Guide to State of Decay 2: Juggernaut Edition (2023)

Introduction to the map

In the previous two tips sections, we talked about the who ("Character Development") and what ("Facilities and Outposts"). Now it's time for the "Where" (ie which map to select and which base to set).

When starting your campaign, you can choose one of five maps (or just let the AI ​​decide for you through random selection). One such map, Trumbull Valley, is a hybrid map that has a fixed story built into it along with the generally randomized campaign missions. Because of this, and because the Trumbull Valley quests come "later" in the SoD2 timeline than Heartland, I would recommend avoiding this map until you've played around a bit and played Heartland at least once. However, for completeness, I will include it in the list below.

Here are the maps in order from best to worst, and my reasons for voting as such:

1.) Cordillera da Providencia-- This is the first of two DLC maps released after the game's initial release, and in this map you can really tell that Undead Labs has learned from the maps they've released before. The land itself forms a square - you start in the northeast corner of the map, move to the northwest corner mid-game, and move southeast or southwest towards the end of the game, which makes progression very convenient and logical. While there are only five total potential bases of operations on this map (including the starting base), each base is playable and visually distinct. As for navigation, an additional northwest/southeast highway makes each base equidistant from each other's "corners". Navigable, well-designed, and with really positive options to choose from (and let's face it, real options are what make the game fun), Providence Ridge is my favorite map in State of Decay 2.

2.) Corvina Valley-- Second, and relatively close, is Meagher Valley. At first glance, the map looks pretty bad, with long walks north or south required to cross the map. Here's some good news: once you realize the land is almost flat, and once you realize you can cross the river without penalty as if it weren't there, suddenly this map opens up! If you hate the limitations roads place on exploration and play, this is the map for you. Also, while not every base option is a home run in Meagher Valley, this map contains one of the best bases in the game at Squelones Brewing Company (see below). It all adds up to a solid map pick. If I have a complaint about this map, it's that I always go from home base to Squelones Brewing Company and never consider other options, so I don't give myself "choice" here. This, however, is a good problem to have (as per the old complaint "I have too much money, I don't know what to do with it").

3.) Cascading Hills-- Home to the other best base in the game, Container Fort, which you'll definitely end up settling with unless you stick with mid-game bases. Speaking of which, Cascade Hills has several basic mid-range options, all with pros and cons. Hey! Royal choice again! (Although this time it's a mix for you to choose from.) Then again, elections are fun! Since, unlike the best 'Providence Ridge' map, many options boil down to reinforcing weaknesses rather than choosing between different strengths. The map itself is roughly X-shaped (with a midwest road added for convenience), with a town in the middle of the crossroads. If you want a full mid-range experience, with real cost/benefit tradeoffs and real decision making, this is the map for you.

4.) Drucker County-- Wow. A desolate brown desert with cliffs and rocks everywhere (goodbye vehicle shortcuts) and bad foundations as far as the eye can see. The best way to think of this map is that it splits along the southwest/northeast highway into two loops, and it's very inconvenient to go from one loop to the other. Rocks and boulders everywhere mean you'll have to follow the roads and therefore waste more time and use more gas while driving. The issue of distance makes some bases, which would be great, clearly unfeasible due to their location. The big saving grace of this map is that its late game bases (Mike's Concrete and Barricaded Strip Mall) are close by or on the southeast/northwest road, which makes the late game a lot more fun than the early stage game itself. (FUN FACT: find a map of Drucker Valley, locate Wally's Bar and Grill. See that little winding road behind the grill that connects to the main southwest/northeast highway? That road alone saved this map from being in the background if you were to drive by that town on the main roads to get to that part of the map, Drucker County would have been last.)

