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I'm coming to the conclusion there is no optimal place to build base. If you find something that is close it is partly owned by nearby towns/villages and roads go all over the place.
Build in a desolate desert and forget about utilizing the game. Or build like 6 outposts all over the map.
Turrets on top of interior base buildings are more reliable than walls or terrain. A swarm of enemies can break through a wall or gate pretty fast. Terrain can sometimes allow enemies to pass unexpectedly. Turrets on exterior walls become mostly useless once the walls are breached. A bunch of trained gunners on turrets can take down enemies with fire from multiple directions. You can give them some slight protection by locking the doors to the buildings. Enemies will be forced to break in and take down each nest of turrets one at time while being under fire.
Many attacks are by bandits who will generally go after food barrels first. Place food in a spot where gunners will have line of fire on any that approach it, such as on top of a low building in the center of town with turrets all around. Guard key doors with a few good fighters who can repair the door to delay entry.
Animals will not enter locked buildings so you can shoot them at your leisure from rooftops. Most animals can climb up ramps to walls though which is another reason to mount turrets on buildings instead.
Use mostly mounted crossbows without lights for your turrets- they need no power so you can spam them all over the base. Turrets have unlimited ammo but power can be a limiting factor sometimes. Crossbows with lights and all harpoons use and need power.
Some raids will still be dangerous but critters and bandits will be a manageable problem regardless of where you choose to build your base. The most dangerous raids are by major factions that will find your base regardless of where you build it. Good natural terrain and wall layout can help a little bit in that case, mostly by bunching up enemies in planned kill zones.
If you are having trouble getting your base started, stock up on as many materials as you can carry and hire some mercenaries. Getting a head start on building while being protected by mercs for many days will make things easier.
Another option is to buy a building in a town and use that for research, training, storing stuff, and gearing up before you go build a base in the wild. That way you will be able to build better buildings, defenses, and industry to start with when you do build that base.
https://steamcommunity.com/app/233860/discussions/0/1649919326323807748/
Power shouldn't be an issue. Enemies don't normally attempt to destroy your buildings except gates and walls (and then only if they can't find another way through), so once you have sufficient wind generators and batteries you are never going to be without power. Harpoon Turrets are significantly stronger.
The best turret is the single harpoon. Double and multi harpoons lose a great deal of damage and range, in addition to taking longer reload times. You might get some use out of them anyway, but the single harpoon is generally going to be the best option. Any overkill from the exceptionally powerful single-shot will help ensure the enemy stays down, either dying outright or at least not getting back up in the middle of the siege.
I believe that some form of lighting is necessary for your turrets to automatically fire on enemies in the dark. Not sure how reliable the turret-lights are though, you may simply have to build separate lights like searchlights on the walls or even light posts directly in the kill zone.
As for mounting cheap turrets inside your base, I don't see a point. If you have people to man those turrets, they could be manning turrets in your designated kill zone instead. Depending on strategic positioning you might benefit from having a very small number of internal turrets just to clean up the odd straggler who glitches through your wall, but be careful not to waste too much manpower that could go to defending from the primary attack.
Finally, I find that turret-job AI is really questionable and turret operators will often run to completely different turrets than the one they are assigned. In order to minimize this chaos, I find it best to limit your turret building to only those turrets you actually man, and no more.
This is the default method of play. Base construction is intended for LATE game, after you've already done everything you can in town and you are ready to strike off completely on your own and begin mass production from raw resource mining. Exactly how late is up to you, but you should already be able to fight off MULTIPLE roving packs of enemies in whichever area you are choosing to settle, before settling there.
Setting up an outpost, as opposed to an actual functioning base, is acceptable earlier in the game. A single building with beds and such is useful, and you can simply abandon the area with no consequence whenever it would be attacked. No one will steal a bed or destroy the building itself.
I know, I have been playing since early beta. This is a new player asking for advice. My advice is geared towards the time building up a base, not what it might ultimately be when complete. Turrets on walls can do lots of damage and take out a few targets. But those walls will get breached and may get attacked before they are even built. The AI can be equally stupid regardless of where you place turrets. Some micromanagement may be necessary to put them on the right turrets. Outward facing turrets on walls is the standard defense but in my experience is inferior to interior turrets. Base and turret layout can be designed to maximize either strategy.
Power is an issue before the base is complete. Good generators and batteries require a lot of tech. Even single harpoons require special tech that you can't get with normal books. Powerful turrets are useless if an enemy is not in line of sight. Powerful turrets are also more dangerous when taking friendly fire from allies and take longer to increase skills. A few powerful turrets guarding the gate is reasonable once you have some decent gunners.
The gunners need to be able to see the enemy. They will fire at night without lights but only once the enemy is close. Area lighting can be used to help spot enemies. The lighted turrets fire at reduced efficiency if power is ever low and may not fire at all if power is low enough. Again, this is advice for a new player who may not yet be expert at managing power and murphy's law means an attack is going to happen when wind is low.
I find relying on the AI is going to have mixed results regardless. Micromanaging is necessary if you have more turrets than gunners but there is little cost to build the extra mounted crossbows, just some iron plates that are easy to get. If you don't like micronmanaging I can understand going for a simpler strategy with a small number of turrets, but that is not necessarily the most effective way to do it and any flaws that a new player makes in their base layout could be more punishing. Those assigned a turret job will attempt to man the turret you clicked on to assign the job. If circumstances prevent that or they do some other task for a while then they may look for another turret. Deleting and reassigning the job to a turret will send them back where you want them as long as it is free and they can get to it.
If using a building in another factions town as a base however, then using few or no turrets may be better to avoid the faction guards from using your turrets in an ineffective way. Not sure why we let town guards borrow our turrets but that is the way it is and we may have to decline to build them so they don't.
It is one way to play. I find much of the fun in this game is the freedom to choose how you want to play it. The optimal or wisest strategy may not be the most fun or the way that a person prefers to play. I have successfully used this but also many other ways to play. That is why I mention it as an option, not mandatory.
My advice was given in the context of assistance to a new player. Your advice is not bad but is more applicable to experienced players and certain play styles.
Everything you need is there - iron, copper, water, stone. The raids you get there are wimps. Band of Bones, Dust Bandits and hungry bandits. You get Prayer Day visits - just lie to them and go along with it. You're a day trip or less away from many places to sell your wares at.
All killed by turrets. Takes a while to get it to that stage though.
Most of that area is claimed by the United Cities so you can expect tax collectors to come by. You may see a lot of slavers from the South and East and bandits from the North. There are some nasty critters to the West and North, including spiders. There are a lot of ruins to explore not too far from there, mostly to the West. Slavers would be the biggest issue in this area. You could try to get friendly to them but if you get captured anyways it can be a long ordeal to get back to freedom. Resources available would depend on the exact spot you choose.
If you have two buildings, any raid group that comes to attack you will constantly run between your buildings.
Remove all your people from the base, let the raid come and start to run between your buildings, like the fools that they are, and move your people close to the raiding fools.
Some of them will peel off and come attack your people. When they do that, move all your people away a bit, and that way you can control the amount of enemies that you engage with.
Repeat this process until you have wiped out the raid.
You actually don't even need to engage most raiders, and they will eventually leave.
The only group of raiders that I have seen steal your food are the Ninja raiders. If they come, put all your food into backpacks and store the backpacks in your storage chests. These ninjas are also the only group that will stand stationary in the one building with your food storage. You could exploit this by having an out-building, with a food storage barrel with 1-2 food items in it. When this group come to raid, remove all food from your main storage into backpacks, and disassemble the storage barrels, expect for the decoy in the remote out-building.