What to look for in a base site
A long-term base has to keep working after the taps and the grid stop. On the default Apocalypse preset the water shuts off at a random point in the first 30 days and without warning, so the site needs its own supply. Guides disagree on power: one gives the same 0 to 30 day window, another gives 14 to 30 days. Both are sandbox settings you can change.
Opinion Score a candidate on the points below before you move furniture in. A site that fails on water or on fuel access is a slow loss, however quiet it is.
| Criterion | What to check | Why it matters |
|---|---|---|
| Water | River, lake or well in walking distance, or roof space for rain collectors | Tap water ends in the first month. See water. |
| Perimeter | Existing tall fences or walls, few gates, few ground-floor windows | Less barricading. Doors, windows and low fences are the weak points. |
| Second floor | Stairs you can block or remove, with a sheet rope exit | A safe place to sleep and store loot. |
| Zombie count | Edge of town or rural, away from main roads | Fewer arrivals after every loud job. |
| Land | Open ground for crops and a fenced paddock | Farming and livestock on one site. |
| Road and garage | Paved road, room to park, ideally a garage | Vehicle work and loot runs. |
| Loot radius | Fuel, tools, food and medical within a short drive | Runs you can repeat every week. |
Zombies do not go for map-generated tall fences directly; they head for gaps and openings instead (one source). Treat a tall fence as a filter, not a wall, and close the gates and road entrances yourself.