4.) Vale Trumbull-- The original State of Decay map ported to SoD2, and the glitches that come with this port show. The original SoD started at the northeast end of the map, and as you progressed you would head towards the northeast city and eventually the southwest city or northwest military bases. This time, we don't follow that progression and start in the midwest part of the map, halfway between the two "final" areas of SoD. Given all of that (and the HUGE amount of trash and roadblocks), this map makes it extremely inconvenient to get to just about anywhere. Heartland (using the same map, but smaller) got around this limitation by cutting off the excess parts of the map and essentially making the game one big circle (albeit with its base in the most inconvenient part of that circle). This time around, all the cut things that made Heartland better are back, to the detriment of the map. Thinking of using the Meagher Valley trick of driving through farmlands to get around? Forget it if you are going east to west as tons of hills and ravines will cut you off. You can go north to south on the eastern half of the map via farms, but that's only small consolation, as only the Farmland Complex can really make full use of it. SoD "purists" only, unless you're looking for more story than the base campaign offers, in which case the story missions exclusively packed into this map definitely make for a better experience. It's not without some standouts: it has some decent options for your mid-game base, and the Farmland Compound end-game base is top-notch. But with those few good points come a lot of problems, and a good built-in story can't save this map from the bottom of the pile.

crest of providence

(Video) BEGINNER'S GUIDE (2021) | State of Decay 2 (Juggernaut Edition) | Apoca-Tips

Recommended progression: starting base -> Rusty Rosie's/Western Builder Supply -> Lundegaard Lumber Mill/Prescott Fire Station

Firewatch Fortress (Starting Base) --It starts with +4 beds and an infirmary (can be cleaned, but why would you?), so you have a good head start. Two additional small slots provide the basic setup for Garden and Workshop. Probably the most attractive of the five starting bases, Firewatch Fortress is conveniently located just above a small town, which you can use for starting loot. That's good enough to let you clear our northeast section of the map, and when you're done, it's time to move on. Useful, but intermediate foundations are definitely better, so stick with it when you can.

Rusty Rosie's (mid-game)-- When you reach the mid-game, your choices are between Rusty Rosie's and Western Builder Supply (see below). Rusty Rosie's is on aslightlybetter location than WBS, but just enough to almost not be worth signing up for. Other than that, Rosie's has a solid cooking facility (if you have a cook), a built-in watchtower (always nice), and a washable Auto Shop (where you can learn mechanics, go ahead and disassemble ASAP, as needed by an auto mechanic to get the most out of this site and auto repair shops are terrible anyway). CLEO's takedown glitch is an ugly stepping stone, but since WBS has one as well, that shouldn't change your mind one bit. Outside of that, you get four small slots and two large slots (assuming you remove the CLEO drop and Auto Shop). Between this and WBS, Rosie's has more character, so consider that in your choice to decide. Big kitchen/aesthetic charm or more beds? Choose what you like best, as there is no really wrong choice here.

Western Builder Supply (Midgame) --The other mid-game option. Very similar to the Rusty Rosie setup, but with less built-ins and more flexibility (fewer beds though). In terms of location, we once again have a great mid-game position on the map. You get fewer plugins, and by that I mean you don't get plugins, but you do get six small slots and two large slots to work with (again, you have to clear the crashed CLEO drop). So a solid option with plenty of slot flexibility. NOTE A quick note on WBS: when I do some research I see other guides stating that WBS is hard to defend against zombie attacks, but I played this map for the first time in Nightmare mode and had no problems defending WBS for multiple sieges base (though I did have a Sniper Tower in one of the big slots, to be fair). In general, the only weakness I see in WBS is the lack of aesthetic character (every other base in Providence Ridge has a lot of character). If he can overcome this issue, he is a very solid mid-game option.

Lundegaard Sawmill (end game)-- While Rosie's and WBS are very similar midgame options, their two lategame options, Lundegaard Lumber Mill and Prescott Fire Station, are completely different, albeit in a good way. While Prescott has many indoor facilities (see below), Lumber Mill lacks them. What Lumbermill has are FIVE large slots (!), that is, more large slots than in any base game on any of the current five maps. This impressive fact is somewhat deflated by the fact that Lumber Mill only has three small slots, but given the large number of large slots this shouldn't bother you too much. As a bonus, to help you fill in these gaps, the sawmill provides material production at the cost of labor and some noise (a bargain at twice the price!). If you're just starting out with the game and want a little freedom to experiment with the different facilities, park up at the sawmill! Just bring in some manpower when you move in, as building and upgrading all those facilities will take some time.

