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Base Designs

Updated May 18, 2026
Post-mortar patch meta

Base Designs

Last updated: May 18, 2026 Patch context: post-April 30, 2026 mortar update

This file lays out base designs by group size. Each design has a cost breakdown (raw materials), a raid-cost estimate (what an attacker has to spend in sulfur sulfur to reach loot), and the design's weakness. There's no "best base" — there's the best base for your group size, your time on the wipe, and how much you're willing to farm before logout.

For the underlying mechanics (honeycomb, soft-side rule, doors, TC tc), see 01_Building.md. For automation defenses (auto-turrets turret, shotgun traps), see 06_Automation_Circuits.md.

Choosing your base size

The single most common mistake a new builder makes is copying a design that does not match the group actually defending it. A base is not "good" or "bad" in the abstract — it is good for a specific number of farmers, a specific play schedule, and a specific server population. Before you place a single foundation, work through the decision factors below honestly.

The five decision factors

GroupRecommended footprintStone budgetDaily upkeep (approx)Finish by
Solo2x2 bunker12,000-15,0001,800-2,400 stoneHour 8
Duo2x2 or 3x214,000-22,0002,400-3,500 stoneHour 6-10
Trio3x3 or 4x222,000-35,0003,800-5,500 stoneDay 1
Clan (5+)Compound80,000-150,0009,000-18,000 stoneDay 1-2

If you are torn between two sizes, build the smaller one. You can always honeycomb outward or add an external module mid-wipe; you cannot easily shrink a base whose upkeep is bleeding you dry. The cardinal rule of base sizing: the right base is the largest one your group can fully wall, fully honeycomb, and fully pay for — and not one foundation larger.

Solo bases

SOLO 2x2 BASE — TOP-DOWN FLOOR PLAN
2x2 Bunker Core · Day-3 to End-Wipe Solo Standard Stone honeycomb ring — sacrifice triangles, no loot inside TC CORE sealed — no door, reached via bunker only LOOT boxes + furnace WORKBENCH research / repair AIRLOCK door 1 door 2 H bunker hatch → drops to TC core below Stone wall — 4 rockets / 4 satchels soft Sheet metal — 8 rockets · core/loot only Armored door — 15 rockets each RAID COST TO CORE Honeycomb wall: 4 rockets Inner soft-side: ~16k sulfur 2x2 bunker total: ~12 rockets Build: ~15,000 stone + 3,000 metal frags Upkeep scales with walls placed — keep exterior all stone. Optional: 1-2 external decoy Tool Cupboards 15-25 foundations out to extend build privilege without giving raiders a single breach point into the real base.
BUNKER BASE MECHANIC — CROSS-SECTION
How the Bunker / Honeycomb-Skip Works (side view) UPPER FLOOR — workbench, loot, decoy boxes raised floor / ceiling between levels HATCH opened only from inside — armored ladder hatch drop TC + SOUL-STASH sealed loot core sits below — no walkable door solid honeycomb solid honeycomb RAIDER RAIDER Skip: raiders breaching the upper floor find no loot; the real core is one floor down behind solid honeycomb — forcing 2x the explosives.

A solo base has one priority: cost-to-raid > cost-to-build by the largest possible ratio. You're not going to defend it while you log off, so the base itself does the defending.

The 1x1 starter

The classic wipe-day shelter. One foundation, four walls, ceiling, door. Stone stone.

Resource Amount
Stone stone 1,500
Wood wood 500 (for door, frames)
Metal frags metal frags 25 (sheet metal door sheet metal door)
Build time solo 8–12 min from spawn

Raid cost (soft side, one stone stone wall + door): ~1,400 sulfur sulfur. Anyone with one C4 c4 takes it. This is not your wipe base — this is your hour-1 stash to keep your starter loot off your corpse. Move out within 3–4 hours.

Weakness: any explosive raids it. No honeycomb, no depth.

The 2x2 honeycombed

The actual solo wipe base. Two foundations wide, two long, two stories tall, full honeycomb on the outer ring of the bottom floor.

Resource Amount
Stone stone 12,000–14,000
Wood wood 2,500
Metal frags metal frags 800–1,200
HQM hqm 50–100 (upgrade TC tc walls + main door)
Build time solo 60–90 min from spawn (assuming farmed materials in advance)

Layout: bottom floor is the storage/TC tc core, honeycombed on all four sides. Second floor is the loot room with armored door armored door. Bunker hatch into a sealed core 1x1 under the TC for the soul stash (the box that holds the irreplaceable stuff). Two embrasure window slits at front door height.

