Facilities

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* Parking Area
* Radio Room

* Medical Area
* Sleeping Area
* Work Area
* Watch Tower

Required skills
* Construction
* Medicine
* Chemistry
* Tattoo Artist

* Cooking Area
* Dining Area
* Garden Area
* Generator
* Latrine
* Library
* Storage Area
* Training Area

Required skills
* Research
* Fitness Guru
* Cooking
* Counseling
* Horticulture

(Passive) Allows access to Outposts and the Radio Assistance Menu.

(Passive) **Medivac**: Allows for the evacuation of survivors.
(Passive) **Supply Drop**: Allows for supply drop intervals. (New weapons can be ordered in along with any of the five core resources.)
**Mess Hall**

(Passive) **Mise En Place**: Protects against Food Contamination.
* (Passive) **Mess Officer**: +10 Vitality for everyone. Allows the preparation of feasts.

**Barracks**

(Passive) **Beds**: Provides +8 beds.
(Passive) **Good Night's Sleep**: Increases soldiers' Stamina by +10 (MUST HAVE A BED FOR EVERYONE)
**Ops Centre**

* (Passive) **Base Command**: 100% increased wits experience. Allows organization of the squad's mission Tactics (i.e. setting up supply lines, searching for survivors, zombie hunting, etc.).
* (Passive) **Intelligence Officer**: +300% research speed in crafting options.

**Supply Depot**

{Passive) **Storage Space**: +40 Food, Ammo, Medicine, Fuel and Materials capacity.
(Passive) **Requisition Officer**: Dramatically reduces supply consumption and degradation.
#### Snyder Trucking Warehouse

**Warehouse Storage**

(Passive) +30 Food, Ammo, Medicine, Fuel and Materials capacity.
**Warehouse Lockers**

(Passive) Beds: Provides +8 beds.
(Passive) Good Night's Sleep: Increases eveyone's stamina by 10 (MUST HAVE A BED FOR EVERYONE)
### **Others**

* Outposts: These are not technically facilities and not inside the homesite, but have significant role in defending it and improve ease of exploring.
* Busted RVs: These must be found, repaired and refueled to escape. (*Breakdown-only*.)

## Radio Area

*"Radios allows us to communicate with other survivors and to influence them for favors or support."*

### Radio Room

Requirements
* All Home Sites have this facility by default.

Facility bonuses
* **Commmand Center**: If we work together, we'll find a way to survive. *(Allows access to Radio Assistance.) REQUIRES RADIO OPERATOR*
* **Radio Operator**: Coordinating actions by radio.

Available actions
* **Offer Shelter to Survivors** (100 Influence, 20 minute cooldown): Attempt to make contact with new group of survivors.
* **Ask About Materials Cache** (20 Influence, 10 minute cooldown): Ask about an area that has MATERIALS.
* **Ask About Medicine Cache** (20 Influence, 10 minute cooldown): Ask about an area that has MEDICINE.
* **Ask About Ammunition Cache** (20 Influence, 10 minute cooldown): Ask about an area that has AMMUNITION.
* **Ask About Food Cache** (20 Influence, 10 minute cooldown): Ask about an area that has FOOD.
* **Ask About Fuel Cache** (20 Influence, 10 minute cooldown): Ask about an area that has FUEL.

Radio Assistance from survivors
* **Call For Scavengers**: 10 Influence. HOME: Calls in scavengers to collect resources and useful gear from current location.
* **Establish Outpost**: 50 Influence. HOME: Creates an Outpost in the building you are currently standing in.
* **Relocate Home Base**: 100 Influence. HOME:
* **Call For Backup**: 50 Influence. SHERIFF PARSONS: Brings in a SWAT team to help you for a couple minutes.
* **Sharpshooting**: 75 Influence.
* **Death From Above**: 50 Influence
* **Vehicle Delivery**: 100 Influence.
* **Construction Advice**: 200 Influence. QUENTIN BARNES: Completes current build and upgrade facility actions.
* **Medical Advice**: 10 Influence. DOC HANSON: Restores your maximum vitality.
* **Words of Inspiration**: 5 Influence.
* **Words of Encouragement**: 5 Influence.