Prescott Fire Department (end of game)-- The other endgame base, Prescott Fire Station, is a "base in a box", giving you a Workshop (awesome), a Fighting Gym (okay), a Scout Tower (defences,... yeah!), a kitchen (this game loves to offer kitchens!), an outhouse (it's ok when they're free), and a laundry room that provides free power and water for the entire base (twice as many, yes!), all fully upgraded out of the house. the-box, although you'll have to fix each of those accessories when you move. Less valuable if you have the Constructor Perk, the Firehouse really shines if this is your first game and you don't already have the Constructor Perk. The price for all this is that you only get two large slots and two small slots, but the built-in features you get are great (much better than usual) and make up for the lack of open slots. No southwest/northeast road on Providence Ridge makes the Prescott Fire Department's position any worse than the sawmill, although since northeast is the starting area it should be nearly clear when you move here, that's not really a problem. Another strong endgame option, you can't go wrong with this one or the sawmill.

worth thinner

Recommended progression: Homebase -> Squelones Brewing Company

Clarington House (starting base)-- At the west end of the map, Clarington House has the typical starting setup of all pre-DLC maps: six built-in beds and enough space to build the infirmary, garden, and workshop. It has a small lootable neighborhood right next to it, which is nice so you can get to work early, but once you leave the neighborhood, you'll probably never go back to that neighborhood (willingly, anyway). Recruit two people while you're here and prepare to enter the Squelones Brewing Company (see below).

Country Church (early game, don't move here)-- Across the map, the Country Church at least gives you a morale bonus for moving here (+6 to be precise). That's the best I can say about it. Aside from the small morale bonus, it's not much different from the starting Clarington House, which has three small slots available, plus an extra-large slot. A built-in watchtower also adds to the value of this base (I like my watchtowers). However, the watchtower and the big slot come at a terrible price: a really rotten position on the map (possibly worse than the starting base, which has a neighborhood around it). On that, why bother moving here? Recruit one or two more people and head to the Squelones Brewing Company (see below).

Kelenque Camp (Midgame)-- Do you ever want to worry about bed availability again? Move to Camp Kelenque and crush what you need permanently. The camp has eight built-in beds to its name and a camp kitchen (what's up with this game and built-in kitchens?). An Old Well will also provide water for your base if you don't have Builder Boon working. You also get two large slots and four small slots to build on, which is nice. The big downside to this base is that it's a bit out in the Nowhereland, far from the center of the map and far from any lootable areas, and as I'll repeat ad infinitum, poor map location is the worst thing about a base. may have. The camp itself looks good at least since it's a cabin camp on the edge of a lake, so that's something. A solid choice somewhat undone by the placement (a common theme we'll see come up often). Also, it's not Squelones Brewing Company.

Mazzara Farms (mid-game)-- The opposite of Camp Kelenque, this is a mediocre base in a great location. Mazzara farms are essentially like Camp Kelenque (including built-in beds, a kitchen, and base-wide water availability via a rain catcher), but with one less slot. In return, you get the best possible position on the map and an increase in your food growing facilities (30% more production). If speed is important to you (and as an achievement hunter, it probably is), you can quickly establish a base in Mazzara Farms and then use this superior position to run missions efficiently, hopefully speeding up game content. A very decent choice for the midgame, except for the fact that it's not the Squelones Brewing Company (I'd put that base more often if Squelones didn't exist).

(Video) The ONLY State of Decay 2 GUIDE You Ever Need [Beginner & Advanced Tips and Tricks]

Police Station (Middle game)-- Remember when I said bad base placement will pop up again and again? Well, welcome to the police station, also known as the embodiment of bad positioning. In the north-central map of Meagher Valley, if you want to get away from it all (and you don't), this is the base to take. It comes with two large open slots and three small open slots, which is pretty good for a mid-game base. In return, you get some plugins. First, a free watchtower, which is always nice. Secondly, 4 beds for cells without doors. Finally, the Police Armory is a unique built-in facility that lets you craft some types of ammo early or mid-game if you're desperate for ammo. On the face of it, it is not worth it due to its poor position and lack of open space. Head to Mazzara Farms or, more likely, Squelones Brewing Company.