Raid cost: 8,000–12,000 sulfur sulfur to reach the TC tc, +4,000 sulfur to crack the soul stash if they find it. Most solos won't get raided.

Weakness: roof rush. If your roof isn't double-stacked, raiders ladder up and breach down through your loot room directly. Always two-layer the roof above the loot room.

The triangle bunker solo

A circular base around a triangle core, with the TC tc and bunker in the middle triangle. Smaller footprint than a 2x2 but more honeycomb walls per material.

Resource Amount
Stone stone 9,000–11,000
Wood wood 2,000
Metal frags metal frags 600
HQM hqm 50
Build time 45–75 min

Raid cost: 7,000–10,000 sulfur sulfur. Slightly less than 2x2 but smaller storage footprint. Good if you don't need much loot space.

Weakness: smaller storage. You will run out of box space by hour 8.

Which solo base, and when

The three solo designs above are not competitors — they are a sequence, and a checklist for matching the base to the moment in the wipe.

Decision shortcut: low on stone or building against terrain → triangle bunker. Everything else, including your first real base of almost every wipe → 2x2 honeycombed. The 1x1 is never a destination, only a stepping stone.

Solo base cost-to-raid at a glance

DesignBuild (stone)Build time soloRaid cost to coreRaid:build ratioCore weakness
1x1 starter1,5008-12 min~1,400 sulfur (1 C4)Poor — disposableNo honeycomb, any explosive
2x2 honeycombed12,000-14,00060-90 min8,000-12,000 sulfurStrongRoof rush if roof not doubled
Triangle bunker9,000-11,00045-75 min7,000-10,000 sulfurStrong, lower footprintStorage runs out by hour 8

Duo bases

DUO 3x2 BASE — TOP-DOWN FLOOR PLAN
3x2 Core · Three Functional Bays + Shared Honeycomb Shared stone honeycomb wrap — one airlock entry, exterior all stone FARM BAY planters, sprinklers, composter, grow lights PvP LOCKER BAY lockers, ammo, meds, fast re-kit + TC core H INDUSTRIAL BAY furnaces, recyclers, conveyors + crafters AIRLOCK · 2 doors Build ~9,000-12,000 stone (1 honeycomb layer) · 6-7 doors exterior-to-TC Inner soft-side breach: ~11,200-16,800 sulfur · upgrade only TC + loot walls to metal/armored Bays compartmentalised: one breach never exposes all loot.

Duo means two players coordinating. You can carry more, build faster, and defend together — so the base can be bigger.

The 2x2 duo

Same shape as the solo 2x2 but with bigger storage and a workbench room on the second floor. Two beds bed, two locker spots, two box rows.

Resource Amount
Stone stone 14,000–18,000
Wood wood 3,500
Metal frags metal frags 1,500
HQM hqm 150
Build time 45–60 min for two

Raid cost: same as solo 2x2 (~10k sulfur sulfur to TC tc). The extra storage doesn't change the raid math because storage rooms aren't on the raid path.

Weakness: if both teamies log off, it's a solo base by raid math. Have a sleep-schedule offset so one of you is on during raid-prone hours (evening server time).

The 3x2 wide duo

Adds a third bay alongside the 2x2 for industrial/electrical equipment without expanding into the loot path. Same depth, more lateral storage.

Resource Amount
Stone stone 18,000–22,000
Wood wood 4,500
Metal frags metal frags 2,000
HQM hqm 200
Build time 60–90 min for two

Raid cost: ~10–14k sulfur sulfur. Honeycomb wraps the new bay so attack surface is similar; only the entrance side changes.

Weakness: more wall, more upkeep. Stack the TC tc higher.

Duo bay layout and role separation

A duo base earns its extra footprint only if the two players actually divide labour. The 3x2 floor plan above splits the core into three compartmentalised bays so that one breach never hands a raider every box. Treat each bay as a sealed cell with its own door off the central corridor.

Shared honeycomb is the duo's biggest efficiency win. Because the three bays sit in one continuous shell, a single honeycomb ring protects all of them — you pay for perimeter once, not three times. Run one airlock (two doors) as the only entry, and keep every exterior wall stone so upkeep stays flat. Upgrade inward: only the TC and loot walls become metal, never the honeycomb sacrifice ring.

