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A lot of players like Snyders due to it's space but it is not the hands-down best one as most of them have a share of merits.
Instead, take your group size into account. If you can survive with one bedroom, go with a base that can support a small-mid sized group and isn't high-maintenance, such as Savinis (solid choice with no real consequences), Kirkman's (Staying in Spencer's mill but a home slot above the church) or even the Mcready farmhouse if you don't mind isolation.
If you are going for a large group and need two bedrooms to prevent tiredness (16 people roughly) then you should consider the larger base options, such as the farmhouse, snyder's warehouse, or the fairgrounds in the military zone you unlock later in the game. All of these have the home slots to support a group that big and certainly needs the numbers to do so.
If you are going for a super small group and don't want to worry about meeting the population requirements, you can also stay at the church or move to the Alamo restaurant for a similar experience.
It is worth noting that the game's RNG will start to work against you if you go above 20 survivors without most of your slots and efforts being focused on resource development.
I can give you a brief rundown of every single base if you would like. Snyder's is a go-to for a lot of players but it's certainly not the only end-game base out there.
The warehouse would be up there as well if I didn't already use it for a two-digit-number amount of playthroughs. It's been there/done that and honestly it's a little bit too exposed for me.
Savinis is a good base for a small-medium sized group. If you are just starting out, it is good to dedicate slots here to helping you research everything you can before either moving on or scrapping the experimental stations in order to hold out there for as long as you need to. It's a fairly defensible base, being surrounded by steep drops on 3 sides. Zed only really get in through the gate as opposed to hopping the fence in different areas.
Kirkman is kind of like a watered down version of Savini household, but in Spencer's Mill. It's a bit of a stretch, but you can survive quite a while given you are fine with a basic setup. Comes with a mid-tier workshop capable of super basic automotive repair and fixing weapons. A lot quieter than Marshall is mainly due to the sparse amount of buildings surrounding it. There is plenty of room for strategic outpost placement that can keep Spencers Mill clear.
Snyder's Warehouse, as I may have mentioned, is a go-to for a lot of players for a few reasons. For one, it is right at the edge of marshall, where all the warehouses for materials are, making it a super convinient base for scavenging. The bus wreck on the road makes the straight-shot out of town not as easy as it could be, but otherwise it is a solid base. The downside is that it is on flat ground and surrounded by a mesh fence and not much else, zombies can and will constantly find a way over those walls unless your outposts/snipers take them out. It comes with a bedroom and vehicle workshop and not much else. It is the only base that doesn't come with a kitchen so food poisoning is a constant issue until you build one. It has a lot of flaws but there is a reason it is a go-to. Lots of building slots, but not my cup of tea (at least anymore) personally.
McReadys is pretty great, being able to cater to small-large groups. It comes with two bedrooms off the bat, a storage room and a kitchen so you can basically just move in, clean up the place and be ready to go. No need to worry about building accomodations for your people and supplies. The downside here is that some kind of vehicle maintenance shop is necessary since it's in the middle of the farm fields on the map, super isolated from the towns. Get used to driving everywhere as scavenging all of the close farmhouses/fields on foot does not take long. Overall a very rewarding base if you can set it up right but it doesn't have a lot of room for a lot of "extras".
Fairgrounds is a fairly underrated base, it is probably the most defensible location on the map because of the tall grandstands where NPC snipers stand and large amount of fences covering the front entrance to the place. The most exposed area where zed will get in is the parking lot, so keep an eye on that. It comes with a dining hall, some people question it's usefulness since all it does is reduce the amount of morale conflict (and by how much is very hard to measure). Other than that you have a lot of space here to build. It takes a while to set up everything (having things researched beforehand is great) but once you do you have a solid base capable of holding a large group. By all means this can be the least or most painful base depending on how you build it, and if you can set up right you will be rewarded well for it.
The Alamo restaurant is meant for small groups. The good thing here is that it's in the middle of marshall, so if you are just looking to get the main non-military loot spots totally sapped of goods faster, this is the best base to have. Downside is that zed attacks will be frequent. Plus side, its the only base where you can build on the roof. The amount of spaces you can actually work with is quite small, so a long-term stay requires a lot of scavenging and outpost usage.
The church is actually not too hard to live out your life in if you have everything researched and are fully able to keep yourself supplied. It's not impossible, it's just not the easiest. Zed can come in from the woodlands behind the church and there isn't a lot of space for outposts in that direction to keep the woods clear, but the base itself has enough space to build a life there.
In the Snyders Warehouse, yes it does come with a machine shop, which is great if you plan on going the auto repair way.
For me, I moved there because of the amount of slots and storage capacity it has. But found out after repairing it and gathering mats to build all the new stuff, waiting for the times and special mats ect....
ONLY! to find out, if you build a 2nd workshop, for the purpsoe of a munitions bench, you cant.
The 2nd workshop, only has the option to upgrade to the machine shop.
also, im not sure why, but in this base, when I first moved in, my material daily useage was 0.
I had 1 ammo outpost and the rest all material outposts when I first moved in to it.
upon, at some point, not sure what caused it, my daily material useage went down to the negative, even though I did not remove or add any outposts only working on the base room slots.
I went and added another mateial outpost in the newly avail empty slot, and my daily use further went in the negative, and adding another material outpost as the final pushed me again 2 more in the negavie. so when i first moved in, it said my daily mateial use was 0. and after adding 2 more outposts for that, it went down, not up.
But the fact you cant make ammo in this base I find it to be very poor choice.
Is there an obvious base for the scope of a muntions shop role as the best choice?