Squelones Brewing Company (mid-game/late-game)-- Welcome to my favorite game base! For just 6 people to move into, this foundation packs a punch! Firstly, outside of Mazzara Farms, Squelones Brewing Company has the second best location on the map, east of Mazzara Farms. Second, while you get the standard allocation of spaces for a six-person base (four small spaces and two large spaces), the facilities inside are (finally!) incredibly good. The tasting room is essentially a built-in lounge (and I love my lounges). You get not one, but two Craft Stills, which act as free tier 2 frames, but also give you a morale bonus, as well as letting you craft beer (which is a HUGE source of cash, only costing food to craft) along with Still's usual skills. Oh, and no chemistry is needed for Craft Still. So far so impressive? Well, as an added bonus, it comes with a rain catcher, which provides your base with water for free, which is great as long as you don't have Builders Boon active. And finally, it has a built-in staging area to get your base up and running quickly, which can be removed at any time if you don't want to.

Take this base, put some hydroponics and/or farms on it, start brewing and watch the influence rain down. Also, and even better, if you have a merchant leader, build a merchant depot and bring merchants to you! Swap your beer for absolutely everything you need, as you can call all types of merchants with Trade Depot. Essentially, once you have that base, your food is grown and beer is brewed, your supply problems are over. You'll never have to leave your base again (except for those annoying quests and pest battles).

A great base with great built ins, I always go straight to Squelones from home base when I'm in Meagher Valley and I usually never leave.

Whitney Field (endgame) --Every map has a big "end" base, and Whitney Field is for Meagher Valley. Unfortunately, it's on the far south end of the map, and while it's not the worst possible position (I'd say the police station and possibly the country church are worse), Whitney Field is still in a pretty bad position. Given that, you get a facility with three large spaces (the only one in Meagher Valley with that) and five small spaces; essentially with them you get a lot of customization space. You get two built-in watchtowers, so it's good for everyone except the builder leader (who prefers to build a sniper turret). The transmitter turret is also interesting - you can use it to constantly call in zombie attacks on your base, and with two watchtowers constantly drive them to the farm for 200 influence per raid (obviously easier on higher difficulties). easy, but you should be able to farm raids through Nightmare at this point without breaking a sweat). Finally, as a converted baseball diamond, this is definitely a foundation with a lot of character! With all that in mind, the lack of built-in beds makes Whitney Field less flexible than it first appears, and the location is simply a killer for me. With Squelones Brewing Company as good as it is, I don't generally move here.

cascading hills

Recommended progression: Home Base -> Bridge Fort (optional) -> Hillside Church/Corner Office -> Container Fort

Casa Justineau (base)-- Despite having the same makeup as the other starting bases on the three original maps, House Justineau is dead for its location, both locally and on the map. First, it's located in the southeast corner of the map, far from most anything of interest, so staying here longer than necessary will eat up time and fuel, basics that are in short supply early in the game. Additionally, the immediate area around Justineau House lacks easily accessible looting options, which means longer walks while you loot the area. Of all the starting locations, I would recommend leaving this base ASAP and moving to Bridge Fort, or in the middle map to Corner Office or Church on the Hill.

Bridge Fort (early game)-- I normally don't recommend switching to these early-game bases, as the buff is quite marginal to the initial influence cost, but in this case it's definitely worth considering switching to Bridge Fort when you get the chance. Just for location, Bridge Fort, while not perfectly centered, is close enough to the map's center axis to make getting around easy (or at least a lot easier than Justineau House). Furthermore, it is the most "Zombie Apocolpyse"-y of the bases, being a reinforced railway trestle bridge. It gives you four small spaces, but due to the lack of beds, one space will likely be occupied by sheltered beds, so you basically get the same flexibility as the Justineau house (aka garden, infirmary, workshop. So no flexibility) . The single large install slot is great for an early game base, so you can plan your big installs sooner than usual. Dual watchtowers are also good for an early game base (be sure to arm survivors with weapons), though I've noticed a tendency for these watchtowers to "miss" incoming zombies, especially if they come from below . from the base. Towers are free, so who am I to complain? At 500 influence, it's the only base worth moving to early game (with the exception of Pterodactyl Park in Trumbuill Valley, but it's more of a mid-game base).

