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So a max food outpost gives +6 instead of +3 like the other 4 resources. So going in on food outposts first takes that edge off of needing to 'rush' when looting, since the biggest constant consumer in the early game(and midgame and late game), food, is largely or entirely outpaced by outpost production.
1. Whichever ones are not claimed by a Plague Heart (edit: or have 1-2 that will not wake up others when taken out) and is close to one of the towns around the map. I typically go for Food because I need +5 to break even due to facility actions. On maps where I have a Still 2, most Outposts will be Food, to feed Ethanol or Beer production.
2. Cell Tower, for the signal jamming
3. Power or Water, if needed (Lumber Mill needs both)
4. Materials if needed
5. Fuel if needed
6. In Trumbull Valley, if I'm at 12 survivors and the upkeep needs are otherwise met, I sometimes set up in a safehouse for the +7 morale from having enough beds.
I try to find one in each area so I have a safe haven or a place to drop loot when I am looting. I will change that a few times throughout the game. Generally, if I have spare, I will go with an ammo outpost. In my current community, I am kind of ♥♥♥♥♥♥ though and overloaded with food atm as I lost my chemistry guy, so I have 3 ammo outposts and no food outposts.
I dont think i ever did a cell tower before the Heart Attack update lol
I personally have the legacy electricity and water and the other one doesn't really matter that much, maybe get the 3000 boost of influence to get a good base fast. Otherwise those buildings are very much important to get and cost a lot and hold 2 slots of outposts. People will say just use generators or solar panels but you run out of those and those eat fuel on lethal and in 1 day you will be out.
It doesn't matter which outpost you get, just get them in strategic places, you could get one in a city where there are lots of them but I would recommend a more isolated like a gas station that's all alone, so you can change or heal or save your character from dying. At first psitions matter more than what they give, as you will find random sacks anyway and can call in traders, which answers your other question.
Building priority, if you are rich and strong = just get trader building from trader leader. Trade and buy anything you need or lack.
Secondly I think you need a RT workshop to repair those weapons and not waste a billion repair parts.
Third make a clinic and the food building to maximum so you can get benefits and more health and heal plague.
Fourth is food and med farm level 3, gaining 9 per day.
The rest depends on what you need, more beds, gyms lounge rank 3, watchtower (RT is better than leader one). The main issue is unless you have influential characters like I do, your influence which is your trade coin will be ♥♥♥♥ on lethal. To the point that killing a plague juggernaut is not worth the effort for the reward, which I find stupid and is the one thing I disagree with lethal difficulty but then again I have 2-3 influential characters or leaders so I make almost 5 times more or idk. At that point the only way I can die is if I make too much noise which in this game is even melee kills (lol) and get surrounded or my companion is retarded and gets killed while he is also as strong as me. Worst case scenario you Alt + F4 before you get too deep or ripped apart by a feral or juggernaut. Honestly it's cheating but then again the game used to spawn zombies even if I made no noise on hard difficulty (not dread or lethal) so ♥♥♥♥ them. While it would be boring, having zombies spawn just because you turned around for 1 second, is unrealistic and stupid.
- like Ascetic, that consumes -50% food/day
- having an Angler/Fishing for +2 food/day
- If you already have a boon, use the Amenities from Builder Legacy. Power and Water from the start can boost your food building in your base. It was the 1st legacy I did on lethal
- If you use mods, you can install one that boost outpost income
I usually go for 1st Cell Tower, then 1-2 Food, Medic and fuel. ammo above build mats, thats the least I would take.
The location of the outpost must serve a purpose as well as the demand for the resource.
Outposts may also require defense which must be factored into long term plans.
when I shop outposts I want the ability to target screamers from the outside excluding cells.
One sure fire strategy move is to have a vacancy for a new outpost, or be able to part with one quickly in an emergency, just in case you get mobbed... I'm talking game over stuff and the emergency outpost, regardless of what it is will provide the safety zone you need to survive the ordeal. Remember this when you get into a serious mayday situation.