The Ranger Station
Located by the lake in Mount Tanner, the Ranger Station is a prime location during the tutorial. After being attacked, Marcus Campbell and Ed Jones head here to find out about the situation. Here, they encounter Thomas Ritter, Wendell Higgins, and Sheila Brookstone.
The Ranger Station is not considered a base as it does not have a defensible perimeter and the player does not control it. Once the player is able to relocate to a new home base, the Ranger Station is listed on the map as a possible home location. However, when the player stands inside it, Survivor population and Building Material requirement is not shown like other potential home sites; attempting to relocate here results in the character saying "Impossible" and no move is made. When the player returns here during the mission Memento, the Ranger Station and the area surrounding it often become very heavily infested. Lastly, When starting a new game of Breakdown DLC on level 1, the player will see Lily inside the Ranger Station along with a supply locker if the player travels up there before choosing their first home site. so, this home site isn't really a home site at all. And if it was, then it would be very hard to defend, due to its lack of walls. along with the fact of the bridge linking the state park to the rest of the valley being destroyed, making vehicle transportation and scavenging very difficult.
Home site 2: The Church of The Ascension
The Church of the Ascension is the first Home Site that the player controls in State of Decay; it forms a central hub for early activity. The church was already occupied before the events of the game. When Marcus Campbell, Ed Jones and Maya Torres arrived, they are welcomed by Pastor William and Lily Ritter, the radio operator who directed them there, although Alan Gunderson is hostile and Sam Hoffman is indifferent. Among the smallest of the home sites, the Church's meagre capacity soon proves inadequate to the survivor group's population.
this home site is located in the north-eastern corner of Spencer's Mill, among the dense forest and is accessed by a single long driveway. The Church is surrounded by a large belt of forest. To the north lie the beginning of the mountains, while single-family homes are about the tree-line to the south and east. Compared to most home sites, excluding the Ranger Station, for reasons mentioned above, the Church of the Ascension is relatively isolated. I would not recommend this base during Breakdown.
Requirements/features:
survivors needed: 5 (0 in Breakdown)
Building materials: 20
Comes with: bedroom, kitchen, watchtower
Total facility slots: 6 (3 outdoor, 3 already existing indoor)
Parking space: 1
Outpost slots: 4
total supply capacity: 50
Home site 3: The Kirkman Residence
The third and final potential home site in Spencer's Mill, The Kirkman Residence is located on the south side of the settlement, near the Gunshop, on a slightly elevated area, across from multiple houses. It is usually the first potential home sites the player encounters when exploring the area around the Church of the Ascension. With its larger storage capacity, decent number of construction and outpost slots, the Kirkman Residence is a pretty good choice for an intermediate home base when the player prepares to move from Church of the Ascension to their final, ideal home site.
Requirements/features:
survivors needed: 8
Materials needed: 30
Comes with: workshop, kitchen, bedroom
Total Facility slots: 7 (3 built in indoor, 2 outdoor, 1 indoor, 1 watchtower)
Parking space: 2
Outpost slots: 6
Total supply capacity: 100
Home site 4: McReady Farmhouse
The Farmhouse is located at the end of a dirt road to the southwest of' Spencer's Mill. Starting from the farm where the player rescued Jacob Ritter (Lilly's brother), head straight to the T intersection and turn right (south); the road eventually turns left into an area with a barn to the north and the house to the south. This home site is located in the middle of an open field, with the only building near it being a barn. This makes the base rather difficult to defend against attacking hordes.
Requirements/Features:
survivors needed: 8 (5 in Breakdown)
Materials needed: 30
Comes with: bedroom, bunkhouse, kitchen, storage room
Total Facility slots: 7 (2 built in indoor, 1 built in shed, 1 built in outdoor, 2 outdoor, 1 watchtower
Parking space: 3
Outpost slots: 6
Total supply capacity: 130
Home site 5: The Alamo
The Alamo is sited in the heart of Marshall's eastern half, in its commercial district. It is hemmed in on all sides by buildings, most notably Blaine's Grocery to the east. Located in the center of Marshall, it is very close to the bulk of scavenging areas, specifically once Spencer's Mill has been mostly cleared. it is a relatively small home site, and I would not recommend this place for anyone but beginners.