Church on the Hill (mid-game)-- The first of your two mid-map and mid-game options, Church on the Hill is slightly less conveniently located than the Corner Office, as it's on the hill of the same name, which makes parking there a bit difficult. complicated. It gives you 5 small slots and one large slot (same as Corner Office), decent for a mid-game base. One resource is the Belltower, which serves as a watchtower (always a good one) that lets you raise the threat level and lure zombies in by ringing the bell. Why do you want to do this? Firstly, you can control when zombie sieges occur in your base, so you don't have to run back to base during missions or looking for junk. Second, on lower difficulty levels (Nightmare and below), you can deliberately unleash zombie attacks to cultivate survivors' standing and influence (200 per attack). Choose this base if you like the Bell Tower and/or hate close quarters fighting, but choose the Corner Office if you prefer a better kitchen, watchtower, and/or loot location.

Corner Office (mid-game)-- The other of the two options in the middle of the map, in the middle of the game, the Corner Office has the better location of the two, right in the middle of town. This makes looting the area extremely easy, as you can simply go back and forth between the Corner Office and all the stores in the area, with no need for a car (and therefore canisters of gas). . While it has the same number of spaces as the Church (five small, one large), you get a Watchtower and a Kitchen (surprisingly, the only "free" Kitchen on this map outside of Home Base) as add-ons, how cool. . The only downside to this base is that when zombies invade your base during a siege, they can enter the building and fighting them in the tight spaces of the stairs can be dangerous, especially on higher difficulties. If that worries you, the Church might be a better option, but if not, the Corner Office is a great mid-game option.

Loch & Keogh Self Storage (Mid Game/Late Game)-- Every map in State of Decay 2 has a base that's perfectly fine on paper, but doesn't cross the bar to be somewhere you'd want to move to. In Cascade Hills, that home base is Loch & Keogh Self Storage. Stuck in the northwest corner of the map, its distance from the center of the map (a common Cascade Hills theme for late-game bases) is somewhat mitigated by the base's proximity to many lootable buildings (and the lack of any other bases in anywhere near that area). It has six very flexible small slots to work with, but that benefit is sadly negated by just one large slot (not great for a late game base). Fortunately, the built-in features are good: there's plenty of storage, the free Watchtower is always a bonus, and the Secret Still works like a better Still 2 (and Stills is always what I want to build, but I never change). So too many small slots, not enough big slots, bad location but good builds, this place has a lot of ups and downs. Unfortunately for him (but lucky for you), Container Fort trumps this base in every way (since it has no downsides), so the likelihood of you moving here is very low unless you really like the cartoon giant. Lochness Monster attached to the building.

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Mohr & Mohr Distribution (Midgame/Endgame)-- If you thought the Loch & Keogh location was bad, Mohr & Mohr Distributing is much worse. Located in the arid northeast quadrant of the map, Mohr & Mohr is close to absolutely nothing of value, making this base the worst location on the map (possibly worse than Justineau's house, believe it or not). That's sad, as the rest of the base, while uninspired, is pretty solid. It gives you five small slots to work with, but two large slots, making it a bit more attractive than Loch & Keogh. Plus, you get a Workshop as an add-on, and considering you'll always want one, you can almost think of the Workshop as a sixth open slot. The other add-ons, the generator and fuel tank, are cheap, but the free workshop more than makes up for it. Mohr & Mohr Distributing, a flex base, is completely dead in place, and considering the next level's base, Container Fort, is one of, if not THE best base in State of Decay 2, you can see why not. I would recommend this one. one.

Strong Container (Endgame)-- Unlike most late game bases (Barricaded Strip Mall, Whitney Field, etc.), Container Fort is definitely worth moving to every other base on the map. Its only downside first: its location in the southwest corner of the map is far from the center of the map, though this downside is mitigated by the highly lootable city the Container Fort resides in. Overcome this limitation and you'll have one of the best bases in the game. The first thing to know is that Container Fort offers +8 beds after moving in, which essentially frees you from all your bedding worries. Plus it gives you a free Workshop 3 (sure, but why would you do that unless you want the Red Talon Workshop). If that wasn't enough, another inherent advantage of the base is allowing four armed guards on top of the containers, without the need to build a Watchtower (so it's the functional equivalent of two free Watchtowers with no daily ammo costs! Wow!). This in turn gives you the flexibility to build in 5 small spaces (six if you remove the workshop) and 2 large spaces, none of which are needed for dorms/barracks, watchtowers or workshops. That's a TREMENDOUS AMOUNT OF FLEXIBILITY that you suddenly find yourself with. If you want a base with maximum flexibility, here it is, ready for you to move into. The influence of 3500 to move here is definitely worth it.

