Structures and Defense Guide
A camp is where you recover. A fortified base is where your run endures. In the current game systems, structures and defense are one continuous survival loop: you build heat, shelter, and utility first, then layer protection that keeps raids, weather pressure, and attrition from breaking your progress. Use this guide like a field blueprint to decide build order, fortification timing and the upgrades that turn exposed ground into a reliable stronghold.
Building
Building Mechanics
The wild does not forgive improvisation for long. Building is how you take control back. Your first shelter is not just a checkbox, it is a commitment of tools, wood, cordage, time, and energy that buys safer recovery when weather and fatigue start to stack against you. As your run stabilizes, construction becomes true basecraft: anchored walls, supported roofing, and reinforced components layered into a home that can absorb pressure instead of collapsing under it.
Construction Systems
There are three distinct building systems:
- Survival Shelter Layer: Your first stabilization step. Shelter crafting secures safer recovery windows before deeper expansion
- Modular House Construction: Grid-based structural assembly using supports and dependencies (posts/frames, anchored walls, rafters, roof, floor)
- Base Fortification Layer: Separate defensive structures that protect stored progress and reduce raid pressure once your base is established
Simple Structures
- Shelter: First true survival anchor on a tile. Requires Saw or Hatchet, 5 Wood, and 2 Cordage/Paracord uses
- Improvised Fortification: Add a defensive layer with 3 Wood + 1 Stone + 1 Cordage/Paracord
This increases local shelter fortification in the runtime system, making your safe point harder to break.
Camp Defense
Defensive structures are built as dedicated fortifications around an established base position.
- Build condition: You can only place these at a fully completed house (100%)
- Defensive Wall: 15 Planks, 8 Stakes, 6 Fasteners, 4 Scrap Metal
Requires Carpentry 40, adds +15 defense, costs 12h / high fatigue
- Defensive Barricade: 8 Planks, 6 Wood, 4 Cordage, 4 Stakes
Requires Carpentry 30, adds +8 defense, costs 8h / moderate-high fatigue
Modular Building Parts (Housing)
Used to construct Cabins for warmth, storage, and safety. Building a complete house requires framing and valid support (e.g. Roof needs Rafters, Walls need anchors).
| Part | Requirements | Characteristics |
|---|---|---|
| Corner Post | Carpenter Hammer, 1 Beam, 2 Stakes, 1 Fasteners | Structural anchor for modular expansion. |
| Frame | Carpenter Hammer, Hand Plane, 1 Plank, 1 Fasteners | Required support for Door/Window modules. |
| Wall | Carpenter Hammer, 2 Planks, 1 Stakes, 1 Tar/Resin | Core insulation/defense segment. Needs anchor support. |
| Reinforced Wall | Carpenter Hammer, 2 Hardwood, 1 Beam, 1 Fasteners, 1 Tar/Resin | Heavy structural wall with stronger durability profile. |
| Window | Carpenter Hammer, 1 Plank, 1 Glass Shard, 1 Tar/Resin | Light/vision module. Requires Frame. |
| Door | Carpenter Hammer, 1 Plank, 1 Tar/Resin | Entry module. Requires Frame. |
| Rafter | Carpenter Hammer, Hand Saw, 1 Beam, 1 Fasteners | Roof support member. |
| Roof Panel | Carpenter Hammer, 1 Plank, 4 Shingles, 1 Tar/Resin | Weather cover. Requires Rafter support. |
| Floor Segment | Carpenter Hammer, Hand Plane, 1 Floorboard, 1 Fasteners | Floor insulation module. Needs beam/wall support. |
Housing Bonuses
Completed houses provide:
- Warmth Control:
55%warmth-drain reduction while inside, plus structure-insulation scaling (insulation x 2.5in full house state) - Morale Stability:
+1.0 morale/hourwhile inside a complete house - Safety Envelope:
95%wolf-encounter protection when indoor protection logic is active - Passive HP Recovery:
+1.0 HP/hourin complete house state (indoor) - Faster Recovery Cycle:
1.4xfatigue recovery speed during rest/sleep cycles in complete house state - Partial House Scaling: At
>=40%construction progress, partial bonuses activate and scale with completion (full values unlock at complete-house threshold)
Maintenance
- Greenhouse Upkeep: Greenhouses track condition and degrade over time; low condition weakens production reliability and should be repaired before long farming cycles
- Greenhouse Repair Materials: Greenhouse repair consumes one valid structural material source (e.g. Fasteners / Tar / Glass Shard / Plank) to restore condition in chunks
- Fortification Condition: Built defensive structures (wall/barricade layer) track condition, so base protection is maintenance-dependent rather than permanent
- Defense Readiness Rule: Before committing to high-risk travel or contracts, check structure condition and repair weak segments first; damaged defenses reduce your real safety margin at home
Defensive Structures
Defensive Structures Guide
When your camp starts to look prosperous, it also starts to look vulnerable. Defensive structures are the moment your base stops being a stash point and becomes a fortress. They unlock only after a fully completed house (100%), then let you invest hard-earned materials into lasting protection through Wall and Barricade layers with tracked condition.