## Work Area

*"We could make the things we need to fight zombies instead of having to scavenge for everything."*

##### Basic Workshop

Requirements
* 5 Building Materials
* 1 Survivor
* 10 Influence
* 15 minutes build time

Facility bonuses
* (Passive) **Dedicated Work Area**: Automatically repair and reinforce weapons each day.
* (Passive) **Construction Expertise**: +100% construction rate. *REQUIRES TOOLS EXPERT.*

Available actions
* **Upgrade to Real Workshop** (25 Materials, 50 Influence, 15 Minutes).
* **Remove Basic Workshop**: Free up this space for something else. (1min:0s)

##### Real Workshop

Requirements
* 15 Building Materials
* 2 Survivors
* 50 Influence
* 15 minutes build time

Facility bonuses
* (Passive) **Weapon Maintenance**: Automatically repair and reinforce weapons each day.
* (Passive) **Real Workshop**: Automatically Repair Body and Tire damage for vehicles parked overnight.
* (Passive) **Construction Expertise**: +100% construction rate. *REQUIRES TOOLS EXPERT.*

Fabrication options
* **Make Suppressor**: Creates a couple homemade supressors. (Creates 2 Homemade Suppressors: 30 shots). *(Costs: (1 Material, 5 Influence, 30 minutes)*
* **Make Firecracker**: Creates a few homemade firecrackers. *(Costs: 1 Ammunition, 5 Influence, 5 minutes)*
* **Make Flame Fougasse**: Creates a few homemade firetraps. *(Costs: 1 Fuel, 5 Influence, 15 minutes)*

Available actions
* **Upgrade to Machine Shop** (40 Materials, 100 Influence, 15 minutes) *REQUIRES TOOLS EXPERT*
* **Upgrade to Munitions Shop** (40 Materials, 100 Influence, 15 minutes) *REQUIRES CHEMISTRY EXPERT*
* **Remove Real Workshop**: Free up this space for something else. (1min:0s)

##### Machine Shop

Requirements
* *TOOLS EXPERT*
* 40 Building Materials
* 3 Survivors
* 100 Influence
* 15 minutes build time

Facility bonuses

* (Passive) **Weapon Maintenance**: Automatically repair and reinforce weapons each day.
* (Passive) **Real Workshop**: Automatically repair Body and tire Damage for vehicles parked overnight. *REQUIRES PARKING AREA*
* (Passive) **Power Tools**: Automatically repair body, engine and tire damage. Replace lost bumpers and doors.
* (Passive) **Construction Expertise**: +100% construction rate. *REQUIRES TOOLS EXPERT.*

Fabrication options
* **Make Suppressor**: Creates a couple homemade supressors. (Creates 2 Homemade Suppressors: 30 shots). *(Costs: (1 Material, 5 Influence, 30 minutes)*
* **Make Firecracker**: Creates a few homemade firecrackers. *(Costs: 1 Ammunition, 5 Influence, 5 minutes)*
* **Make Flame Fougasse**: Creates a few homemade firetraps. *(Costs: 1 Fuel, 5 Influence, 15 minutes)*

Available actions
* **Commerce: Machine Shop Access**: Can trade access to Munitions Shop for +3 ammo from other enclaves. *(Duration: 90 minutes)*
* **Remove Machine Shop**: Free up this space for something else. (1min:0s)

##### Munitions Shop

Requirements
* *CHEMISTRY EXPERT*
* 40 Building Materials
* 3 Survivors
* 100 Influence
* 15 minutes build time

Facility bonuses
* (Passive) **Weapon Maintenance**: Automatically repair and reinforce weapons each day.
* (Passive) **Real Workshop**: Automatically repair Body and tire Damage for vehicles parked overnight. *REQUIRES PARKING AREA*
* (Passive) **Chemistry Equipment**: Allows the creation of explosives.
* (Passive) **Chemistry Expertise**: Prevents explosives mishaps. *REQUIRES CHEMISTRY EXPERT.*

Fabrication options
* **Make Suppressor**: Creates a couple homemade supressors. (Creates 2 Homemade Suppressors: 30 shots). *(Costs: (1 Material, 5 Influence, 30 minutes)*
* **Make Firecracker**: Creates a few homemade firecrackers. *(Costs: 1 Ammunition, 5 Influence, 5 minutes)*
* **Make Flame Fougasse**: Creates a few homemade firetraps. *(Costs: 1 Fuel, 5 Influence, 15 minutes)*
* **Make Whistling Box Mine**: Creates a few homemade mine traps. *(Costs: 1 Ammunition, 5 Influence, 5 minutes)* *REQUIRES LIBRARY.*
* **Make Steel Pipe Bomb**: Creates a few pipe bombs. *(Costs: 1 Ammunition, 5 Influence, 5 minutes)* *REQUIRES A MUNITIONS SHOP*
* **Make Chemical Incendiary**: Creates a few homemade firetraps. *(Costs: 1 Fuel, 5 Influence, 15 minutes)* *REQUIRES LIBRARY AND MEDICAL LAB.*

Available actions
* **Commerce: Munitions Shop Access**: Can trade access to Munitions Shop for +3 ammo from other enclaves. *(Duration: 90 minutes)*
* **Remove Munitions Shop**: Free up this space for something else. (1min:0s)

## Sleeping Area

*"A sleeping area helps combat Sleep Deprivation... The more people we have, the more sleeping space we need."*

##### Set Up Basic Sleeping Area

Can be upgraded to a Bunkhouse with actual beds.

