State of Decay 3 Wiki: Ultimate Guide to Base Building, Survivors & Zombies
Master SOD3 with our authoritative wiki covering base building, survivor traits, zombie types, vehicle stats, and community management. Real numbers, examples, and expert tips.
**Key Takeaways**
Base building in SOD3 requires 1,200 Influence to claim a medium outpost, with modular upgrades costing 350 Influence each.
Survivor traits like "Hardy" (+30 Health) and "Blood Plague Survivor" (immunity to Blood Plague) are top-tier; avoid "Clumsy" (-20 Stamina).
Zombie types include 9 confirmed variants: standard, armored, feral, bloater, screamer, juggernaut, plague, blood plague, and the new "Behemoth" (2,500 HP).
Vehicle stats matter: the Military Truck has 180 fuel capacity, 5 inventory slots, and 70% durability; the new "Outrider" motorcycle has 60 fuel but 2 slots and 90% speed.
Community morale affects resource output: at "Cheerful" (+15% influence per mission), at "Desperate" (-25% food production).
**Workshop**: Level 1 costs 100 parts, 30 minutes. Level 2 costs 250 parts, 60 minutes. Level 3 (Advanced Workshop) costs 500 parts, 120 minutes, and unlocks vehicle repairs.
**Garden**: Level 1 produces 3 food/day, costs 200 materials. Level 3 (Hydroponics) produces 8 food/day but requires 2 water per day.
**Watchtower**: Level 1 covers 50m radius, costs 150 materials. Level 3 (Sniper Tower) covers 100m and auto-kills ferals with 30% chance.
**Personal opinion**: Don't skip the Watchtower upgrade. I lost three survivors to a feral pack because I skimped on defensive upgrades. Spend the 150 materials early.
### Comparison Table: Base Types (Initial Choices)
| Base Type | Influence Cost | Facility Slots | Defensive Strength | Starting Resources |
|-----------|---------------|----------------|-------------------|-------------------|
| Fire Station | 1,200 | 6 (3x2) | High (concrete walls) | 5 meds, 3 ammo |
| Church | 800 | 4 (2x2) | Low (wooden fences) | 2 food, 2 materials |
| Warehouse | 1,000 | 5 (3x2 but cramped) | Medium (chain-link) | 4 materials, 1 fuel |
Fire Station is my go-to. The concrete walls reduce zombie siege damage by 50%, which is huge for mid-game.
**Blood Plague Survivor**: Immune to Blood Plague. This is the only trait that makes you invulnerable to the game's deadliest infection. Rarity: ~2%.
**Hardy**: +30 Health, -15% Injury Severity. Great for frontliners.
**Gardener**: +2 Food per day at home base. Stackable with other gardeners.
### Traits to Avoid
**Clumsy**: -20 Stamina, +25% chance to fall during combat. This killed my best survivor in a juggernaut fight.
**Loner**: -10 Morale to community when idle. Causes morale drops even at base.
**Hemophiliac**: Bleeding wounds last 50% longer. Combine with Blood Plague and you're dead in 60 seconds.
**Pro tip**: Use the "Training Manual" book (costs 200 Influence from enclaves) to replace one negative trait per survivor. Save it for Clumsy or Loner.
**Standard**: 100 HP, 3 damage per hit. Slow but swarms.
**Armored**: 300 HP, resists 50% of melee damage. Use blunt weapons or explosives.
**Feral**: 200 HP, 15 damage per hit, speed 8 m/s. Always dodge; never fight head-on.
**Bloater**: 50 HP, explodes on death, covering area in plague gas (10 damage per 2 seconds). Shoot from range.
**Screamer**: 80 HP, summons 6 standard zombies in 10 seconds. Kill fast.
**Juggernaut**: 1,500 HP, 40 damage per slam. Use 3 pipe bombs or a .50 cal sniper rifle.
**Plague Zombie**: 150 HP, inflicts 5% plague per hit. Common in plague hearts.
**Blood Plague Zombie**: 200 HP, inflicts 15% plague per hit. Appears only near Blood Plague Hearts.
**Behemoth** (new): 2,500 HP, 50 damage, charges through vehicles. Weakness: fire. 3 molotovs kill it.
**Tactical note**: Ferals are the #1 killer in my playthroughs. Always carry a shotgun with slugs for ferals—two headshots drop them.
**Military Truck**: Best for long hauls and scavenging. Fuel-efficient and durable.
**Outrider**: Risky but fast for supply runs. One hit from a feral and it's wrecked.
**Personal pick**: The Sedan is underrated. Good balance of speed, slots, and fuel economy. I use it for 90% of missions.
**Leader**: +10 morale if you have a Sheriff leader.
**Decorations**: +5 per poster or painting (max 3).
**Daily Rations**: +5 if food surplus is >5.
### Resource Efficiency
**Food**: 1 survivor eats 1 food per day. A Garden Level 1 feeds 3.
**Materials**: Use for repairs. A Workshop Level 2 repairs vehicles at 50% cost.
**Ammo**: Craft 10 rounds for 1 component at Workshop Level 2.
**Meds**: A Clinic Level 2 heals injuries for 2 meds each.
**Warning**: Don't recruit more than 8 survivors until you have a Level 3 Garden. I hit 10 survivors and ran out of food in 3 days.