Auto Shops are a waste of resources and a facility slot.Don’t worry about expanding to a bigger base until you’ve established an Outpost network.Prioritize usefulness over luxury commodities. ![]() Build one facility at a time to reduce noise and lower your threat level.Beds are an absolute necessity, but thankfully you can recoupe any materials put into them when they are deconstructed. You can increase your bed count by turning houses into Outposts, so once this happens just remove the beds and construct something else. Even though you can make beds both inside and outside, this should only be a temporary addition. Over time you will recruit more survivors to your cause which will eventually require the creation of beds. ![]() Think of it as a place to basically make Influence with all the spare items you never use. If you do then you can craft very rare luxury items that can fetch a high price with traders. Both of these are fantastic, but the real bonus is if you have a Trader as a leader. Once built, the Still will provide base-wide water and allows players to craft fuel. This is a step up from the Rain Catcher, but it doesn’t require a ton of things to actually construct. Water is another important factor in maintaining a happy community, so consider adding a Still to your base. This way to you can judge how much of an extra strain it will put on your community. If you’re relocating to a larger area, make the Workshop the last facility you build. Keep in mind, Workshops cause some noise so make sure you have defenses to lower your Threat level. Given how difficult it can be to find explosives, being able to create your own will make certain parts of the game far easier. It’s a very versatile location that will provide your community with a lot of flexibility. ![]() Some of these may require specific mods, such as the ammo press. This facility allows players to craft ammo, explosives, and even repair weapons. This makes the Workshop essential for players in the mid to late game when you start hunting down Plague Hearts. Unless you move into a location with a dedicated workshop like a Police Station, you’ll need a place to craft weapons. These are usually the best places to locate this item and by the time you reach a medium sized base, you should have at least 10. Ad for the Scraps of Circuitry, scavenge in buildings such as laundromats or offices. Outside of finding the book itself in the wild, make sure to check with friendly enclaves and traders for the Knowledge of Electricity to book. However, the Solar Array removes these issues and still provides base-wide power.īuilding this will require a Knowledge of Electricity and 10 Scraps if Circuitry, so you may not be able to construct this right away. They are noisy and can drastically raise your Threat level in bigger bases. Power is quite important in State of Decay 2, but the main issue is generators typically draw a lot of attention. Despite being a bit expensive and requiring a large slot, it’s 100% worth it. There are a few ways to supply power to your base, but the best choice is the Solar Array. Plus the noises generated is quite low, which makes it easy to maintain your threat level. This only takes up a small slot, so it shouldn’t but that much of a strain on your resources. Make sure it’s an Infirmary, especially if you plan to take on Plague Hearts. ![]() Yet, for those starting a fresh game then you’re free to build whatever you want right away. If you’re playing the tutorial then this will be one of the first facilities you build. You can also treat trauma and construct medicine – a consumable that is in very rare. There is a very high chance that someone in your camp will contract this virus, so having a place to let them rest is vital. Perhaps the single most important structure in the entire game, the Infirmary is where you can treat and craft antidote for Blood Plague.
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