Player Safehouses
Player Safehouses offer several advantages over NECRA safehouses. Fear and fatigue recover faster in player-created safehouses, and several upgrades can be applied which increase recovery rates or provide other bonuses.
Different types of safehouses are available as a player gain levels. Each type represents a particular size or style. The most basic safehouse is a barricaded apartment, but this may might alternatively mean a small office or any other refuge which corresponds to that size.
Safehouses can also be improved to grant additional benefits. See Upgrade Items for more information.
Player safehouses may be opened up for faction use, allowing all members of your faction to enter and use your safehouse. Currently this function cannot be undone.
Player safehouses grant a bonus to scavenging at any location within the hexagonal territory surrounding them, as long as no other safehouse territory covers the same area.
Player safehouses take time to construct. Apartment and Store safehouses take ten minutes, whereas a compound takes an hour to complete.
Faction Safehouses
Integrity
Unlike NECRA Safehouses, player safehouses do not last forever. They each have a level of Integrity. Over time this value will drop, based on local Z-Density. The higher the Z-Density, the faster the integrity value falls. Once Integrity reaces 0 the safehouse disappears.
To stop this happening Player Safehouses have to be defended. This is done on the Manage Team screen. Larger safehouses need more defenders to maintain their defences.
Survivors who are defending a safehouse recover Injuries, Fatigue and Fear at 50% of normal value when the Recover button is pressed.
Problems
Types of Safehouse
Apartment
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
4 | 10 | 20 | 10 | 40.0m | 120% | 120% | 1 | 2 minutes |
Available upgrades: Infirmary, Lookout Post
Store
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
8 | 50 | 30 | 20 | 80.0m | 130% | 130% | 2 | 4 minutes |
Available upgrades: Infirmary, Lookout Post, Security Shutters
House
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
10 | 100 | 50 | 20 | 120.0m | 140% | 140% | 3 | 8 minutes |
Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence
Warehouse
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
15 | 400 | 75 | 30 | 160.0m | 150% | 150% | 2 | 12 minutes |
Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence
Compound
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
20 | 1000 | 100 | 60 | 250.0m | 200% | 200% | 6 | ?? |
Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence, Emergency Garden