Base Building
A base turns a squad into a settlement. These guides cover location, farming, power, production, defence and the mistakes that get a base overrun.
Best Base Locations
Where you settle decides which problems you fight forever. Choose the location before you choose the walls.
Farming Systems
Crops turn a base from a money pit into a self-sufficient settlement — if the ground and water cooperate.
Power Systems
Machines need power. Wind, generators and batteries keep production running through the night.
Automated Production
Production chains turn raw ore and crops into goods and money while your squad does something else.
Raid Defense
Every base gets raided. Defence is not optional — it is the rent you pay for owning ground.
Wall Design
Walls do not just keep raiders out — they decide where and how the fight happens.
Turret Meta
Turrets thin raids before they reach your walls — when they are placed where they can actually shoot.
Water Problems
Water feeds farms, drink and production. The wrong site makes it the chore that never ends.
Multi-Base Strategy
A second base spreads risk, resources and reach — once your squad can defend two fronts at once.