Requirements/Features:
survivors needed: 5 (0 in Breakdown)
Materials needed: 20
Comes with: kitchen, storage area, watchtower (on roof)
Total Facility slots: 6 (2 built-in indoor 1 indoor, 1 outdoor, 1 on roof, 1 watchtower
Parking space: 3
Outpost slots: 4
Total supply capacity: 90
The Alamo is relatively hard to defend, being in the heart of eastern Marshall, surrounded by buildings. For you beginners, this base will regularly be attacked by freaks, and hordes of zombies. building strategically placed outposts is key here.
Home site 6: The Savini Residence
This home site is located in west Marshall, near one of the two bridges leading to the East side. Notably, three sides of the walls are on steep banks which means the Savini Residence can only be attacked from the front, making it have a tactical advantage.
Requirements/Features:
survivors needed: 8 (6 in breakdown)
Materials needed: 30
Comes with: bedroom, kitchen, library, watchtower
Total Facility slots: 7 (3 built in indoor, 1 indoor, 2 outdoor, 1 watchtower
Parking space: 3
Outpost slots: 6
Total supply capacity: 100
The Savini Residence is relatively easy to defend. With its built-in watch tower, the player need not expend resources constructing one. Placing outposts two houses across the road, the house down the street, and the gun shop can allow the player to cover all approaches. The main disadvantage of the Savini residence is the lack of true interior facility slots- the gazebo, while classed as indoor, is functionally an outdoor slot. For this reason, the player may choose to place the sleeping and medical areas in the outdoor slots located towards the back of the building, as the gazebo is located right next to the gate and thus is more vulnerable to zombie attack should they get beyond the gate.
Home site 7: Snyder Trucking Warehouse
This home site is located in west Marshall, at the southwest corner of the map. The western Marshall bridge on the Loop road leads directly to the Warehouse. It is at the intersection of west Marshall's Bronto Gas Station, Tartan Mini Mart, and Swine & Bovine Restaurant.
Several buildings are nearby, including the aforementioned gas station and food locations. A construction warehouse is sited opposite the Warehouse's front entrance, and the Marshall gun shop is nearby to the east. Other warehouses exist within a two-block radius of the Warehouse and can contain fuel or other resources. Given its location in west Marshall, the Warehouse is well-sited for supply runs, giving easy access to the entirety of Marshall and many outlying settlements and farms. The similarly-sized Trumbull County Fairgrounds (my favorite site) is more isolated. Snyder's Trucking Warehouse is a relatively easy base to fortify, defend, and do supply runs. I recommend this to the players who want to have an easier time in SoD, whether in Breakdown or not.
Requirements/Features:
survivors needed: 12 (10 in Breakdown)
Materials needed: 50
Comes with: bedroom, warehouse storage, workshop
Total Facility slots: 9 (3 built-in indoor, 1 indoor, 4 outdoor, 1 watchtower
Parking space: 4
Outpost slots: 8
Total supply capacity: 190
Players beware, behind this location is a transformer farm and utility warehouse, a path links the river that runs north of Marshall to this utility warehouse, which means that any zombies prowling the river can sneak up on the Warehouse from behind. Juggernaut zombies are an occasional threat due to this access point. This utility warehouse can also become infested occasionally.
Home site 8: Trumbull County Fairgrounds
This home site is located in the town of Fairfield, which is north of Marshall and Spencer's Mill. the Fairgrounds have been fenced off by the military, who left their stashes of supplies when they were overrun by undead. The home site itself is located on the far eastern side of Fairfield, within the carnival and military base, and is the livestock show area of the fair. The fairgrounds is my favorite home site, and I recommend this site to anyone who wants a challenge, especially in Breakdown.
