State of Decay 3 Wiki: Base Building, Traits, Zombies & Vehicles
Comprehensive reference for SOD3 base building, survivor traits, zombie types, vehicle stats, and community management from an experienced wiki editor.
**Key Takeaways**
Base building in SOD3 focuses on modular outposts with 5 build slots per facility; prioritize water and power early.
Survivor traits directly impact community morale and efficiency; the “Hardy” trait reduces injury severity by 50%.
Zombie types include 7 core variants; Plague Hearts spawn Juggernauts after 3rd destruction wave.
Vehicle stats vary by class: military trucks have 1200 HP but 35 mph top speed; sports cars hit 70 mph with 400 HP.
# The State of Decay 3 Wiki: Your Complete Reference
If you’re diving into State of Decay 3, you’ve probably already realized it’s not just about smashing zombie heads. The game layers base building, survivor management, and vehicle logistics in ways that punish poor planning. I’ve spent hundreds of hours editing the wiki, and I’ve seen players lose entire communities because they ignored one key stat. Here’s the distilled knowledge.
Base Building: Modular Outposts and Facility Strategies
Base construction in SOD3 uses a modular system. Each facility has 5 build slots, but you can’t just slap down anything. Facilities require specific resources: wood, metal, and circuitry. Early game, I always build a **Water Collector** (slot 1) and a **Generator** (slot 2) because morale drops 15% per day without them.
| Facility Type | Build Cost | Daily Output | Best Use Case |
|---------------|------------|--------------|---------------|
| Water Collector | 2 wood, 1 metal | 3 water units | First build, prevents dehydration |
| Generator | 1 wood, 2 circuitry | 4 power units | Powers workshop for weapon crafting |
| Watchtower | 3 wood, 2 metal | +5 morale, zombie detection | Place near entrance for 20% less siege damage |
| Workshop | 2 metal, 1 circuitry | Weapon repair, ammo crafting | Upgrade to Level 2 for suppressed ammo |
Pro tip: The Workshop’s Level 2 upgrade requires 3 circuitry and reduces repair time by 30%. Don’t skip it.
**Standard Zeds**: Slow, easy to dodge. Headshot kills instantly.
**Ferocious**: Fast runners, leap attacks. Use heavy weapons or shotguns.
**Bloaters**: Explode when shot; release toxic gas. Always shoot from range.
**Juggernauts**: 800 HP, charge attack. Requires 4 headshots with a .50 cal or 2 pipe bombs.
**Screamers**: Attract hordes. Silence with melee before they yell.
**Plague Zombies**: Green blood, inflict infection. Use Plague Cure or die in 2 minutes.
**Armored Zeds**: Bullet-resistant. Bash helmet off with blunt weapon first.
I’ve learned the hard way: never engage a Juggernaut near your base. It can destroy walls in 3 hits.
**Military Truck**: 1200 HP, 35 mph top speed, 6 trunk slots. Best for supply runs in plague territory.
**Sports Car**: 400 HP, 70 mph top speed, 2 trunk slots. Great for quick escapes, but one feral can total it.
**SUV**: 800 HP, 50 mph, 4 trunk slots. The balanced choice for most players.
**Pickup**: 1000 HP, 45 mph, 5 trunk slots. My personal favorite for hauling resources.
Fuel efficiency varies: Sports cars burn 1 fuel unit per 3 miles; Military Trucks burn 1 per 2 miles. Always carry a spare gas can.
Build a **Lounge** (requires 2 wood, 1 circuitry) for +10 morale.
Complete **Survivor Requests** — ignoring them lowers morale by 10 per day.
Rotate outpost leaders every 7 days to avoid burnout (this is a hidden mechanic).
I had a community of 8 survivors hit 30% morale because I forgot to assign a leader. Within 2 days, two survivors left. Don’t be me.