Facilities Upgrades
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Once you have installed a facility, upgrading it may expand the items you can craft or the actions you can take at that facility. Bearing in mind that some facilities can't be upgraded, while others have no crafting options. Which you choose to upgrade is a strategic question - but it often delivers tremendous advantages, so you will want to take care both in choosing the facilities you add to your base, and upgrading those facilities.
For your reference here is the list of facilities upgrades - and the benefits obtained from upgrading them - so that you can see what the costs will be, and what you need to stockpile to make these happen, as well as what the strategic advantages are!
Base Facilities
There are a number of Base Facilities you can add to your Base. Facilities that are flagged 'Built-In' actually came with the base and they cannot be removed, but depending on the facility they may be able to be upgraded. Here is the status for the Base facilities:
May 24, 2019 State Of Decay 2 Global Action Speed 1 To enroll in the Program, visit the State of Decay 2 site (and follow the instructions (if any further are given) for registration. You acknowledge that everything related to this Program is confidential and should be treated as confidential until such time as Microsoft releases it. May 15, 2018 While some skills in State of Decay 2 are present across all characters, some are unique, usually occupying the lowest slot on the character skills screen. The average skills are the same across all characters and impact the typical activities you will be doing. Below is a breakdown of the basic skills in State of Decay 2. State Of Decay 2.
- Armory - (Requires Leader: Warlord) Upgrades Available?
- Auto Shop - (Requires Automechanics Knowledge) Upgrades Available?
- Barracks - (-) Upgrades Available?
- Chef's Kitchen - (Can Be Default Facility) No Upgrades.
- Control Center - (Default Facility) Upgrades Available.
- Double Bunk Room - (Can Be Default Facility) Upgrades Available.
- Farm - (-) Upgrades Available?
- Field Hospital - (Requires Leader: Sheriff)
- Fighting Gym - (-) Upgrades Available
- Forge - (Requires Craftsmanship Knowledge) Upgrades Available?
- Garden - (-) Upgrades Available
- Generator - (-) Upgrades Available?
- Hydroponics - (Requires Utilities Knowledge) Upgrades Available
- Infirmary - (-) Upgrades Available.
- Latrine - (Plumbing Knowledge) Upgrades Available.
- Lounge - (-) Upgrades Available?
- Master Bedroom - (Can Be Default Facility) No Upgrades.
- Outdoor Beds - (-) Upgrades Available.
- Parking Spot(s) -(Default Facility) No Upgrades.
- Rain Collector - (-) No Upgrades.
- Sheltered Beds - (-) No Upgrades.
- Shooting Range - (-) Upgrades Available?
- Sniper Tower - (-) Upgrades Available?
- Solar Array - (Requires Electricity Knowledge) Upgrades Available?
- Staging Area - (-) Upgrades Available?
- Still - (-) Upgrades Available
- Storage - (Default Facility) Upgrades Available.
- Trade Depot - (Requires Leader: Trader) Upgrades Available?
- Watchtower - (-) Upgrades Available?
- Workshop - (-) Upgrades Available.
Upgrades List
The following facilities upgrade status can be found below. Note that where the facilities have specific requirements for lot size, that is listed as well, with the map indicated. When a facility requires a specific Leader Class we try to include that as well as any conditional requirements. We also provide both the benefits to each upgrade and the costs.
Please be aware that some facilities have multiple requirements such as Power and Water, and in such cases depending on the Base size, satisfying those conditional requirements will often require a combination of Mod plus purpose-built facility. So for example, with a smaller Base with those requirements, you may need to build wither a Water or Power Facility (Rain Collector or Generator) and then apply a specific Mod to that specific facility such as a Water Cooler (for Water) or a Portable Generator (for Power) to manage the requirements.
Armory
- Large Lot / Outdoors / Warlord @ ??
- Armory 1: (Crafts Ammunition, Military Explosives) x2 Scraps Circuitry + x10 Supplies + x4 Labor + x48m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Auto Shop
- Large Lot / Outdoors / Automechanics Knowledge @ ??