Requirements/Features:
survivors needed: 12 (10 in Breakdown)
Materials needed: 50
Comes with: fairgrounds snack shop (kitchen) dining area, Fairgrounds storage room, watchtower
Total Facility slots: 9 (1 built-in indoor, 1 indoor, 2 built-in outdoor, 4 outdoor, 1 watchtower
Parking space: 5
Outpost slots: 8
Total supply capacity: 190
Now that I've covered Home sites, it is time to tell you what each facility within the Home site does, and what their upgraded versions do. I've also used as exact or specific text from in-game info as possible.
Cooking area- Protects Against Food Contamination. Allows the Preparation of Feasts. (Need someone who really knows how to cook though.)
Costs:
20 Building Materials
25 Influence
Abilities:
Prepare Feast- Additional Vitality and Stamina bonus for everyone (High likelyhood of needing special ingredients). +20 Max Vitality and +10 Max Stamina for everyone (lasts 1 in game day - 2 real time hours)
Dining area- Lets survivors have a place to formally sit and eat together. Reduces discord in the community.
Costs:
40 Building Materials
100 influnce
Storage area- provides more capacity for resources. Further upgrades and researches reduce food spoilage and allow for conversion of food into fuel
Costs:
Storage Area
Workshop
20 Construction Materials
2 Survivors
10 Influence
Food Storage
25 Construction Materials
25 Influence
Refrigerated Storage
25 Construction Materials
25 Influence
Abilities:
+20 Food, Ammo, Medicine, Fuel, and Materials Capacity.
Food Storage.
Storage Space. adds +30 Food, Ammo, Medicine, Fuel, and Materials Capacity.
Food Preservation - Protects against spoilage.
Refrigerated Storage.
Storage Space: +40 Food, Ammo, Medicine, Fuel, and Materials Capacity
Food Preservation - Protects against spoilage. Also adds
Refrigeration - Dramatically reduces food spoilage and food poisoning.
Garden area- allows the community to grow Food and reduce daily Food consumption. They must be built outside.
Costs:
Garden
25 Construction Materials
2 Survivors
50 Influence
Greenhouse
Research at Library
50 Construction Materials
100 Influence
Abilities:
Garden
Harvest - Provides food daily
Green Thumb - Produces higher yields of food. (Requires Plant Expert)
Greenhouse
Harvest - Provides food daily
Green Thumb - Produces higher yields of food. (Requires Plant Expert)
Medical area- An essential facility in the base where survivor's vitality is recovered and all kinds of illnesses and injuries are treated.
Costs:
Medical Area
10 Medicine
10 Construction Materials
20 Influence
2 Survivors
Infirmary
25 Construction Material
Medical Lab
Requires Library
40 Construction Material
Abilities:
Medical Area
Free Health Care- +10 max vitality for everyone. 15% Recovery Chance from injury/ illness each day
Get Matching Tattoos- Increased gains from Influence, Fame, Morale, Attitudes among community members. Requires Tattoo artist.
Infirmary
Quality Health Care- +10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day.
Medical Professional- +20% Recovery Chance. Requires Trained Healer.
Medical Lab
allows production of painkillers and stimulants. Requires Library.
Quality Health Care- +10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day.
Medical Professional- +20% Recovery Chance. Requires trained healer.
Lab Equipment- Allows manufacture of painkillers and stimulants.
Training area- an optional facility that provides stamina bonuses for survivor. Further upgrade allows for increased Melee combat XP and Ammo income by training neighboring survivors.
Costs:
Training Area
10 Building Materials
2 Survivors
50 Influence
20 Food
Dojo
35 Construction Materials
100 Influence
Abilities:
Training Area
Exercise Area - +10 Stamina for Everyone
Fitness Guru - Prevents injuries. Allows establishment of a Fitness Regimen.
Fitness Regimen (3 Food, 25 influence, 10 minutes) An additional +10 Stamina for everyone. Requires Fitness Expert. (Effect lasts 2 hours real time)
Dojo
Exercise Area - +10 Stamina for Everyone
Fitness Guru - Prevents injuries. Allows establishment of a Fitness Regimen.