The sleep-schedule offset

A duo's hidden defensive layer is time, not stone. If both players log off together, the base defends like a solo base for 8 hours. Stagger your sessions so at least one of you is online during the server's raid-prime window (typically evening server time), and your effective defense roughly doubles for free. Share a code lock and a key lock on the airlock so the offline player's loot stays reachable but the base is never left fully asleep during peak hours.

Trio bases

TRIO COMPOUND — TOP-DOWN LAYOUT
Multi-TC Compound · Main Base + External TC Towers + Turret Arcs High external stone compound wall (mind mortar arcs since the Apr-2026 patch) MAIN TC core + loot 2x2 bunker core, shooting floor above TC tower 1 TC tower 2 TC tower 3 TC tower 4 external TC blocks enemy build privilege Auto-turret + overlapping coverage arc — toggleable from inside External TC tower — denies raider TC placement + roof turret pod Roof turrets (2x) cover compound centre · external peek-downs leave no safe hiding spot inside walls

Trio is the size where you start needing room for one dedicated farmer's stash, one PVPer's gear lockers, and one tinkerer's industrial setup. Bases scale to 3x3 or 4x2 footprints.

The 3x3 trio

Three by three foundations, two stories. Middle foundation on bottom floor is the TC tc core, sealed off, accessed via floor hatch from above. Honeycomb on all exterior. Multiple armored doors armored door layered.

Resource Amount
Stone stone 28,000–35,000
Wood wood 8,000
Metal frags metal frags 4,000
HQM hqm 400–600
Build time 90–120 min for three

Raid cost: 15,000–22,000 sulfur sulfur depending on where they pick. The interior is large enough that raiders have multiple entry choices, which means they need more explosives to commit fully.

Weakness: too big to fully cover with one auto-turret turret. Plan for 2–3 turrets minimum (see 06_Automation_Circuits.md).

The 4x2 wide trio

A wider, shallower footprint. Good for builds on coastlines or against cliffs (the cliff is one of your walls — raiders can't approach from that side).

Resource Amount
Stone stone 22,000–28,000
Wood wood 6,000
Metal frags metal frags 3,000
HQM hqm 400
Build time 75–100 min for three

Raid cost: 12,000–18,000 sulfur sulfur. Slightly cheaper to raid than the 3x3 because the attack surface is more linear, but cliff-side eliminates one full attack vector.

Weakness: if the cliff isn't actually a cliff (raiders can ladder it), the design loses half its defense. Verify with a hammer hammer test before committing.

Trio role separation and shared honeycomb

Three players is the point where role specialisation pays for itself. Build the interior around three jobs and the base almost designs itself: the farmer needs a planter room and bulk box rows, the PvPer needs lockers and a fast path to the shooting floor, and the tinkerer needs an industrial corner for passive smelt and craft. Give each role its own walled bay with its own door, exactly as in the duo layout but with a fourth or fifth cell for overflow storage.

The 3x3 and 4x2 share one continuous honeycomb shell, so the trio still pays perimeter cost once. The difference from a duo is depth of doors: layer two or three armored doors between any exterior breach point and the TC core. Each armored door is roughly 15 rockets, so every door you add to the raid path is a meaningful sulfur tax. The sealed centre foundation holds the TC and is reached only by a floor hatch from above — there is no walkable door into the core at all.

Clan / 5+ player bases

Clan bases are a different problem. You're defending a compound, not just a base — multiple storage outbuildings, vehicle ports, farming greenhouses, possibly external walls extending the no-build zone. Costs scale 5–10x from trio.

The compound

A central main base (typically 4x4 or larger), external walls extending the TC tc bubble, outbuildings inside (vehicle bay, helicopter pad, greenhouse, scrap scrap-farm). The April 2026 mortar patch hits these the hardest.

Resource Amount
Stone stone 80,000–150,000
Wood wood 25,000
Metal frags metal frags 15,000
HQM hqm 2,000–4,000
Build time 4–6 hours for five

Raid cost: 40,000–80,000 sulfur sulfur for the main base, but raiders often online-raid (no offline defense needed), in which case the actual cost is "did they catch us off-guard."