Drucker County

Recommended progression: Homebase -> Wally's Bar and Grill -> Mike's Concrete / Barricade Mall -> Barricade Mall (optional)

Casa Vogel (base)-- A decent starting house for the early days of the game as it has a lot of lootable buildings around it. On the face of it, the killer once again is location - being in the center of one of Drucker County's two "wards", it's pretty hard to get from this house to anywhere else on the map in a reasonable amount of time, not to mention the Gasoline. If that nearby north/south road was a northwest/south east road it would be a different story, but as it stands the location is terrible. On the other hand, with its secondary road connecting to the main road that cuts through Drucker County, Wally's Bar and Grill is in a far superior position, needing only four survivors and costing just 500 influences to acquire. Clear the local buildings and go to Wally's as soon as possible.

Wally's Bar and Grill (jogo inicial)-- Again, placement is everything, but this time add a bunch of map infrastructure to that assessment as well. Normally Wally's Bar and Grill would be in a terrible position, with the same "middle wing" problems as Vogel House, but for one small detail: an access road just behind the Bar and Grill connects the Bar to the main Southwest/ northeast road, making it much easier to get anywhere on the map from this location. So a potentially disastrous location suddenly becomes one of the best on offer! For Build-Ins, Wally's has a kitchen (again, this game loves its built-in kitchens), though this one also provides +2 beds and +3 morale, making it at least somewhat palatable. Since you'll have to use one of the slots for the beds, your setup will likely look a lot like what you had in a Vogel home. However, the superior position over the Vogel house makes this base well worth it. A viable option as far as the Barricaded Strip Mall, though I'd consider moving to Mike's Concrete when I get the chance for a little more community room.

Cabin Park Motel (mid-game)-- If you want the most medium base, this is it. The location of this base, in the extreme south of the map, isn't the worst, but it's still pretty bad (that mountain to the west is the killer here). On the other hand, you get the flexibility of two large slots (good for a small base like this one) and four small slots. With +3 free beds as part of your bonuses, the motel will give you the flexibility to use a space on the premises or outposts to accommodate your bedding needs, again adding to the flexibility of this base. The add-ons are pretty bland: a kitchen (what is this game's obsession with free kitchens?) - there are more slots open here, the bland builds are understandable. Overall not a terrible base, dead by location - better recruit one more person and head to Mike's Concrete.

Wheelhouse Truck Stop (Midgame)-- A double whammy of poor placement and poor construction makes the Wheelhouse Truck Stop a poor choice for a mid-game base. Knock One: While the location isn't as terrible as the Knight Family Drive-In (see below) as it has some lootable areas around it, the truck stop's position on the center edge of the ""northwest wing" of Drucker County makes it hard to get anywhere quickly (a common Drucker county theme) Strike Two: The built-ins are terrible: the kitchen (what is this game's obsession with free kitchens?) is "meh", the extra fuel storage is a must. big pile of "whatever", the outer beds are inferior to the inner beds, and the Auto Shop that can't be cleared is a total waste of a large space. If you're desperate for a 5-man base, go with Cabin Park Motel as it has a lot more slot flexibility and a better location, or better yet, skip both and go straight to Mike's Concrete.

Knight's Family Drive-In (Midgame/Endgame)- Oh Knight's Family Drive-In, why do you have to be in such a terrible position? If you thought the Cabin Park Motel was bad and the Wheelhouse truck stop location was worse, the Drive-In location combines the awful location just outside the southeast "wing" of Drucker County with the barren emptiness of having absolutely nothing around you. Swag. Possibly the worst base placed on any map in this game, Drucker County or otherwise. This is sad as everything else on this base is great! The castle/drive-in theme is unique and really fun (probably the best base theme in the game). You only get one large slot and four small slots, but that is directly attributed to the number of built-ins you get. Speaking of add-ons, you get a kitchen (what is this game's obsession with free kitchens?), an outhouse (meh), a watchtower (always cool), and a drive-in, which doubles as a Super Lounge! ! Two points: a.) That's a lot of plug-ins for a base this size, and b.) The Drive-In is by far the best built-in install in the game, bar none. If you don't mind distances, this is a great and fun base. Unfortunately, map location is extremely important, and Knight's Family Drive-In dies because of its position on the map.