Combat Training
Fitness Regimen (3 Food, 25 influence, 10 minutes) An additional +10 Stamina for everyone. Requires Fitness Expert. (Effect lasts 2 hours real time)
Fitness Regimen
Combat Training: (3 Food, 25 influence, 1 minute) Gain increased XP from melee combat (Effect lasts 30 minutes)
Commerce: Train outsiders (25 influence, 1 hour, 30 min.) Gain +3 Ammo to train survivors from another community in self defense (Usable once every 1.5 hours real time)
Library- used to research upgrades to unlock new facilities and items. It can also be rented out to neighboring survivors in exchange for Ammo if sufficient fame and trust with them is achieved.
Costs:
20 Building Materials
100 Influence
(all research done on previous Breakdown levels will stay when you move on)
Abilities:
Store of Knowledge: "By sharing knowledge, we all improve our wits faster.Requires Good Researcher.
Scientific Principles: +300% research speed. Requires Good Researcher.
Commerce: Library Access: Can trade access to library for +2 ammo from other enclaves.
Research Greenhouse Gardening (1 hour 20 minutes): This would improve food yields from our garden. Requires a Garden
Research Biodiesel (10 Food, 1 hour 20 minutes): Would let us convert Food to Fuel. Requires Storage area.
Research Chemical Incendiaries (5 Fuel, 50 Influence, 1 hour 20 minutes) Unlocks the ability to create Chemical Incendiaries. (Requires Medical Lab and Munitions Shop.)
Research Potent Homemade Stims - Would allow us to create more effective stimulants (Uses up Medical Supplies). Requires Medical Lab
Research Box Mine (1 Ammo, 1 Construction Material, 50 Influence, 1 hour 20 minutes) Unlocks the ability to create Box Mines. Requires Munitions Shop
Research Whistling Box Mine (1 Ammo, 1 Construction Material, 50 Influence, 1 hour 20 minutes)- Unlocks ability to create land mines that attract zombies. (Requires Munitions Shop, Unlocked after researching Box Mine )
Research Pipe Bomb (1 Ammo, 50 Influence, 1 hour 20 minutes) - Unlocks ability to create pipe bombs. (Requires Munitions Shop, Unlocked after researching Box Mine)
Research Steel Pipe Bomb (1 Ammo, 1 Construction Material, 50 Influence, 1 hour 20 minutes) - Unlocks ability to create improved pipe bombs with more shrapnel. (Requires Munitions Shop, Unlocked after researching Pipe Bomb)
Commerce: Library Access (10 Influence) Gain +2 Ammo for providing library access to another group of survivors (Usable once every 1.5 hour real time)
That was by far the longest single entry I've ever typed. Better be worth it.
Sleeping area- allows survivors to rest, removing fatigue and regaining their max stamina.
Costs:
5 Building Materials
2 Survivors
10 Influence
Abilities:
Cots and Futons
+50% chance of preventing sleep deprivation.
Bunkhouse
Beds: Provides +8 beds
Good Night's Sleep - Increases Everyone's Stamina by 10. (Must have a bed for Everyone)
Bedroom
Beds: Provides +8 Beds.
Good Night's Sleep - Increases Everyone's Stamina by 10. (Must Have a Bed for Everyone)
Workshop- in my opinion, these are the most essential facilities. these repair weapons put in lockers every in-game day (2 real-time hours). Further upgrades add more benefits such as fully repairing cars or making advanced explosives.
Costs:
Basic Workshop
5 Building Materials
2 Survivors
10 Influence
Workshop
25 Building Materials
50 Influence
Machine Shop
40 Building Materials
100 Influence
Munitions Shop
40 Building Materials
100 Influence
Abilities:
Basic Workshop
"We could make the things we need to fight zombies instead of having to scavenge for everything."
Dedicated Work Area: Automatically repair and reinforce weapons each day
Construction Expertise: +100% Construction rate. Needs Tools Expert. Workshop
"A full-fledged workshop would give us the ability to repair cars"
Real workshop: Automatically repair Body and Tire damage for vehicles parked overnight
Construction Expertise: +100% Construction rate. Requires Tools Expert. Machine Shop
"We could specialize this workshop to focus on construction and car repair. Needs Tools Expert.
