State of Decay 3 Wiki

Base building

State of Decay 3 Settlements and Base Building

Up to 3 settlements per community · resources pooled across them

Base building in State of Decay 3 is spread across up to three settlements at once. Each site can keep a perk from what it used to be, like Windy City's free wind power, and each can specialise because resources are pooled across the whole community. Confirmed facilities include an Ammo Press and an Explosives Shop, and the enclaves you meet in the world can be befriended and eventually recruited.

The trade-off is pressure. Spreading infestations push against every base you hold, and if morale collapses your survivors walk away. A sound plan gives each base one job, such as food, ammunition or medicine, and keeps a fallback site ready in case the plague closes in.

Up to three settlements

State of Decay 2 gave each community one home base. The sequel raises that to three settlements running at the same time, and each one grows over time as you build on it. A second or third base is meant to specialise rather than copy the first, so one site can focus on food while another turns out ammunition.

Official screenshot · Undead Labs
Windy City under a setting sun: the tower, water tank and rooftop lookouts of a hilltop base with free wind power.

In co-op, the same structure supports two styles of play. Friends can build up one settlement together, or split up across the map and each develop a different base for the same community. That is playing together but apart, and it is why the shared world matters so much to base building.

The core rules and features at a glance:

FeatureTypeWhat it does
Settlement limit RuleRun up to three settlements at once and grow each one over time.
Former-use perk RuleMany sites keep a benefit from their old purpose, which shapes facility choices.
Windy City Settlement perkHilltop base around a former wind-power generator that supplies free power.
Ammo Press FacilityTurns out ammunition for a weapons-focused base.
Explosives Shop FacilityPairs with the Ammo Press for an offence-heavy settlement.
Enclaves CommunitySurvivor groups with their own wants; build trust, ally, then recruit them.

Former lives: Windy City and other perks

Many settlements keep a benefit from their life before the outbreak, and that benefit decides which facilities make sense there. The clearest example is Windy City, a hilltop settlement built around a former wind-power generator. The old generator gives the base free power, so you can plan its facilities around everything except electricity.

Windy City is easy to spot from a distance, with its tower, water tank and rooftop lookouts on the skyline. The same logic applies at smaller sites, such as a hunting store whose equipment is worth fighting for because it makes better ammunition.

Your survivors' skills stack with these perks. Expert electricians make power upkeep simpler, and survivors with a green thumb keep a settlement fed. A base with free power and an electrician on staff has room to grow in other directions, while a farming site benefits most from the green-thumb crowd. With only three settlement slots, pick sites whose former-use perks cover different needs rather than three that all solve the same problem.

Facilities: Ammo Press, Explosives Shop and infirmary

Two confirmed facilities suit an offence-minded base: an Ammo Press and an Explosives Shop. Together they let one settlement supply bullets and homemade explosives for the whole community, which pairs naturally with the sequel's maker-culture crafting and its bombs built from boom boxes and kettles.

Bases can also run an infirmary. With medical experts on staff, it shortens recovery from concussions and bone fractures, the two injuries that lower a survivor's maximum stats until they heal. That makes a medical base valuable once your community starts taking hits in Plague Nest raids, where threatened hearts call in Juggernauts as reinforcements.

Expect the list to grow. More facility recipes are planned after launch, along with new consumables and usable items, so the current names are a starting set rather than the full catalogue. Food and water incomes sit alongside these facilities, because whatever a base produces, someone has to keep the community fed and watered.

Enclaves: allies you can recruit

Enclaves return in an expanded form. They are other survivor groups living in the world, each with its own wants. You build trust with them, form alliances, and eventually recruit them into your network of settlements.

Compared with State of Decay 2, the expansion is in how far the relationship goes. An allied enclave is no longer just a neighbour at the edge of your map, because recruitment folds its people into your own community and its bases.

The open world is home to many more communities and survivors than State of Decay 2 had, so enclaves are a steady source of new people. Recruiting is also how you grow beyond the survivors you start with, which matters in a game where any of them can die for good.

Treat enclaves as part of base planning. An allied group near a contested area can be the reason to claim a settlement there, and recruited survivors bring their own skills, which decide what each of your three bases can specialise in.

Running several bases

Resources are pooled across your settlements, so a base does not have to be self-sufficient. A typical split puts one settlement on food, another on ammunition and equipment, and a third on beds or defence. It can even pay to capture an infested hunting store, because its equipment makes better ammunition.

Numbers and facility lists may still change before launch, but the broad idea holds: three linked bases, each doing one job well.

ElementTypeHow it plays
Pooled resources RuleResources are shared across your settlements, so each base can specialise.
Specialised bases StrategyFood at one site, ammunition and equipment at another, beds or defence at a third.
Hunting store Claimable siteWorth clearing because its equipment produces better ammunition.
Infirmary FacilityWith medical experts, shortens recovery from concussions and fractures.
Morale collapse Fail stateLow morale makes survivors leave; lose enough of them and the community ends.
Green Heart RelocationA new base to resettle in after spreading infestations push a community out.

Morale, the Plague War and moving out

Morale is the thread that holds a community together. If it drops too far, survivors leave, and if you lose enough of them the community collapses. Traits feed into it: a survivor with Sketchy Vibe, for example, lowers team morale, so think twice before recruiting one into a fragile community.

Official screenshot · Undead Labs
Survivors gather beside a green locomotive parked inside a wooden building.

Settlements also face the plague directly. Infestations expand across the map, and when they surround a base the community may have to give it up, along with whatever that base produced. This territory fight is the Plague War. A community that loses its first home this way can resettle somewhere new, such as the base called Green Heart.

Clearing the Plague Hearts near your bases is the best defence, since destroying one clears zombies in a radius and opens neighbouring sites to claim, giving the community somewhere to go if it ever has to move.