Mike's Concrete (mid-game/late-game)-- A solid if boring mid-game to late-game foundation, Mike's Concrete's best asset is its positioning. Based on the southwest/northeast critical road, Mike' Concrete is the closest thing you'll find to a centralized base, which is critical in the mountain-filled map of Drucker County. The base itself offers five small and two large open slots, which combined with the location will take you both mid-game and late-game if you choose. The only real downside here is the built-in features: the Generator is disappointing if you don't have Builder Boon (you probably already have a Power Post), and it's completely useless with Boon. Also, the huge fuel storage solves a problem nobody has (aka "I wish I had excessively excessive storage space for all my fuel, but my other resources don't matter. Also, I never found that button in Setup storage facility that converts the fuel resource into drums of gasoline"). That said, the flexibility of the slots plus location make Mike's Concrete one of the best mid-game options and also a very viable late-game option.

Strip Mall with barricades (Endgame)-- While probably the least flexible of the "huge bases" in the late game, the Barricadad Strip Mall is still a good option in the late game. Firstly, its location in the north center of the map belies the fact that it's only a short trip south of the critical southeast/northwest. There, the location of that foundation, while not as good as Mike's Concrete, is still solid, which is very important in Drucker County. Second, it gives you three great slots to work with. Third, it has a huge number of built-in elements, some great, some meh, though none of them find it useless. Its downsides are the lack of small slots (only three), although this is mitigated by add-ons, especially the free Infirmary. Speaking of which, the add-ons you get are a kitchen (what is this game's obsession with free kitchens?), an outhouse (memory definition of "meh"), a gym (well, until it's due to characters - go up level ) and an Infirmary (great, since you always end up building one). Big but uncompromising, Barricaded Strip Mall is still worth your investment if you're getting over Mike's Concrete (or need a change of scenery).

vale trumbull

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Progressão recomendada: Base de inicio -> Pterodactyl Ptark/Tranquility Factory/Red Talon Daybreak FOB -> Farmland Compound

Delta Checkpoint (Home Base)-- Worst starting point guard in the game, except none, making him the worst point guard of the game period. Checkpoint Delta only has +4 beds instead of the +6 you're usually used to on a starting basis, and you need to fix them before you can use them. Also, there are only two small spaces you can build in, so this time you'll have to choose between the Garden, the Infirmary, and the Workshop (spoilers: you won't be removing the Infirmary from your base blueprints). Also, there are some lootable areas around the checkpoint, but not much. If it weren't for this base's good location (while Checkpoint Delta is on the far west of the map, the base itself is on the main ring road that surrounds Trumbull Valley), this base would have been a complete mess. Plan to move at the earliest opportunity.

Pterodactyl Ptark (early game)-- No, that's not a typo, it's actually called Pterodactyl Ptark. And for an early game base, it's leagues better than Checkpoint Delta, so while I generally don't recommend switching to early game bases, this is one of the exceptions. The park will provide you with 5 (!) small slots and one large slot, which is huge for a starter base like this. Plus, the Ptark comes with a built-in playhouse (good early to boost morale) and +5 beds from trailer park beds, freeing up your little spaces for more fun uses. Finally, the Ptark is situated in the corner of the smallest of the three "town" areas on the map, making it easy to loot, and the Ptark's position is relatively close to the start of many of the early missions in Trumbull's history. Teresa Huerta in the southwest). Also, Ptark is situated on the Trumbull Valley bypass, which makes navigating the map much easier. For 500 influence, you absolutely can't go wrong here, even if you quickly move on to Red Talon Daybreak FOB or Tranquility Factory.

Red Talon Daybreak FOB (Midgame)-- Absolutely hate Daybreak, but want to play around with the Daybreak facilities? Experience the FOB (Forward Operating Base) Red Talon Daybreak! The base comes with all the Red Talon facilities you can normally only earn in Daybreak, including the Red Talon Bunkroom, Red Talon Watchtower, Red Talon Workshop, Officer's Quarters, and even the CLEO Relay Facility (although you'll need to repair most of these facilities to get them up and running (minus the Watchtower and Relay.) one big and one small slot to build, which ends up making the base very, very restrictive (Sickbay, Farm and voila unfortunately.) And with the location in the far northwest From the map, I find this base well out of the way, even by Trumbull Valley standards. Still, there are plenty of lootable buildings around this northwest corner, so you won't run out of loot opportunities. If you hate Daybr eak e/ or I can't wait to see what the Daybreak facility does, feel free to go ahead and try it all out. However, if you already like Daybreak, Tranquility Factory and Pterodactyl Ptark are better options. ores.

