- Build only when storage, power, or distance is already slowing the run.
- Place the first modules where they reduce repeated backtracking.
- Keep the first base small until the site has paid for itself.
Family room
Use this room when the next step is a base, not another trip.
Building only helps when it shortens returns, organizes storage, and makes the next route calmer. This hub keeps the base question separate from raw crafting and vehicle pressure.
If the real blocker is still raw materials, move to Crafting. If the base already exists but the next task is cleanup, open after first base or messy first base fix.
Building lanes
Base pages should answer whether the build saves time now.

Base map
Match the build question to the page that removes friction fastest.
| Building problem | Open this | Why it helps |
|---|---|---|
| Should I build now? | Build now or wait | It stops a base from becoming a premature resource sink. |
| Where should the first base go? | First base location | It keeps location tied to route value instead of scenery. |
| What should the base build order be? | Base build order | It places storage, craft flow, and power before expansion. |
| Why does the base still feel messy? | Messy first base fix | It cleans up the loop after the first build exists. |
Base depth
What the building room should decide before any extra module goes up.
A useful building page should tell the reader when a base actually removes travel friction and when it just creates another trip. The job is to turn the decision into a simple build order, not a decoration checklist.
- Starting with a big layout before the base has a real job.
- Adding rooms before storage or power is stable.
- Building in a spot that looks good but does not shorten future trips.
- Open Base Building Center for a fuller build decision hub.
- Open First base location for placement logic.
- Open Materials Center if the build is blocked by resource planning.
Build decision
When a base is worth the materials.
A base is worth building when it shortens the next several runs more than it costs to place. If the first build does not reduce travel, storage, or power friction, it is probably too early or in the wrong place.
| Base question | Good sign | Next page |
|---|---|---|
| Should I build now? | You keep returning for the same reason. | Base Planner |
| Where should it go? | The site shortens a route you already repeat. | First base location |
| What comes first? | Storage and power are the first thing the base solves. | Base build order |
Build pacing
How small the first build can stay.
The right first base is often smaller than players expect. If the base already solves the current pain point, the better move is to stop building and return to the run.
Only one room
Use this when you only need a stable anchor.
Two systems
Use this when storage and power are both needed.
Stop expanding
Use this when the next room does not remove a new blocker.