- Auto Shop 1: (Craft Vehicle Upgrades) x2 Scraps Circuitry + x10 Supplies + x4 Labor + x48m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Barracks
- Large Lot / Outdoors @ ??
- Barracks 1: (Adds x4 Beds) x5 Supplies + x3 Labor + x30m.
- Mod: Comfy Couch (None) Everybody appreciates having a nice place to sit and rest a spell. Install this Mod to boost Morale.
- Mod: Free Weights (None) x1 Labor + 5m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
Chef's Kitchen
- Built-In @ Foothills Base
- Small Lot / Indoors/Outdoors @ ??
- No Upgrades Available.
- Chef's Kitchen 1: (Craft Stamina Items) x5 Supplies + x1 Labor + x12m.
- Mod: Airtight Containers (None) Increases Food Storage.
- Mod: Comfy Couch (None) Everybody appreciates having a nice place to sit and rest a spell. Install this Mod to boost Morale.
- Mod: Espresso Machine (Requires Water) A high-end European coffee extractor. Install this mod in a kitchen to make espresso, which postpones fatigue.
- Mod: Food Dehydrator (Requires Power) A modern machine for removing moisture from food, preserving it for a very long time.
- Mod: Mini-Fridge (Power Optional) Stores a little food and meds (+2). Power increases the benefit (+5).
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Slow Cooker (Power) Expertly designed to add flavor to food cia time, instead of effort.
- Mod: Stand Mixer (Requires Power) The number one item on wedding registries since 1919.
- Mod: Water Cooler (Provides Water to a Facility) Mod + x1 Labor + 5m.
Command Center
- Built-In @ Foothills Base
- Command Center 1:Default Facility
- Command Center 2: (+1 Outpost, Find Plague Hearts) x6 Resources + x2 Labor + 16m.
- Command Center 3: (+1 Outpost, Hack Drones) Computer Knowledge + Power + x10 Scrap Circuitry + x10 Resources + x3 Labor + x22m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Signal Antennae: (+1 Max Outposts) Mod + x1 Labor + 5m.
Double Bunk Room
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- Built-In @ Foothills Base
- No Upgrades Available.
- Mod: Airtight Containers (None) Increases Food Storage.
- Mod: Comfy Couch (None) Everybody appreciates having a nice place to sit and rest a spell. Install this Mod to boost Morale.
- Mod: Free Weights (None) x1 Labor + 5m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
Farm
- Large Lot / Outdoors @ ??
- Farm 1: (Provides x2 Food per Day) x1 Box Seeds + x5 Supplies + x3 Labor + x30m.
- Mod: Bag of Fertilizer (None) Install this mod in a Garden, Farm, or Hydroponics facility to increase food yield.
- Mod: Jug of Pesticide (None) Install in Garden, Farm, or Hydroponics facility to increase Med Production.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Field Hospital
- Sheriff / Outdoor / Large Slo' @ Foothills Base
- Field Hospital 1: (Heal all Injuries and Sicknesses) x2 Cases Chemicals + x10 Supplies + x4 Labor + x48m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Fighting Gym
- Small Lot @ Foothills Base
- Fighting Gym 1: (Train Fighting, +20 Health) x5 Supplies + x2 Labor + x16m.
- Fighting Gym 2: (Train Cardio +Cardio XP) Warlord + x10 Chemicals Cases + x10 Supplies + x2 Labor + x16m.
- Mod: All-In-One Workout System (None) Install this mod in a Fighting Training facility to grant a small Stamina and Health bonus to each survivor in our community.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
Forge
- Craftsmanship Knowledge / Large Lot / Outdoors @ ??
- Forge 1: (Craft Melee Weapons, Materials, Parts) x2 Cases Chemicals + x10 Supplies + x4 Labor + x48m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Garden
- Small Lot / Outdoors @ Foothills Base
- Garden 1: (Provides x1 Food per Day) x5 Supplies + x1 Labor + x12m.
