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Your '''Stronghold''' is your survivor's home base and the centre of long-term progression. Its buildings let you train, recover, process gathered resources, craft equipment, and unlock systems such as vehicles.
Your '''Stronghold''' is your survivor's home base and the center of long-term progression. Its buildings let you train, recover, process resources, craft equipment, manage survivors, and unlock systems such as vehicles.


== How stronghold progression works ==
== Building layout ==
Buildings begin with limited capabilities. Constructing and upgrading them costs resources, may require a player level or earlier upgrade, and usually improves the work available there. Read the requirement panel before committing materials: early resources often compete between quests, equipment, and several buildings.
Every stronghold begins with five fixed, pre-built buildings. These occupy protected positions and cannot be destroyed. Alongside them are expansion slots: the early slots are available near the start of the game and more unlock as your player level rises. An unlocked empty slot lets you construct one eligible building, which can then be upgraded individually.


A useful approach is to upgrade for your next goal. Improve production when you need a crafting chain, recovery when combat is slowing you down, and the garage when you are ready to [[Explore]].
Unlocking, constructing, upgrading, replacing, or repeating a building can consume valuable materials and time.


== Main buildings ==
{{#zed_list:stronghold}}
=== Gym ===
The Gym uses energy to train your combat stats:
* '''Strength''' increases the damage you can deal.
* '''Defense''' reduces incoming damage.
* '''Speed''' helps your attacks hit.
* '''Agility''' helps you avoid attacks.


Upgrading the Gym improves the value of training. These stats work together, so a balanced survivor is less likely to be stopped by an enemy that exposes one weak area.
== Important ownership rules ==
* The '''Gym''', '''Garage''', and '''Medical Bay''' are pre-built and limited to one fixed building each; they cannot be duplicated through expansion slots.
* The starting '''Crafting Bench''' and '''Furnace''' are fixed, but additional copies can be constructed in expansion slots.
* The '''Radio Tower''' is constructed in an expansion slot but is limited to one per stronghold.
* Buildings marked as repeatable can occupy multiple expansion slots.


=== Medical Bay ===
== Scaling costs ==
The Medical Bay shows your recovery information and supports the production of medical supplies. Improve it if injuries are creating a bottleneck in your combat progress. You can also use suitable medical items from your [[Inventory]].
<div class="zed-warning-box" role="note">
<div class="zed-warning-box-title">Costs rise sharply</div>


=== Crafting and production ===
Constructing or upgrading another repeatable building can dramatically increase future costs. Check the displayed requirements before committing.
Stronghold workstations turn resources into the supplies needed by the rest of the game. Available recipes depend on the relevant building, blueprint, requirements, and materials.
</div>
* The '''Crafting Bench''' produces general equipment and components.
* The '''Furnace''' smelts and forges materials.
* The '''Ammo Bench''' produces ammunition for ranged weapons.
* The '''Weapon Bench''' produces and improves weapons.
* The '''Armour Bench''' supports protective equipment.
* The '''Kitchen''' prepares food and other useful consumables.
* Specialist buildings expand later production chains.


Open an item in the [[Items]] reference to understand where it fits, but use the live recipe shown in-game as the source for current ingredients and requirements.
Repeatable-building costs depend on the total number of that building counted on your account. Completed copies, packed copies, and copies currently under construction once construction has started all count.


=== Radio Tower ===
Packing a building does not reduce the count. Unpacking also keeps the same copy counted and does not use the normal repeatable-building scaling costs. Canceling a new construction removes that in-progress copy from the count, while destroying a packed blueprint removes its packed copy from the count.
The Radio Tower offers rotating trades, letting you exchange resources you have in abundance for resources you need. Check both sides of a trade before accepting and keep materials reserved for quests or upgrades.


=== Garage ===
'''Constructing the next copy'''
The Garage unlocks and manages [[Vehicles]]. Vehicles use fuel to travel beyond the city, carry loot, and can be improved with suitable parts. See [[Explore]] before planning your first trip.
 
{| class="wikitable"
! Copies before construction !! Non-cash materials !! Cash !! Construction time
|-
| 0 || 1× base || 1× base || 1× base
|-
| 1 || 10× base || 1× base || 10× base
|-
| 2 || 100× base || 5× base || 20× base
|-
| 3 || 1,000× base || 50× base || 30× base
|}
 
After this, each additional counted copy multiplies the non-cash material and cash scaling by another 10. After the copies shown above, each additional counted copy increases construction time by another 10 times the base duration.
 