Real workshop: Automatically repair Body and Tire damage for vehicles parked overnight
Power Tools: Automatically repair body, engine and tire damage. Replace lost bumpers and doors
Construction Expertise: +100% Construction rate. Requires Tools Expert.
Munitions Shop
"A workshop focused on making explosives and incendiaries. Requires Chemistry Expert.
Real workshop: Automatically repair Body and Tire damage for vehicles parked overnight
Chemistry Equipment: Allows the creation of explosives
Chemistry Expertise: Prevent explosives mishaps. Requires Chemistry Expert.
Make Suppressor (1 Material, 5 Influence, 30 minutes): Creates a couple homemade suppressors
Make Firecracker (1 Ammo, 5 Influence, 5 minutes): Creates a few homemade firecrackers
Make Flame Fougasse (1 Fuel, 5 Influence, 15 minutes): Creates a few homemade firetraps
Make Box Mine (1 Ammo, 5 Influence, 15 minutes): Creates a couple homemade box mines. Small chance of mishaps. Requires Munitions Shop and Library Research.
Make Whistling Box Mine (1 Ammo, 1 Material, 5 Influence, 15 minutes): Creates a couple homemade box mines. Small chance of mishaps. Requires Munitions Shop and Library Research.
Make Pipe Bomb (1 Ammo, 1 Fuel, 5 Influence, 15 minutes): Creates a few homemade explosives. Small chance of mishap. Requires Munitions Shop and Library.
Make Steel Pipe Bomb (1 Ammo, 1 Material, 1 Fuel, 5 Influence, 15 minutes): Creates a few homemade explosives. Small chance of mishap. Requires Munitions Shop and Library Research.
Make Chemical Incendiaries (1 Medicine, 1 Fuel, 10 Influence, 10 minutes): Creates a few homemade Chemical Incendiaries.
Watchtower- a building that can be built to allow a survivor to be on watch and protect the Base.
Costs:
Watch Tower
15 Construction Material
5 Influence
Shooting Platform
25 Construction Material
25 Influence
Abilities:
Watch Tower
Lookout: Having someone up here should help keep the zeds at bay.
Sniping Zombies: We've been actively sniping zombies, giving us a larger safe area around our base Shooting Platform
"We could make something a little less rickety." Requires Workshop.
Lookout: Having someone up here should help keep the zeds at bay.
Sniping Zombies: We've been actively sniping zombies, giving us a larger safe area around our base
Shooting Practice: Raises shooting skill for the whole community
Snipe Zombies (1 Ammo, 5 Influence, 1 minute) We can extend the safe area around our home with a little sharp shooting (Effect lasts 1 hour)
Firearms Training (3 Ammo, 25 Influence, 1 minute): Gain Increased XP from shooting (Effect lasts 1 hour)
Commerce: Train Outsiders Can also train different groups of survivors for +2 cases of ammo (usable once per 1.5 hours real time)
Radio room- The Radio room is one of the prebuilt facilities in all home sites, except the Ranger Station. It cannot be built, upgraded or removed; and it is always manned by Lily Ritter, even in Breakdown.
Costs:
The facility is always built-in automatically, with no cost.
Abilities:
Using the Radio room allows you to request a location to find Resources and to offer Shelter to wandering Survivors.
Using the Radio assistance menu allows the player to request a variety of assistance when exploring, such as calling Scavengers, or establish Outposts.
Parking area- used to park vehicles. All cars parked here are repaired overnight if there is a Workshop or Machine Shop constructed.
Workshop can only repair body and tire damage, while Machine Shop can fully repair vehicles (body, tire, engine, doors, bumpers), which is why I always go for the Machine shop.
Abilities:
Parking Space - Space for one car. Cars left here overnight will be repaired a bit if we have a Workshop.
Auto Repair - Cars left here overnight will be repaired a bit. Requires Workshop.
And there you have it for Home site Facilities. I hope whatever was up there helped you out if you came here for help!
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