- Garden 2: (With Water, +2 Food per Day) x5 Boxes Seeds + x6 Resources + x2 Labor + x16m.
- Garden 3 (With Water, +3 Food/Day) Agriculture Knowledge + Water + x10 Boxed Seeds + x10 Resources + x4 Labor + x22m.
- Mod: Bag of Fertilizer (None) Install this mod in a Garden, Farm, or Hydroponics facility to increase food yield.
- Mod: Jug of Pesticide (None) Install in Garden, Farm, or Hydroponics facility to increase Med Production.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Generator
- Small Lot @ Foothills Base
- Generator 1: (Provides Base-Wide Power) x5 Supplies + x3 Labor + x16m.
- Generator 2: (Reduces Fuel Cost to Run) x5 Scraps Circuitry + x6 Supplies + x3 Labor + x22m.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Hydroponics
- Utilities Knowledge / Small Lot / Indoors/Outdoors / Water / Power @ Foothills Base
- Hydroponics 1: (Provides x3 Food per Day) x1 Box Seeds + x2 Scraps Circuitry + x5 Supplies + x3 Labor + x22m.
- Mod: Bag of Fertilizer (None) Install this mod in a Garden, Farm, or Hydroponics facility to increase food yield.
- Mod: Jug of Pesticide (None) Install in Garden, Farm, or Hydroponics facility to increase Med Production.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
Infirmary
- Small Lot / Indoors/Outdoors @ Foothills Base
- Infirmary 1: (Treat Blood Plague, Restore Health) x3 Supplies + x1 Labor + x6m.
- Infirmary 2: (Removes Injuries / Craft Painkillers) x5 Cases Chemicals + x6 Supplies + x2 Labor + 16m.
- Infirmary 3: (Craft First Aid Kits) Medicine Knowledge + x10 Cases Chemicals + x10 Resources + x3 Labor + x22m.
- Mod: Cast-Making Kit (None) When installed in Infirmary, this kit allows minor passive recovery from injuries for inactive characters.
- 'Mod: Pill Press (None) A traditional pill-making device, used by compounding pharmacy's. Install this Mod in the Infirmary to reduce the cost of rafting pain killers.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Sanitizing Machine (Requires Power) Lab-grade cleaning kit - install in an Infirmary to improve recovery from partial Blood Plague infection.
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Latrine
- Small Lot / Outdoors @ Foothills Base
- Latrine 1: (Boosts Morale) x1 Case Chemicals + x1 Supplies + x2 Labor + x16m.
- Latrine 2: (+20 Morale) Plumbing Knowledge + Water + x5 Cases Chemicals + x6 Supplies + x2 Labor + x16m.
Lounge
- Large Lot / Outdoors @ ??
- Lounge 1: (Adds x1 Bed and Many Morale Boosts) x5 Supplies + x1 Labor + x12m.
- Mod: Collection of Board Games (N/A) Install in Lounge facility to boost morale.
- Mod: Comfy Couch (None) Everybody appreciates having a nice place to sit and rest a spell. Install this Mod to boost Morale.
- Mod: Game Console (Requires Power) A gen-1 Xbox that significantly boosts morale.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
Master Bedroom
- Built-In @ Foothills Base
- Master Bedroom 1:
- No Upgrades Available.
- Mod: Airtight Containers (None) Increases Food Storage.
- Mod: Comfy Couch (None) Everybody appreciates having a nice place to sit and rest a spell. Install this Mod to boost Morale.
- Mod: Free Weights (None) x1 Labor + 5m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
Outdoor Beds
- Small Lot / Outdoors @ ??
- Outdoor Beds 1: (x2 Beds but Morale Penalty Applies Too) x3 Supplies + x1 Labor + x6m.
- Outdoor Beds 2: (Three Beds, Facility Mod Slot) x6 Supplies + x1 Labor + x12m.
- Mod: Free Weights (None) x1 Labor + 5m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
Parking
- Built-In @ Foothills Base (x2)
- No Upgrades Available.
