Raid Defense
The wasteland does not respect property. Build expecting raids, because they are coming whether you are ready or not.
Every base gets raided. Defence is not optional — it is the rent you pay for owning ground.
Overview
Owning a base attracts raids from the region's powers and local threats. Defence combines walls, gates, turrets and a squad able to win the fight at the wall.
Layered Defence
Strong defence is layered: outer walls funnel attackers, gates and chokepoints concentrate them, turrets thin them on approach, and your melee finishes them at a single controlled point.
The Squad Still Matters
Walls buy time; they do not win fights. A base with great walls and a weak squad still falls. Keep training fighters alongside building.
Reading Raid Strength
Raid difficulty scales with your wealth, squad size and faction relations. A rich, hostile-to-everyone base draws raids a young squad cannot survive.
“Fight at chokepoints. Being surrounded, not being outmatched, is what kills squads.”
- Kenshi Wiki (community, Fandom) — Cross-referenced for faction, region, item and creature details.
- Kenshi Steam Community Guides — Reference for build strategies and training methods.
- r/Kenshi — Used for community survival consensus and beginner discussion patterns.
Note: Kenshi mechanics, balance and mod behaviour vary by version and load order. Treat exact numbers and requirements as patch-dependent.
- Inevitable
- Yes
- Layers
- Walls, gates, turrets, squad
- Scales with
- Wealth, size, relations
- Priority
- Critical