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'''''When you first start in Zed City you have access to your stronghold, and its amenities which all start at level one and need upgrading. Each upgrade to the stronghold requires an increasing number of logs, nails, and iron bars.''''' 
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.


===Gym===  
== Building layout ==
Each stat can be trained in increments using 5 energy a time and helps you become more effective in combat against Zed Cities zombie inhabitants. The Gym allows you to train various stats:
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.


*'''Strength''', the damage you make on impact.  
Unlocking, constructing, upgrading, replacing, or repeating a building can consume valuable materials and time.
*'''Defense''', your ability to resist damage.  
 
*'''Speed''', the chance of hitting your target.  
{{#zed_list:stronghold}}
*'''Agility''', your ability to dodge an attack.
 
== 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 ==
<div class="zed-warning-box" role="note">
<div class="zed-warning-box-title">Costs rise sharply</div>
 
Constructing or upgrading another repeatable building can dramatically increase future costs. Check the displayed requirements before committing.
</div>
 
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'''


Gym level multipliers:
{| class="wikitable"
{| class="wikitable"
! Gym Level !! Gym Boost Multiplier
! Copies before construction !! Non-cash materials !! Cash !! Construction time
|-
|-
| 1 || ×1.00
| 0 || 1× base || 1× base || 1× base
|-
|-
| 2 || ×2.00
| 1 || 10× base || 1× base || 10× base
|-
|-
| 3 || ×3.00
| 2 || 100× base || 5× base || 20× base
|-
|-
| 4 || ×4.00
| 3 || 1,000× base || 50× base || 30× base
|-
|}
| 5 || ×5.00
 
|-
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.
| 6 || ×6.00
 
'''Upgrading any copy'''
 
{| class="wikitable"
! Total copies counted !! Upgrade cost
|-
|-
| 7 || ×7.00
| 1 || 1× base
|-
|-
| 8 || ×8.00
| 2 || 5× base
|-
|-
| 9 || ×9.00
| 3 || 50× base
|-
|-
| 10 || ×10.00
| 4 || 500× base
|}
|}


===Garage===
Each additional counted copy multiplies upgrade costs by another 10. This applies regardless of which copy you upgrade.
The garage allows you to manage your vehicle and attach trailers. It is still in it's early days of development but once unlocked enables you to explore the world.
 
===Radio Tower===
The radio tower offers you the ability to trade items that you have in abundance for something you have a limited amount of. This refreshes/renews every 12 hours, so grab the deals quickly before they expire.
 
===Medical Bay===
Here you’ll find everything you need to recover from the latest Zombie bite.
Your regeneration is listed here and recovery time.
Additionally, you’ll be able to speed up the healing process by making medical items and be back out there fighting the good fight, in no time.
 
==== Crafting ====
{{#cargo_query:
table=BuildingBlueprintList,MedicalBlueprints
| join on=MedicalBlueprints.Codename=BuildingBlueprintList.Codename
| fields=MedicalBlueprints._pageName=Name
| format=table
| order by=BuildingBlueprintList.Codename
}}
 
 
===Crafting Bench=== 
In a post-apocalyptic world, this crafting bench is crucial to your survival as it allows you to create essential items. The crafting bench can be used to craft a wide range of items, such as weapons, armor, and equipment. Get to know each other well because you will be spending a lot of time together. 
 
==== Crafting ====
{{#cargo_query:
table=BuildingBlueprintList,EquipmentBlueprint
| join on=EquipmentBlueprint.Codename=BuildingBlueprintList.Codename
| fields=EquipmentBlueprint._pageName=Name
| format=table
| order by=BuildingBlueprintList.Codename
}}
 
 
===Furnace===
The Furnace is a must-have for every intrepid survivalist, on which loads of your time will be spent crafting any number of items.
 
==== Crafting ====
{{#cargo_query:
table=BuildingBlueprintList,FurnaceBlueprint
| join on=FurnaceBlueprint.Codename=BuildingBlueprintList.Codename
| fields=FurnaceBlueprint._pageName=Name
| format=table
| order by=BuildingBlueprintList.Codename
}}
 
 
===Ammo Bench===
The ammo bench allows you to restock your weapons for the next hunt. Most advanced weapons require regular standard ammunition which can be crafted here.
 
==== Crafting ====
{{#cargo_query:
table=BuildingBlueprintList,AmmoBlueprint
| join on=AmmoBlueprint.Codename=BuildingBlueprintList.Codename
| fields=AmmoBlueprint._pageName=Name
| format=table
| order by=BuildingBlueprintList.Codename
}}
 
 
===Weapon Bench===
Bare arms and rage war against the zeds with varying levels of armaments, from fully automatic to shotguns.


==== Crafting ====
== Choosing what to build ==
{{#cargo_query:
Build to support how you want to play:
table=BuildingBlueprintList,WeaponBlueprint
* '''Combat and recovery''' buildings support stat training, equipment, ammunition, and healing.
| join on=WeaponBlueprint.Codename=BuildingBlueprintList.Codename
* '''Crafting and processing''' buildings turn gathered resources into components, consumables, and finished equipment.
| fields=WeaponBlueprint._pageName=Name
* '''Automation''' buildings provide longer-running production options.
| format=table
* '''Vehicles and exploration''' begin with the Garage and support travel beyond the city.
| order by=BuildingBlueprintList.Codename
* '''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.


=== Kitchen ===
== Stronghold area tabs ==
The kitchen allows you to prepare food in order to fulfil your dietary needs. Food is often used to increase morale.
* '''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.


==== Crafting ====
== Planning tips ==
{{#cargo_query:
* Let [[Quests]] introduce the early buildings and systems.
table=BuildingBlueprintList,KitchenBlueprints
* Keep a reserve of common construction materials.
| join on=KitchenBlueprints.Codename=BuildingBlueprintList.Codename
* Check the entire production chain before starting a final item.
| fields=KitchenBlueprints._pageName=Name
* Upgrade buildings that support the [[Skills]] and activities you use most.
| format=table
* Revisit empty slots after leveling; a new slot or building choice may now be available.
| order by=BuildingBlueprintList.Codename
}}

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.