Rain Collector
- Small Lot @ Foothills Base
- Rain Collector 1: (Provided Base-Wide Water) x1 Supplies + x1 Labor + x10m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
Sheltered Beds
![State State](/uploads/1/3/4/3/134339128/384480724.jpg)
- Small Lot / Indoors @ ??
- Sheltered Beds 1: (Provides x2 Beds) x3 Supplies + x1 Labor + x6m.
- Mod: Comfy Couch (None) Everybody appreciates having a nice place to sit and rest a spell. Install this Mod to boost Morale.
- Mod: Free Weights (None) x1 Labor + 5m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
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Shooting Range
- Small Lot @ Foothills Base
- Shooting Range 1: (Train Shooting, +20 Stamina) x5 Supplies + x2 Labor + x16m.
- Shooting Range 2: (Train Wits, +Wits XP) Sheriff + x10 Scrap Circuitry + x10 Supplies + x2 Labor + x16m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
Sniper Tower
- Builder / Outdoors / Large Lot @ ??
- Watchtower 1: (Radio Unlock: Sniper Cover) x2 Cases Chemicals + x10 Supplies + x4 Labor + x48m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
Solar Array
- Electricity Knowledge / Large Lot / Outdoors @ ??
- Solar Array 1: (Provides Free, Silent Base-Wide Power) x10 Scraps Circuitry + x10 Supplies + x4 Labor + x48m.
Staging Area
- Large Lot / Outdoors @ ??
- Staging Area 1: (Speed Up Build Times) x5 Supplies + x2 Labor + x12m.
- This facility can speed up build times for other facilities.
- Passive Actions
- Building Prep -- +50% Global Build Actions Speed for 1h
- Professional Construction -- +75% Global Build Action Speed for 1h
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Still
- Small Lot / Outdoors / Chemistry Knowledge @ Foothills Base
- Still 1 (Craft Fuel, Provides Base-wide Water) x5 Resources + x2 Labor + 16m.
- Still 2 (Make Luxury Items) +Trader + x10 Ethanol + x6 Resources + x2 Labor + 16m
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Storage
- Built-In @ Foothills Base
- Storage 1:Default Facility
- Storage 2: (+10 Storage All Resource) x6 Resources + x2 Labor + 16m.
- Storage 3 - Heavy Duty Storage (+20 Storage Materials) x10 Supplies + x3 Labor + 22m.
- Storage 3 - Refrigerated Storage (+20 Storage Food & Meds) x10 Supplies + x3 Labor + 22m.
- Storage 3 - Firesafe Storage (+20 Storage Ammo & Fuel) x10 Supplies + x3 Labor + 22m.
- Mod: Comfy Couch (None) Everybody appreciates having a nice place to sit and rest a spell. Install this Mod to boost Morale.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Pallet Storage Solution (None) Set of sturfu wooden pallets that help keep building materials organized. Increases materials storage.
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Trade Depot
- Trader / Large Lot / Outdoors @ ??
- Trade Depot 1: (Summons Traders, Free Influence) x2 Ethanol x10 Supplies + x4 Labor + x48m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
Watchtower
- Small Lot / Outdoors @ Foothills Base
- Watchtower 1: (Enables Armed Guard, Reduces Threat) x5 Supplies + x1 Labor + x12m.
- Watchtower 2: (+1 Armed Guard, Reduced Threat) x5 Scraps Circuitry + x6 Supplies + x2 Labor + x16m.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
Workshop
- Indoors/Outdoors / Small Lot @ Foothills Base
- Workshop 1: (Craft Explosives, Fix Weapons) Indoor/Outdoor + Small Slot + x3 Supplies + x1 Labor + x6m.
- Workshop 2: (Craft Crossbows, Suppressors, Toolkits, Molotovs) x5 Scrap Circuitry x6 Resources + x2 Labor + 16m.
- Workshop 3: (Facilities Mods / New Explosives) Mechanics Knowledge + x10 Scrap Circuitry + x10 Supplies + x3 Labor + 22m. (Additional Skills may be required for specific craft recipes).