'''Upgrading any copy'''
 
{| class="wikitable"
! Total copies counted !! Upgrade cost
|-
| 1 || 1× base
|-
| 2 || 5× base
|-
| 3 || 50× base
|-
| 4 || 500× base
|}
 
Each additional counted copy multiplies upgrade costs by another 10. This applies regardless of which copy you upgrade.
 
== Choosing what to build ==
Build to support how you want to play:
* '''Combat and recovery''' buildings support stat training, equipment, ammunition, and healing.
* '''Crafting and processing''' buildings turn gathered resources into components, consumables, and finished equipment.
* '''Automation''' buildings provide longer-running production options.
* '''Vehicles and exploration''' begin with the Garage and support travel beyond the city.
* '''Survivor management''' begins with the Survivor Camp and expands the work your settlement can perform.
* '''Housing''' production creates furnishings used in your House.
 
Open a building name in the live table to see its current recipes and relationships. Individual recipe pages show their requirements, outputs, and which building uses them.


== Stronghold area tabs ==
== Stronghold area tabs ==
The stronghold area also links to related systems:
* '''Stronghold''' contains your fixed buildings and expansion slots.
* '''Survivors''' manages the people who can work for your settlement.
* '''[[Survivors]]''' manages survivors, prisoners, assignments, Health, and development.
* '''House''' covers your personal home and its improvements.
* '''[[House]]''' contains your personal home and furnishings.
* [[Outposts]] manages specialised bases at exploration locations.
* [[Outposts]] let you manage specialized bases at exploration locations.


== Planning tips ==
== Planning tips ==
* Let quests introduce buildings before trying to upgrade everything.
* Let [[Quests]] introduce the early buildings and systems.
* Keep a reserve of common construction and crafting materials.
* Keep a reserve of common construction materials.
* Check the full production chain; a final item may need several processed components.
* Check the entire production chain before starting a final item.
* Match building investment to the skills and activities you use most.
* Upgrade buildings that support the [[Skills]] and activities you use most.
* Revisit older buildings after levelling, finding blueprints, or gathering new materials.
* Revisit empty slots after leveling; a new slot or building choice may now be available.

Latest revision as of 01:02, 21 September 2026

Your Stronghold is your survivor's home base and the center of long-term progression. Its buildings let you train, recover, process resources, craft equipment, manage survivors, and unlock systems such as vehicles.

Building layout

Every stronghold begins with five fixed, pre-built buildings. These occupy protected positions and cannot be destroyed. Alongside them are expansion slots: the early slots are available near the start of the game and more unlock as your player level rises. An unlocked empty slot lets you construct one eligible building, which can then be upgraded individually.

Unlocking, constructing, upgrading, replacing, or repeating a building can consume valuable materials and time.

Expansion slots

SlotPlayer levelItems requiredCash costUnlock time
Slot 11None$1255 seconds
Slot 21None$1,5005 seconds
Slot 37None$2,00015 minutes
Slot 48None$2,50030 minutes
Slot 59None$5,0001 hour
Slot 610None$15,0001 day
Slot 711None$20,0001 day 6 hours
Slot 8125 × Broken Remote$25,0001 day 13 hours 30 minutes
Slot 9135 × Advanced Tools$30,0001 day 22 hours 52 minutes 30 seconds
Slot 10145 × Salvaged Tech$50,0002 days 10 hours 35 minutes 38 seconds
Slot 11156 × Electrical Components$75,0003 days 1 hour 14 minutes 32 seconds
Slot 12167 × Electrical Components$100,0003 days 19 hours 33 minutes 10 seconds
Slot 13178 × Electrical Components$250,0004 days 18 hours 26 minutes 27 seconds
Slot 14189 × Electrical Components$500,0005 days 23 hours 3 minutes 4 seconds
Slot 151910 × Electrical Components$1,000,0007 days 10 hours 48 minutes 50 seconds
Slot 16201 × Computer Board$2,000,0009 days 7 hours 31 minutes 3 seconds
Slot 17212 × Computer Board$3,000,00011 days 15 hours 23 minutes 48 seconds
Slot 18223 × Computer Board$4,000,00014 days 13 hours 14 minutes 45 seconds
Slot 19234 × Computer Board$5,000,00018 days 4 hours 33 minutes 27 seconds
Slot 20245 × Computer Board$6,000,00022 days 17 hours 41 minutes 49 seconds