Requirements
* 5 Building Materials
* 1 Survivor
* 10 Influence
* 10 minutes build time

Facility bonuses
* **Cots and Futons**: Provides no beds, but gives a 50% chance of preventing sleep deprivation.

Available actions
* **Upgrade to Bunkhouse**
* **Remove Basic Sleeping Area**: Free up this space for something else. (1min:0s)

##### Bunkhouse / Barrack

Requirements
* 15 Building Materials
* 2 Survivors
* 25 Influence
* 30 minutes build time

Facility bonuses
* **Beds**: Provides +8 beds.
* **Good Night's Sleep**: Increases eveyone's stamina by 10. *MUST HAVE A BED FOR EVERYONE*

Available actions
* **Remove Bunkhouse**: Free up this space for something else. (1min:0s)

## Medical Area

*Having a medical area increases the chance of recovering from injuries and illnesses each day.*

##### Basic Medical Area

Requirements
* 10 Building Materials
* 1 Survivor
* 20 Influence
* 30 minute build time

Facility bonuses

* **Free Health Care**: +10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day.
* **Get Matching Tatoos**: +20% Morale for Community members. *REQUIRES TATTOO ARTIST*
* **Medical Professional**: +20% Recovery Chance. *REQUIRES TRAINED HEALER*

Available actions

* **Upgrade to Infirmary**
* **Remove Basic Medical Area**: Free up this space for something else. (1min:0s)

##### Infirmary

Requirements
* 10 Medicine
* 25 Building Materials
* 2 Survivors
* 50 Influence
* 30 minute build time

Facility bonuses

* **Quality Health Care**: +10 Max Vitality for everyone. 30% Recovery Chance form injury/illness each day.
* **Get Matching Tatoos**: +50% Morale for Community members. *REQUIRES TATTOO ARTIST*
* **Medical Professional**: +20% Recovery Chance. *REQUIRES TRAINED HEALER*

Available actions

* **Upgrade to Medical Lab** *REQUIRES LIBRARY*
* **Remove Infirmary**: Free up this space for something else. (1min:0s)

##### Medical Lab

Requirements
* *LIBRARY*
* 10 Medicine
* 50 Building Materials
* 3 Survivors
* 100 Influence
* 60 minute build time

Facility bonuses

* **Quality Health Care**: +10 Max Vitality for everyone. 45% Recovery Chance form injury/illness each day.
* **Get Matching Tatoos**: +100% Morale for Community members. *REQUIRES TATTOO ARTIST*
* **Medical Professional**: +20% Recovery Chance. *REQUIRES TRAINED HEALER*
* **Medical Advisor**: Health care background.
* **Lab Equipment**: Allows manufacture of painkillers and stimulants.

Fabrication options

* **Make Mild Stims** (1 medicine, 10 influence, 10 minites): Creates a few homemade chemical mild stims.
* **Make Potent Stims** (2 medicine, 10 influence, 10 minites): Creates a few homemade chemical potent stims. *REQUIRES LIBRARY*
* **Make Homemade Painkillers** (5 medicine, 10 influence, 10 minites): Creates a few homemade painkillers s. *REQUIRES LIBRARY*
* **Make Chemical Incendiary** (1 medicine, 1 fuel, 10 influence, 10 minites): Creates a few homemade chemical incendiaries. *REQUIRES LIBRARY*

Available actions

* **Commerce: Medical Access**: Provides access to medical services for +3 ammo from other enclaves. (Duration: 90 minutes)
* **Remove Medical Lab**: Free up this space for something else. (1min:0s)

## Training Area

*"A training area improves physical fitness and gives us a place to hone combat skills".*

##### Basic Exercise Area

Requirements
* 10 Building Materials
* 1 Survivor
* 25 Influence
* 15 minutes build time

Facility bonuses

* (Passive) **Exercise Area**: +10 Stamina for everyone.
* (Passive) **Fitness Guru**: Prevents injuries. Allows establishment of a Fitness Regimen. *REQUIRES FITNESS EXPERT.*

Available actions

* **Fitness Regimen** (3 Food, 25 Influence, 10 minutes): An additional +10 Stamina for everyone. *REQUIRES FITNESS EXPERT. (Duration: 2 hours, Cooldown: 3 hours)*
* **Upgrade to Dojo** (35 Materials, 100 Influence, 30 minutes)
* **Remove Exercise Area**: Free up this space for something else. (1min:0s)