- Mod: CNC Mill (Requires Power) Much more efficient than scrapping parts at the the storage facility.
- Mod: Comfy Couch (None) Everybody appreciates having a nice place to sit and rest a spell. Install this Mod to boost Morale.
- Mod: Hand Drill Press (None) Install in a Workshop to accelerate the facility's action.
- Mod: Handgun Ammo Press (None) Install this Mod in a Workshop and gain the ability to craft .22 caliber, 9mm, and .45 caliber rounds from the ammo resource pile.
- Mod: Portable Generator (Requires Fuel) As long as we have gas, we have power. Install this mod and supply it with fuel to power a single facility (or room).
- Mod: Rifle Ammo Press (None) Install this Mod in a Workshop and gain the ability to craft 5.56mm, and 7.62mm rounds from the ammo resource pile.
- Mod: Salvage Furnace (Requires Fuel) Instal this mod in a Workshop to increase parts salvaged from weapons.
- Mod: Set of Power Tools (Power) Install this Mod in a Workshop to drastically increase speed for facility actions.
- Mod: Shelving Unit (None) Basic shelving unit or storing whatever we have too much of. Install this Mod to increase our storage capacity.
- Mod: Small Fuel Tank (None) A nice, safe place to keep extra fuel. Install this mod to increase our fuel storage.
- Mod: Soldering Station (Requires Power) A tinkerer's soldering bench used to craft homemade electronics. Place this Mod into a Workstation to craft remote-activated boombox decoys.
Notes
In addition to the above, there are some facilities that require specific Leaders be present, and there is a set of builds for the Daybreak Pack DLC as well - consults the game for the particulars.
Daybreak Facilities
The following Daybreak facilities may be built once the expansion is added to your game:
Red Talon Bunkroom
- Small Lot / Indoors @ ??
- Red Talon Bunkroom 1: (x5 Beds, Morale Penalty) Prefab + x2 Supplies + x1 Labor + x6m.
Red Talon Workshop
- Small Lot / Indoors/Outfoors @ ??
- Red Talon Workshop 1: (x5 Beds, Morale Penalty) Prefab + x2 Supplies + x1 Labor + x6m.
Red Talon Watchtower
- Small Lot / Indoors/Outfoors @ ??
- Red Talon Watchtower 1: (x3 Armed Guards -6 Threat) Prefab + x2 Supplies + x1 Labor + x6m.
Red Talon Officer Quarters
- Small Lot / Indoors/Outfoors @ ??
- Red Talon Officer Quarters 1: (x2 Beds, Morale Boost, Efficiency Gains) Prefab + x2 Supplies + x1 Labor + x6m.
Red Talon CLEO Relay
- Large Lot / Indoors/Outfoors @ ??
- Red Talon CLEO Relay 1: (Summon CLEO Drops) CLEO Core + x2 Supplies + x1 Labor + x6m.
Basic Facilities Strategy
One of the more frustrating aspects of Base management and the facilities for a Base is the fact that while there are certain facilities that offer key functions and that you'll need to have present at your Base, there are others that perform a more utility-based function. Then there are the types that are required by the story itself.
Each Base, depending on size, has a limited number of expansion slots. Using those to the best of your ability and most efficiently is a constant struggle.
Story based facilities include the Infirmary - which the player must build to cure their companion, and that have a further value to the player in that they can be used to heal injuries and create the Plague Cure later, as needed. For that reason, this type of facility, once built, is usually retained, which means it takes up one of the limited slots available for facilities in terms of Base expansion.
Convenience-based facilities like the Workshop are also the sort that, once built, you will want to retain, because they tend to be very useful.
The third type of facility are the Utility-based ones - which includes the Fighting Gym, Shooting Range, and so on. These facilities offer the player specific and useful services, such as training skills, or making fuel or food, and so on. When you consider these, a balance must be struck - but happily as we can remove (destroy) them means that we can consider them a temporary facility.
