Defending Against Raids Advanced
Your base will be attacked. The only question is whether you decided where, or the raiders did.
Combine funnelling walls, well-placed turrets and a trained squad — and keep wealth growth in step with squad strength.
Raids Are Inevitable
Every base draws raids from the region's powers and local threats. Defence is not optional infrastructure — it is the first infrastructure.
Layered Defence
Walls funnel attackers to a chosen chokepoint, gates meter them in manageable numbers, turrets thin them on approach, and your melee finishes them at one controlled point.
The Squad Still Decides It
Walls and turrets buy time and position; they do not win the fight alone. Keep training fighters — a fortress with a weak garrison still falls.
Manage Raid Scaling
Raid strength scales with wealth, squad size and faction hostility. A base that grows rich faster than its squad grows strong invites raids it cannot survive.
“Squin is the safest beginner base. If you are lost, go there.”
- 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.