TranquilityFactory (half game)-- If you're not interested in FOB Red Talon Daybreak for a myriad of reasons (mainly because you've already unlocked the install via Daybreak and want a better base), you'll find two options mid-game: Pterodactyl Ptark and Factory of Tranquility. Since you want to get out of Checkpoint Delta as quickly as possible, I think most people will go with the first option, as you can move to Ptark for just 500 influences and 4 survivors. On the face of it, the Tranquility Factory is still worth considering. In many ways, the Factory is Ptark's "counter": it's in the southwest corner rather than the northeast corner, but it's conveniently located near the largest city on the map and situated right on the Trumbull ring road. Easier to navigate the map. It has five small and two large slots, making it a bit more flexible than the Ptark, though without free beds you'll likely have to use that extra space in a bedding configuration. On the face of it, the Factory has plenty of storage space and some fun add-ons: the first is the very useful Meditation Garden, which doubles as a lounge that also grows medicine for you (albeit just one); and the second is Factory Furnace, where you burn one of each resource (!)throw your love aroundconquest). In general, the Factory is in a similar geographic situation to Pterodactyl Ptark, but has more flexible base spaces. So a little more flexibility, but you need an extra survivor to get in - either option (this or Ptark) is fine and LEAGUES ahead of Checkpoint Delta.

Farmland Compost (end game)-- Your ultimate goal (besides the story quests, the plague hearts, and the leader's legacy quest, of course) in Trumbull Valley is to recruit six survivors and save 3,500 influence. Why? Then you can move into the Farmland Complex. Take a look at the map above: that dot in the center of the map? This is the Farmland Complex. Without exception, the Complex has the best position on the map and easy access to all parts of the map via convenient "shortcuts" through farmland with your car. It is not enough? It has 4 open small slots and 4 (!) open large slots, more large slots than any other map in the game outside of Lundegaard Lumber Mill. So have great plugins too! The Bunkhouse offers +6 or +8 free beds (minus a small morale penalty). You also get a grill, which is essentially a kitchen (because of course this game loves to offer kitchens). Lastly, you get a Refugee Clinic, which is like a Field Hospital and Sickbay 3 in one building. Ignoring the kitchen for a second, you'll notice that the Field Clinic and Bunkhouse free up their small spaces to do more fun and exciting things than your standard build. Did you like Cascade Hills Container Fort but wish it had a better map position and bigger spaces? Well, here it is! For location reasons, for seat count reasons, and for construction reasons (the base's standout trio), the Farmland Compound is hands down the best base in the Trumbull Valley.

Fort Marshall (end of game)-- Trumbull Valley's eight-man base. If Fort Marshall is the best base in the game, why do I recommend Farmland Compound so much? Two reasons. First, Fort Marshall is located in the southwest corner of the map, within the city and therefore away from the Trumbull Valley Bypass, making travel distances much longer than with the Farmland Compound. Second, while Fort Marshall is packed with useful buildings, the lack of open slots makes the base very inflexible. Speaking of those open spaces, the Fort only has 2 small spaces and 2 large spaces. Ufa! That means builds must be awesome, right? Well, you get a tight barracks, with +8 bed slots and a small morale penalty (but Compound gets something similar). You get the Military Clinic, which works like a Sickbay 2, upgradeable to a Sickbay 3 (although the Compound has a better Sickbay-like facility). You get a mobile food station, which is basically a kitchen (this game and kitchens!), which again matches the complex. However, you get some add-ons that Composite doesn't. which includes; Defensive watchtowers (basically a free Red Claw Watchtower), a shooting range, and an outhouse. The question, is it worth giving up 2 small spaces and 2 large spaces for a watchtower, a shooting range and a small house? The answer is a clear no. And given its worst position on the map, Farmland Compound is by far the superior facility.

6. Miscellaneous and special tips for zombies4. Tips for building bases and outposts

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