Build them before disaster, not after it. Strong defenses steady your raid risk, protect production momentum, and keep a single brutal night from wiping out weeks of progress.
Why Defense Is a Progression System
A rich camp without defenses is not a victory state. It is an invitation. In practice, defense is a progression system because raids target exposed value and punish players who scale wealth faster than protection.
Strong defenses let you:
- turn hard-earned materials into real protection (Wall +15, Barricade +8)
- absorb raid pressure before it reaches your stores
- reduce stash losses and chain-failures across your base economy
- keep long production loops alive while you are away on expeditions
This is explicitly gated progression: defense unlocks only after a fully completed house, demands higher carpentry thresholds, and stays effective only if structure condition is maintained. Ignore that layer, and one brutal cycle can wipe out weeks of smart play.
Build Order Priority
Treat this as your survival construction doctrine:
- establish a dependable shelter core first (
craft shelter: Saw/Hatchet + 5 wood + 2 cordage/paracord) - lock in recovery continuity so your run can breathe (food, medicine, warmth, safe rest)
- push modular construction to a fully completed house (100%) to unlock true defense systems
- raise your first perimeter layer (Barricade/Wall) as soon as skill and materials permit
- expand premium stockpiles only after your defenses can protect what you are hoarding
If wealth grows faster than house completion and defense condition, you are building raid debt and future loss into your base.
Layered Defense Philosophy
Think in layers, not single structures:
- unlock layer: complete-house gate first (defense does not activate before 100% house completion)
- perimeter layer: mix Barricade and Wall coverage so pressure is distributed
- durability layer: maintain structure condition so defense value stays real, not nominal
- recovery layer: keep repair materials staged for fast post-raid stabilization
In current runtime, one expensive build without maintenance is weaker than multiple maintained layers with condition discipline.
Maintenance Discipline
Defense is only as strong as your maintained structure condition. After any raid pressure window or heavy-risk cycle:
- inspect wall/barricade condition on the base tile immediately
- repair weak segments before leaving for the next long expedition
- restock structural repair materials so recovery is not blocked when it matters
If you postpone repairs, your base may still look fortified but perform like a lower-tier defense layer when the next threat hits.
Expedition Timing Link
Before any long-distance expedition, run a defense readiness check the same way you check medicine and food. Home security is tied to built wall/barricade layers and their live condition, so leaving while they are degraded means your base is exposed during the hours you are gone. If condition is low, repair first, then travel.
Common Mistakes
- scaling storage before scaling perimeter
- treating defense as available before a fully completed house (it is gated at 100% completion)
- assuming old fortifications still perform after condition loss
- ignoring carpentry thresholds and material stock needs for first Wall/Barricade deployment
- spending all resources on offense while home remains fragile
- launching high-risk contracts with no defensive maintenance buffer
Practical Rule
Treat every surge in wealth as a command decision, not a celebration. If your house is not at 100%, drive construction to the defense unlock first. If defense is already active, inspect and repair wall/barricade condition before adding more value to storage. In survival terms: protect what you have before you grow what you have.