Weakness post-mortar patch: external walls are now penetrable by HE mortars launched from outside the TC tc bubble. Solution: roof-spam over the courtyard so mortar shells can't reach loot buildings, push external walls 30+ meters from any structure so mortars need to be set up dangerously close, and station rotation defenders on the wall during prime hours.

The bunker compound

Compound with a sealed underground/bunker section accessed via a single hatch deep in the main base. The bunker holds the soul stash and is built in armored on all faces.

The bunker section adds 200–400 HQM hqm but turns even a successful compound raid into a partial raid — the soul stash survives. Worth it for any clan that intends to play past hour 24.

External walls, the TC bubble, and outbuildings

A compound is defined by what surrounds the main base, not the main base itself. Three systems work together:

Mortar-patch implications. Since the April 30, 2026 update, HE and fragmentation mortars unlock at Workbench Level 2 and can lob shells over a compound wall from outside your TC bubble. High external walls now raise your profile for a mortar crew rather than hiding you. Counter-play: roof-spam over the courtyard so shells cannot reach loot buildings, push external walls 30+ metres away from any structure so a mortar must be set up dangerously close to be accurate, and rotate a defender along the wall during prime hours. Solo and duo 2x2 bunkers are unaffected — keep their compound walls at standard height to minimise the targeting surface.

Bunker mechanics in depth

A bunker is any sealed room with no walkable door — the only way in is to drop through a hatch or briefly remove a floor piece. Because there is no door on the raid path, a raider must blow extra walls or ceilings to even find the room, which is what the cross-section diagram above illustrates: breach the upper floor and you find decoy boxes; the real core is one level down behind solid honeycomb.

The hatch bunker build sequence:

Soul-stash placement. The soul stash is the single box holding your irreplaceable items — blueprints-worth of components, the good gun, the boom for the next raid. It belongs in the deepest bunker cell, behind the most doors and the most honeycomb, never in a loot room on the visible raid path. The point of the bunker is that even a fully successful raid on your loot rooms becomes a partial raid: the stash survives, and you are back in the fight the same evening. Note the April 2026 armored ladder hatch as a defensive upgrade for the bunker entry on monthly servers.

Base placement on the map

Where you build changes the raid math as much as how you build. Placement factors, ranked:

Cost-to-raid efficiency: the ratio that matters

Every base decision reduces to one number: raid cost divided by build cost. A raider weighs the sulfur they must burn against the loot they expect to take. If reaching your core costs more than your base is plausibly worth, a rational raider walks past. Maximise that ratio:

The target for a solo or duo base is simple: the raid should cost the attacker several times what your protected loot is worth. If it does, most raids never start.

A note on base shapes you should never build

The 1x2 "shotgun." Too narrow to honeycomb meaningfully. Solo and duo players sometimes try this in tight quarters; it has terrible cost-per-defense.

The 5x5 mansion solo. Surface area kills you. Five-by-five takes 50k+ stone stone, and raiders only need to break in somewhere, not raid the whole thing. Bigger is not better.

Anything circular without a triangle core. Pure ring designs sound elegant but have no central protected room. Raiders pop one wall and stand in the middle hub with line of sight to every storage room.

Vehicle bays and external storage

Vehicle bays should sit inside the TC tc bubble but outside the main base honeycomb. A separate 1x1 vehicle bay with a garage door garage door and lockable code lock code lock holds your minicopter or horse horse without expanding the main raid surface. Cost: ~2,000 stone stone + 1 garage door (15 HQM hqm).

External storage (boxes outside the main base) is for things you don't mind losing. Never put irreplaceable items in external boxes — boxes outside walls take environmental damage and any rando can break them with a rock rock for 4,000 hits.

Hour 0–1: 1x1 starter base, wood wood walls. Hour 1–4: upgrade 1x1 to stone stone, place 2 small boxes, hide low-grade fuel. Hour 4–8: build the 2x2 main base in stone, place TC tc, transition all loot. Hour 8–24: upgrade core walls to sheet metal/armored, install first auto-turret turret, harden the bunker. Day 2+: industrial network for passive smelt and craft (see 04_Industrial.md), greenhouse outbuilding (see 05_Horticulture.md).

This progression assumes solo. Duo cuts the times roughly in half; trio cuts again to about a third. Clan progression is parallel — the farmers farm while the builders build while the PvPer holds the front.

Common base-design mistakes

Most lost bases are lost to design errors, not to better raiders. The recurring ones:

Final pro tips