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With that in mind, assuming that you build and use the sort that apply to early utility and then later, once you have added additional characters to your community, you build the sort that are then useful, it's a simple plan to make the most of those utility-based facilities! Here are some examples for your consideration:
Early Utility Facilities
This sort includes the Latrine (for a quick Morale boost), and the Still (to produce a supply of Fuel cans to place in your Base Storage), and Auto Shop (to create Vehicle Upgrade Kits to place in your Base Storage).
Later Utility Facilities
Once you've expanded the population of your community it is time to build temporary facilities for training - such as the Fighting Gym and the Shooting Range. Basically these are useful for training skills - in the same fashion you did with jogging to level Cardio, you use these facilities to train Fighting and Shooting skills and so on.
By carefully planning out your use of the third expansion slots you can improve your community skills in a useful and meaningful way. In fact we can't recommend this approach too strongly!
A Note on Textbooks
Due to the requirements for some of these facilities, you will find that you very much need to add various special knowledge to your community similar in impact to the one you chose for your Companion. Fortunately these tend to accumulate over time, so that by the time you actually need to build the utility-based facilities, you should have collected a number of different Textbooks.
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If you have NOT though, there IS a solution! Both the Mysterious Traders and some of the Mysterious Strangers can offer these for trade - but bear in mind you'll be spending Influence Points to acquire these. That said, even though you can find duplicates you should retain those as well, since you never know when death may claim one of your community members - so you may need to re-learn a knowledge again.
Developer Undead Labs And Publisher Microsoft Studios have released their new game titled State Of Decay 2. it is an action-adventure survival game and a sequel to the 2013 State Of Decay in the new game players need to survive the apocalypse and make a thriving community.
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In State Of Decay 2, players will encounter a lot of different problems like hordes of zombies, infestation, and other threats. but you can make your community lives much better if you have good skills members. below you will find different skills you can learn and choose the character who has them to improve your base.
Guide On Skills And Their Effect In State Of Decay 2
Sod2 Skills List
Every Character in the game comes with various skills and stat which determines how good or bad a character is and how it can be useful to you and your community.
There are some skills also known as common/basic skills which are present in all the characters but the level of those skills can either be low or high. but there are also some skills which are unique to every character these skills are usually at the lowest spot on the character skills screen.
Basic Skills – Found In All Characters
- Cardio – Increases your stamina level which makes your character sprint, jump or attack for a longer time.
- Fighting – Effects your character’s ability to fight with melee weapons
- Shooting – Effects your character’s ability to fight with firearm weapons
- Wits – effects the quality of loot you get when exploring new buildings, boxes, crates and more.
Advanced Skills – Unique Skills, Varies from Character to Character
- Chemistry – Effects crafting options and opens up more new abilities at Infirmaries, Stills, and Workshops.
- Cooking – Effects the dish prepared at the base for the community
- Computers – Effects the knowledge of computers
- Craftsmanship – Effects production rate and efficiency at the workshop
- Driving – Effects the driving skills like fuel efficiency, vehicle impact reduction, and Vehicle loudness reduction
- Fishing – Effects food production in the base.
- Gardening – Effects the knowledge of gardening giving more food and medicine production.
- Literature – Effects the Morale of the characters, Experience Rate, and Knowledge of the Arts
- Mechanics – Effects the efficiency and production rate at the workshop
- Movie Trivia – Effects the Morale of the characters, Experience Rate, and Pop Culture Knowledge
- Music – Effects the Influence, Standing Rewards, Morale of the characters, and Experience Rate
- People Skills – Effects Standing Rewards, Influence, and Knowledge of Influence
- Scrum Certification – Effects the Global Action Speed and increase Labor
- Self Promotion – Effects standing rewards and Knowledge of Influence
- Sewing – Effects Max Health, Max Consumable Stack, and Knowledge of Craftsmanship.
- Sports Trivia – Effects Stamina, Cardio Experience, Fighting Experience, and knowledge of sports
- TV Trivia – Effects Morale and Experience Points
Also Checkout the following State Of Decay 2 Guides