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Some places are somewhat poor though. They include School homeless variant, Church priest variant, and Hospital. Until they are the last spots left, it's almost a waste to go there.
The warehouse is very lightly guarded. There are only two guards in the building who are extremely easy to kill one at a time. And the guard in the big warehouse is very easy to kill if you go around above the warehouse. Remember to bring 2 saws and a crowbar.
There isn't really any specific order you need to do zones in. It's usually best to just visit them in the order they show up. (minus the stealing from innocents unless you're that desperate)
The Garage is a particularly good trade location for the tools if it shows up early. It allows you to skip the workshop upgrade and go mouse traps and/or upgraded stove first.
There are a couple places with easy access to gun that can be saved for when you want to start clearing armed zones, such as Supermarket military variant, or Construction Site patrol variant.
*constructionsite weapons material meds
*sniper junction material weapons
and if you are comfortable with combat armybase
*Warehouse for materials, parts, food and meds too.
*Hotel for all type of recoures
*Sniper junction for materials.
This is so good I almost think it's something they might want to consider fixing. ie: vary the inhabitant's patrol routes so that someone is checking that room periodically, or at least not have those cabinets re-plenish between visits. No matter how much I hauled out of there the Preparation screen always showed the place as being 77% looted. Starting to think maybe a bug...
In general any place with bad guys gives you the chance to knife kill for guns and other high trade value loot like meds and food (military outpost is tougher, rebel school is one of the toughest, hotel is pretty easy).