![]() ![]() This makes it pretty easy to maintain a population of 6-9 members. The cell bedroom can be upgraded to remove the morale penalty (which i recommend doing asap) and you're left with 4 beds in a small slot which is one more than the bed facility you can build and upgrade. Pray you don't have any needy enclaves down there. It sits far to the north, but almost straddles the main river so you can get to the east or west side fairly easily the south is a different story. The Police station is one of the more alluring bases in the Valley if your playing an assertive game. Police Armory: craft ammo and thrown weapons The Farm isn't as sexy as the other bases, but its location, and the fact that you will not have to worry about food supplies or stamina consumables make for a pretty easy set up. It's also nice if you get overun or a feral/jug wander up. I never had to assign anyone to it and always found 1-2 members up there picking off roaming undead. It is not an actual facility, but your community will use it to stave off zeds. The one thing that is not visible from the base overview is the rooftop overlook. The farm is also accessible, but that means its somewhat vulnerable. With a water well to provide water for farm and garden upgrades, and the passive fertile soil skill which increases yields, you will have plenty of food and the knowledge to create useful items with it. The farm offers one of the largest food storages with the grain silo and the kitchen comes with passive cooking knowledge to do whatever you want with those reserves. I will note that most of the bases in the Valley do have a beds solution as well though (Police Station: cells, Camp: bunks/passive beds) The best part about the farm is food production. This makes managing a 6-9 population here pretty reasonable. In comparison the upgraded bed facility that you can build only has 3. That's not its only benefit though, the Farm comes equipped with a Crewhouse which provides 4 beds. It is the most centrally located base on the Valley map which makes it ideal for mid game where you're working a lot of missions for different enclaves. The Farm is a great place to move to straight from the starter. If you move here, be sure to wrap up any missions near the starter home (Action Hero mission) because getting back over there is a slog. It sits on the west side of the river which is my least favorite place due to the difficulty of crossing the river or the time it takes to drive around it. Its a good small base, but you probably wont stumble on it until you have a larger population and no need for it. This one is across the river on the west side of the map. Wally's bar in the Plateau is also pretty close to the starter and central on the map. The small bridge fort base in the hills was the closest base to the first one which made sense it's only a few blocks away. Its not as far out as some, but it is unreasonably far from the starter home for a small base. All in all it's not bad, but what bugs me most is the location of this base. Each pew provides one bed, but clear them for materials and build a sheltered bed site instead. ![]() You sacrifice a slot for the passive morale boost and refrigerated storage I guess. Moving from the starter, you would be trading two small slots for a large one and a kitchen for a watch tower. With only 7 total slots it is actually the smallest base in the game. This one is far less appealing than the Hills map church though and its not just because of the size. The Churches are nice to settle for contentious communities. ![]() Clarington House(Starter): 0/0, Parking: 2Įxisting Facilities: Passive- Gorgeous Environemnet: Morale BonusĬommunity Food Bank: Refrigerated Storage ![]()
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