Kenshi
Gilgamesh Jun 8, 2019 @ 8:35pm
Probably the most asked question: Where to base?
I want to find a place that is cool and nearby a city, but since I just bought the game I have no idea where to go. Preferably a place where I can nest inside a rock cropping or some place geographically to my advantage. The only place I have seen usually send me to the Hub, Swamps, or Fogmen place but I don't want to fight hordes of spiders, fogmen, and hungry bandits constantly.
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Showing 1-15 of 16 comments
Krono Jun 8, 2019 @ 8:49pm 
If you don't mind a bunch of religious fanatics hanging around, settling in Okran's Pride is the way to go. Just south of Blister Hill is a spot by the road with fertile soil, an iron source, and a stone source. At that point copper will be your only concern, but there are a few ♥♥♥♥♥♥ copper nodes hanging around so you'll be fine
Fyra'Nok Jun 8, 2019 @ 10:51pm 
Wish I had some immolation gear for those pesky starving bandits.

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.
mk_thot Jun 9, 2019 @ 1:41am 
Gut. It has "Green" soil, the trees can be mined for iron, and some have copper nodes around them, there's also decent amounts of stone too. The Trader's Guild will bother you for taxes, but the Beak Things will usually deal with them. Just make sure you start by building a Storm House, lining the roof with crossbow turrets and have them manned, because as soon as you start building anything all the Beak Things will come for you (but that just means and obscene amount of meat and hide for your base).
Sotanaht Jun 9, 2019 @ 2:43am 
Whatever you do don't fall for the "natural terrain defense" meme. The best place to build is always flat and wide open. Putting walls around all sides of your base is simply more reliable for keeping out enemy spawns than building up against a cliff, and flat space allows better wall placement. The only natural terrain that's actually useful is water, because if you build your front gate in water it can dramatically slow down the enemy while you murder them with turrets.
Sohei Jun 9, 2019 @ 5:55am 
With good base defenses it should not matter that much where you build. There are enemies all over the place and if you build in the middle of nowhere you will probably be short on some resources that will slow down construction. Pick a spot you like visually with plenty of resources of all types from surveys. If you build near faction cities you will have to deal with that faction, hopefully by getting along with them for a while.

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.
Last edited by Sohei; Jun 9, 2019 @ 6:02am
Sotanaht Jun 9, 2019 @ 6:20am 
Originally posted by Sohei:
Turrets on top of interior base buildings are more reliable than walls or terrain.
Turrets gain a "wall bonus" in addition to their normal height bonus for being on walls instead of buildings. As a result, wall turrets get more damage and range than anything except for watchtower turrets. Furthermore, I find that wall turrets are more reliable with regards to actually deciding to shoot at the enemy. You have to be clever with angles to get good coverage though, there are lots of posts about how to design your base defense, here's mine:
https://steamcommunity.com/app/233860/discussions/0/1649919326323807748/

Originally posted by Sohei:
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.
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.

Originally posted by Sohei:
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.
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.
Last edited by Sotanaht; Jun 9, 2019 @ 6:22am
Sohei Jun 9, 2019 @ 7:12am 
Originally posted by Sotanaht:
Turrets gain a "wall bonus" in addition to their normal height bonus for being on walls instead of buildings. As a result, wall turrets get more damage and range than anything except for watchtower turrets. Furthermore, I find that wall turrets are more reliable with regards to actually deciding to shoot at the enemy. You have to be clever with angles to get good coverage though, there are lots of posts about how to design your base defense, here's mine:
https://steamcommunity.com/app/233860/discussions/0/1649919326323807748/

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.

Originally posted by Sotanaht:
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.


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.

Originally posted by Sotanaht:
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.

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.

Originally posted by Sotanaht:
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.


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.

Originally posted by Sohei:
Another option is to buy a building in a town and use that ....

Originally posted by Sotanaht:
This is the default method of play. .....

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.
Last edited by Sohei; Jun 9, 2019 @ 7:25am
mr_bman Jun 9, 2019 @ 12:31pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1732636608
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.
mr_bman Jun 9, 2019 @ 12:44pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1765626571
All killed by turrets. Takes a while to get it to that stage though.
mr_bman Jun 9, 2019 @ 12:58pm 
I set most all my guys on hold way in the back away from the gate because no matter how good someone gets at turrets they still will hit your own guys - and you don't want to get hit in the head with a double barrel shotgun turret or it'll kill you. Use Skeletons for gunners and have them assigned to turrets forever and ever. They don't eat. Enemy raids stand well outside the gate and talk trash so I 'shoot at' with a gunner while they do that. Then a few manage to get inside pretty far but my production is rarely interrupted. A lot of times I send out hit squads and take out raids before they even get to my town.
Gilgamesh Jun 9, 2019 @ 1:29pm 
Hey you guys think the area by clownsteady is good?
Sohei Jun 10, 2019 @ 2:29am 
Clownsteady is a bit remote but you can probably make it work. A long trip if you ever want to explore more to the north but there is plenty to do on the South side of the map. Here are some spoilers of what is nearby:

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.
Last edited by Sohei; Jun 10, 2019 @ 2:29am
jthibeault Jun 10, 2019 @ 7:49am 
FYI, I don't bother building walls anymore. They are not necessary.

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.
Cataphractoi Jun 10, 2019 @ 10:09am 
Originally posted by jthibeault:
FYI, I don't bother building walls anymore. They are not necessary.

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.
That's a heck of a lot of micromanagement when you could just build walls and install a death trap full of turrets around the gate to auto murder your enemies.
Sohei Jun 10, 2019 @ 11:28pm 
A top end level 4 wall has 4 structure points before it is down. A low end stormhouse door has 16 structure points, 4 times as many as the best wall. The stormhouse itself has a separate 16 structure points. It is possible to incorporate buildings into outer walls but the weak points would be the wall sections. A group of ninja can walk right through a wall like it wasn't there. If the enemy conveniently attacks in the kill zone you expect, a bunch of turrets should help take down many of them. As long as they attack the gate and not the wall you could be fine. A level 4 gate door has 90 structure. If not, you have a bunch of enemies wandering around inside after they bust down a wall or slip through some gap you didn't notice.
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Date Posted: Jun 8, 2019 @ 8:35pm
Posts: 16