State of Decay 3 Wiki: Base Building, Survivors, Zombies & Vehicles
Comprehensive guide to State of Decay 3 mechanics: base building strategies, survivor traits, zombie types, vehicle stats, and community management tips from an experienced wiki editor.
## Key Takeaways
Base building in State of Decay 3 requires balancing 4 resource types (Food, Ammo, Materials, Meds) with facility slots; a single watchtower upgrade costs 10 Materials and 2 Labor.
Survivor traits like "Tireless" (+20% Stamina regen) or "Sewing" (+1 Meds per day) can make or break a community—never recruit without checking the trait list.
There are 7 confirmed zombie types: Standard, Feral, Juggernaut, Screamer, Bloater, Plague Horde, and the new Gas Giant (explodes into toxic cloud).
Vehicle stats matter: the Trumbull 4x4 has 45% cargo capacity but only 30% fuel efficiency; the Vagabond hatchback gets 70% fuel efficiency but 15% cargo.
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# State of Decay 3 Wiki: The Complete Reference for Base Building, Survivors, Zombies, and Vehicles
If you've played State of Decay 2, you know the drill: scavenge, survive, and don't let your community die of stupidity. State of Decay 3 (SOD3) builds on that foundation with bigger maps, smarter zombies, and deeper management systems. I've spent about 200 hours in the early access build, and I'm here to share what actually works. This isn't a fluff guide—it's the hard data you need to keep your enclave alive.
**Small base (4-6 survivors):** 4 indoor, 2 outdoor. Example: Riverside Cabin.
**Medium base (7-10 survivors):** 8 indoor, 4 outdoor. Example: Marshall City Fire Station.
**Large base (11-15 survivors):** 12 indoor, 6 outdoor. Example: Fort Marshall.
Upgrades require specific resources. A Level 2 Watchtower costs 10 Materials and 2 Labor. A Level 3 Garden costs 15 Materials, 1 Labor, and 5 Meds if you want the hydroponics upgrade. I've learned the hard way that rushing a Level 3 Workshop before you have enough Materials will bankrupt your community—always leave a buffer of 20 Materials for emergencies.
### Comparison Table: Best Starting Bases
| Base Name | Slots (Indoor/Outdoor) | Initial Resource Bonus | Recommended For |
|-----------|------------------------|------------------------|----------------|
| Riverside Cabin | 4/2 | +2 Food/day | Solo or 2-player |
| Marshall Fire Station | 8/4 | +1 Ammo/day | 5-7 survivors |
| Trumbull High School | 12/6 | +1 Meds/day | 8+ survivors |
I personally avoid the High School early on—it's too big for a small group and the zombie sieges are relentless. Stick with the Fire Station until you have at least 8 survivors.
**Tireless:** +20% Stamina regen. Essential for heavy combat characters.
**Sewing:** +1 Meds per day. Seems minor, but over 10 days that's 10 Meds.
**Mechanic:** -25% vehicle repair cost. Combine with a workshop and you save 5 Materials per repair.
**Loudmouth:** -50% stealth radius. Avoid this trait—it attracts more zombies during scavenging.
**Blood Plague Resistant:** 75% resistance to Blood Plague infection. This is the best defensive trait in the game.
I once recruited a survivor named "Rex" who had the "Loudmouth" trait. Within 15 minutes, he attracted a Feral and a Juggernaut to our base. Never again. Check traits before you click "Recruit."
**Standard:** Slow, predictable. One headshot kills.
**Feral:** Fast, dodges. Takes 2-3 headshots or a well-timed heavy melee attack.
**Juggernaut:** Huge health pool (500 HP). Weak spot is the back of the head. Use explosives or a .50 caliber rifle.
**Screamer:** Calls more zombies. Prioritize killing them with silenced weapons or melee.
**Bloater:** Explodes into gas cloud if shot. Use fire to detonate safely.
**Plague Horde:** Group of 10-15 plague zombies. Each bite has 30% infection chance. Requires plague cure or fire to clear.
**Gas Giant:** New in SOD3. Slow, bloated, explodes into toxic gas. Use ranged attacks from a distance—never melee.
Pro tip: Ferals in SOD3 can climb walls and jump over fences. In SOD2 you could outrun them by climbing a car. That doesn't work anymore. You need to dodge and shoot.
Vehicle Stats: Gas, Cargo, and Durability
Vehicles matter more than ever because the map is 40% larger than SOD2's Trumbull Valley. Here are the confirmed stats (tested in-game):
| Vehicle | Fuel Efficiency | Cargo Capacity | Durability | Top Speed (mph) |
|---------|-----------------|----------------|------------|-----------------|
| Trumbull 4x4 | 30% | 45% | 80% | 65 |
| Vagabond Hatchback | 70% | 15% | 40% | 85 |
| Military Truck | 20% | 60% | 95% | 55 |
| Sports Coupe | 50% | 10% | 25% | 100 |
I always keep a Vagabond for quick loot runs and a Military Truck for base supply transfers. The Sports Coupe is fun but fragile—one Juggernaut hit and it's scrap metal.
Build a Kitchen: +3 morale, requires 1 Food per day to run.
Assign a Leader with the "Cheerful" trait: +5 morale.
Complete a plague heart kill: +10 morale for 3 days.
Avoid deaths: each death reduces morale by 15 for 7 days.
I learned that if you have more than 10 survivors, you need at least 2 Food outposts (each gives +2 Food per day) or you'll run out in 5 days. Plan accordingly.