State of Decay 2

State of Decay 2

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N-camon Feb 24, 2020 @ 7:51pm
The Ridge Lumbermill
Undead labs had a stream today that featured the bases of the Ridge. The one I was looking for was the lumbermill as I was very curious what the drawback to having a 5-large slot base was.
Well walled off while in a very visible area, and the buy in cost is still 8 survivors and 3k influence.

This base includes:
Command center and storage (as all bases do)
4 parking spots
3 empty indoor slots (No outdoor)
5 large outdoor slots with 1 holding logs for materials to be cleared
1 unique facility - The Sawmill

The Sawmill lets you produce materials costing only labor, power, and time, but increases threat
1 material is 2 labor and 20 minutes for +5 threat for 46 minutes.
2 material is 2 labor and 25 minutes for +8 threat for 46 minutes.
3 material is 2 labor and 30 minutes for +12 threat for 46 minutes.

Pros:
Large size
Lots of Large building slots
Infinite materials, and parts by breaking down materials

Cons:
Lots of Noise and sieges if you make a lot of materials
Few small slots for a 8 man base
No outdoor small slots, so the only type of watchtower is the Builder's sniper tower
No other built in facilities or bonuses


I like this base, but getting it up to what I want will take a lot more work than the other bases in the current game.
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Showing 1-4 of 4 comments
KuroneR Feb 24, 2020 @ 8:48pm 
I see thanks for the info
falserebel Feb 24, 2020 @ 11:36pm 
i wonder what's inside those failed "cleo drops"..a chance of rare weapons?! from the 1st game? I'm gonna move through each base until i open all of those.
but yeah ridge Lumbermill is a good endgame choice.
StopItStepBro Feb 26, 2020 @ 5:53pm 
My biggest issue with the "Thanos" bases is that they have very little support for small slots which is what I use a lot more of than large slots. Like the fire station provides two small outdoor slots but EVERYTHING else is built in, which means very little customization to it. This makes the mid-tier bases more attractive to me, especially the depot with 6 small slots and 2 large, which makes it decent for my RT community with all the daybreak facilities. Like the Lumber Mill, I just cant imagine using ALL of those large slots effectively and working with only 3 small slots, I mean it'll work for some people, but it's not for me. Providence Ridge's bases seem cool and all but they seemed designed for a very specific niche.
N-camon Feb 26, 2020 @ 6:41pm 
Originally posted by Cram & Cheese:
My biggest issue with the "Thanos" bases is that they have very little support for small slots which is what I use a lot more of than large slots. Like the fire station provides two small outdoor slots but EVERYTHING else is built in, which means very little customization to it. This makes the mid-tier bases more attractive to me, especially the depot with 6 small slots and 2 large, which makes it decent for my RT community with all the daybreak facilities. Like the Lumber Mill, I just cant imagine using ALL of those large slots effectively and working with only 3 small slots, I mean it'll work for some people, but it's not for me. Providence Ridge's bases seem cool and all but they seemed designed for a very specific niche.

I too like the mid tier bases a whole lot more. My favorite on the current maps are the brewery, the concrete warehouse, and the bridge fort. I care a lot about keeping the threat level low, which the lumbermill does not really support.

I want to try out the lumbermill to try and make the large slots can do with so many, and find out what could really work. I am picturing the following:

Large Slots: Field Hospital, Sniper tower (north slot most likely), Lvl 3 farm, Lounge 3, and the Luxury barracks 2 (no trade depot as I see that as something to abuse).
Small slots: Workshop 3, Hydroponics for meds, and a Still.

This set up, not counting for outposts and abilities of the survivors, provides a lot to be self sufficient on it's own.
High passive morale bonuses all around.
It provides 7 beds from the lounge and luxury barracks.
The farm with mods and seeds will make a surplus of food.
The still can make fuel from the extra food or luxury items to sell; plus water morale bonus.
Hydroponics will make the daily meds needs plus more, and could make food if needed.
The lumber mill itself just makes materials which can be turned into parts.
The workshop can produce ammo (although I rather use outposts).
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Date Posted: Feb 24, 2020 @ 7:51pm
Posts: 4