Available buildings

ImageBuildingPurposePre-builtFixedMultiple
Medical Bay artworkMedical BayRecover health and craft medical supplies
Gym artworkGymTrain combat stats to become stronger in battle
Weapon Bench artworkWeapon BenchCraft melee weapons and firearms
Ammo Bench artworkAmmo BenchProduce ammunition and gunpowder
Kitchen artworkKitchenPrepare food and purify water
Armour Bench artworkArmour BenchCraft clothing and protective equipment
Radio Tower artworkRadio TowerTrade resources for useful materials and supplies
Survivor Camp artworkSurvivor CampHouse survivors and manage prisoner labour
Grill artworkGrillCook meat and fish into food
Tech Lab artworkTech LabSalvage technology and craft electronic components
Garage artworkGarageBuild vehicles for travel and exploration
Furniture Workshop artworkFurniture WorkshopCraft furniture and furnishings for your House
Coal Auto Mine artworkCoal Auto MineAutomatically produce Coal over time
Chem Bench artworkChem BenchCombine ingredients to produce powerful boosters
Iron Auto Mine artworkIron Auto MineAutomatically produce Iron Ore over time
Crafting Bench artworkCrafting BenchCraft tools, weapons, and useful equipment
Furnace artworkFurnaceSmelt and forge raw materials into useful resources
Materials Bench artworkMaterials BenchRefine basic resources into advanced materials

Important ownership rules

  • The Gym, Garage, and Medical Bay are pre-built and limited to one fixed building each; they cannot be duplicated through expansion slots.
  • The starting Crafting Bench and Furnace are fixed, but additional copies can be constructed in expansion slots.
  • The Radio Tower is constructed in an expansion slot but is limited to one per stronghold.
  • Buildings marked as repeatable can occupy multiple expansion slots.

Scaling costs

Costs rise sharply

Constructing or upgrading another repeatable building can dramatically increase future costs. Check the displayed requirements before committing.

Repeatable-building costs depend on the total number of that building counted on your account. Completed copies, packed copies, and copies currently under construction once construction has started all count.

Packing a building does not reduce the count. Unpacking also keeps the same copy counted and does not use the normal repeatable-building scaling costs. Canceling a new construction removes that in-progress copy from the count, while destroying a packed blueprint removes its packed copy from the count.

Constructing the next copy

Copies before construction Non-cash materials Cash Construction time
0 1× base 1× base 1× base
1 10× base 1× base 10× base
2 100× base 5× base 20× base
3 1,000× base 50× base 30× base

After this, each additional counted copy multiplies the non-cash material and cash scaling by another 10. After the copies shown above, each additional counted copy increases construction time by another 10 times the base duration.

Upgrading any copy

Total copies counted Upgrade cost
1 1× base
2 5× base
3 50× base
4 500× base

Each additional counted copy multiplies upgrade costs by another 10. This applies regardless of which copy you upgrade.

Choosing what to build

Build to support how you want to play:

  • Combat and recovery buildings support stat training, equipment, ammunition, and healing.
  • Crafting and processing buildings turn gathered resources into components, consumables, and finished equipment.
  • Automation buildings provide longer-running production options.
  • Vehicles and exploration begin with the Garage and support travel beyond the city.
  • Survivor management begins with the Survivor Camp and expands the work your settlement can perform.
  • Housing production creates furnishings used in your House.

Open a building name in the live table to see its current recipes and relationships. Individual recipe pages show their requirements, outputs, and which building uses them.

Stronghold area tabs

  • Stronghold contains your fixed buildings and expansion slots.
  • Survivors manages survivors, prisoners, assignments, Health, and development.
  • House contains your personal home and furnishings.
  • Outposts let you manage specialized bases at exploration locations.

Planning tips

  • Let Quests introduce the early buildings and systems.
  • Keep a reserve of common construction materials.
  • Check the entire production chain before starting a final item.
  • Upgrade buildings that support the Skills and activities you use most.
  • Revisit empty slots after leveling; a new slot or building choice may now be available.