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If they're jerks, hostile or cannibals I don't go out of my way to help. Though the cannibals are at least polite. :P
Distance isn't a factor for me. Because when you get them up to allied status they give bonuses which help you no matter how far they are from you. I'll usually prioritize a group I've already helped int he past over one that just showed up. Also people of the 'scattered survivor' group are a low priority for me. They usually don't last long.
Guess i'll only help those seems useful to me in the future and screw the rest. It's an apocalypse world after all.
I usually help when it just fits. I.e. I have the material at hand or it is close enough.
If you do not really have a need for what the enclaves offer you when allied then you don't need to help them. So far I haven't figured out what the evil enclaves are "bad" for. Sure if you get close to them ..but I never saw them doing anything negative like attacking our base as example.
I often help enclaves when they have a member that I want to integrate into my community. But then you can also just call for new recruites.
The game purposely puts you in situations where you need to make a choice, so you need to balance running your own errands and helping Enclaves worthy of your attention, bottom line is you won't be able to do both at all times.
Hostile Enclaves often have some quests around them, otherwise they could be safely ignored, but normally you can expect at least a minor event around them, which gives some flavour.
Don't worry about distances, maps aren't too big anyway, sometimes it could be useful if you have some loot you don't need, you can trade it straight away in far areas, just take a look at what they can offer to trade or which bonuses they give you. At the end of the end it's all very contextual so it's up to you to decide who and when to help.
Not sure what happens if you save them (or if even possible)
I usually ignore one of my 'warlord' people asking me to go murder a hostile enclave for no reason. This encounter almost always shows up at a later point and takes care of the potential problem for me.
After which, free loot, while maintaining the moral high ground. :P
They can be useful as vendors to dump stuff for influence.
Mostly I use them to get recruits.
If it's a generic enclave with a reasonable mission that's near, I'll try to push them to allied so I can recruit and bust them up. These enclaves constantly come and go - there is zero reason to ever prioritize their missions. If they go hostile or leave, so be it.
Enclaves that are far away, or are a conflict of interest over a better mission/trader/whatever, or that I know are generic missions that are poor risk v reward - those are totally ignored.
For the "special" enclaves with more involved arcs that take more than 2 missions to get allied, I do those only sometimes - mostly because I've done those arcs so many times. They linger/return forever so those you can put off. You can get recruits from them usually but it's usually several missions before you can recruit.
Allied enclaves can still be needy, so I tend to recruit and break them up. There are some nice bonuses but the "maintenance" of possibly having them lose ally status for failing to do an inconvenient mission isn't worth it to me.
All other enclave bonus are ressources +X per day that I boost with outpost. Delivery (cars, boose, medic) and moral bonus are not what I'm looking for.
https://state-of-decay-2.fandom.com/wiki/Enclave_Benefits