##### Dojo

Requirements
* 20 Building Materials
* 2 Survivors
* 50 Influence
* 30 minutes build time

Facility bonuses

* (Passive) **Exercise Area**: +20 Stamina for everyone.
* (Passive) **Fitness Guru**: Prevents injuries. Allows establishment of a Fitness Regimen. *REQUIRES FITNESS EXPERT.*

Available actions

* **Fitness Regimen** (3 Food, 25 Influence, 10 minutes): An additional +10 Stamina for everyone. *REQUIRES FITNESS EXPERT.* *(Duration: 2 hours, Cooldown: 3 hours)*
* **Remove Exercise Area**: Free up this space for something else. (1min:0s)
* **Commerce: Training Access**: - Can trade access to Dojo for +3 ammo from other enclaves. *(Duration: 90 minutes)*

## Cooking Area

*"Having a clean area for food improves health and protects against illness."*

##### Basic Cooking Set

Requirements
* 5 Building Materials
* 1 Survivor
* 10 Influence
* 15 minutes build time

Facility bonuses

* **Mise En Place**: Protects against Food Contamination.

Available actions

* **Cook a Big Meal**: (3 Food, 5 Influence, 30 minutes.) +20 Max Vitality for everyone. (Duration: 2 hours, Cooldown: 3 hours)
* **Upgrade to Kitchen** (?)
* **Remove Basic Cooking Set**: Free up this space for something else. (1min:0s)

##### Kitchen / Mess Hall

Requirements
Facility bonuses

* **Mise En Place**: Protects against Food Contamination.
* **Good Cook**: +10 Vitality for everyone. Allows the preparation of feasts. (Need someone who really knows how to cook, though.) *REQUIRES A GOOD COOK.*

Available actions

* **Cook a Big Meal**: (3 Food, 5 Influence, 30 minutes.) +20 Max Vitality for everyone. (Duration: 2 hours, Cooldown: 3 hours)
* **Prepare a Feast** (3 Food, 10 Influence, 30 minutes.) +20 Max Vitality and +10 Max Stamina for everyone. High likelihood of needing special ingredients. *REQUIRES A GOOD COOK. (Duration: 2 hours, Cooldown: 3 hours)*
* **Remove Kitchen**: Free up this space for something else. (1min:0s)

## Storage Area

*"Would increase our storage capacity for all the key survival resources (Food, Medicine, Building Materials, Ammunition, and Fuel)."*

##### Basic Storage

Requirements
* 20 Building Materials
* 1 Survivor
* 50 Influence
* 30 minutes build time

Facility bonuses

* (Passive) **Storage Space**: +20 Food, Ammo, Medicine, Fuel and Materials capacity.

Available actions

* + **Upgrade to Food Storage** (25 Materials, 25 Influence, 30 minutes)
* **Remove Basic Storage**: Free up this space for something else. (1min:0s)

##### Food Storage

Requirements
* 20 Building Materials
* 2 Survivors
* 50 Influence
* 30 minutes build time

Facility bonuses

* {Passive) **Storage Space**: +30 Food, Ammo, Medicine, Fuel and Materials capacity.

Available actions

* **Try Preserving Some Food** (10 Food, 15 Influence, 3 Days) We should do some experiments with food preservation. Pickling, salting, smoking, canning. So many things to try. REQUIRES SOME EXPERIMENTATION.
* **Upgrade to Refrigerated Storage** (?)
* **Remove Food Storage**: Free up this space for something else. (1min:0s)

##### Refrigerated Storage / Supply Depot

Requirements
* 20 Building Materials
* 3 Survivors
* 50 Influence
* 30 minutes build time

Facility bonuses

* {Passive) **Storage Space**: +40 Food, Ammo, Medicine, Fuel and Materials capacity.
* (Passive) **Refrigeration**: Dramatically reduces food spoilage and food poisoning.

Available actions

* **Food Preservation** (10 Food, 15 Influence, 3 Days): Protects against spoilage.
* **Remove Refrigeration**: Free up this space for something else. (1min:0s)

## Garden Area

*"A garden would let us grow some of our food instead of always having to scavenge."*

##### Basic Garden

Requirements
* 25 Building Materials
* 1 Survivor
* 50 Influence
* 30 minute build time

Facility bonuses

* **Harvest**: 6 daily rations of food per day.
* **Green Thumb**: Produces higher yields of food. *REQUIRES PLANT EXPERT*

Available actions

* **Upgrade to Green House**: *REQUIRES LIBRARY*
* **Remove Basic Garden**: Free up this space for something else. (1min:0s)

##### Green House

Requirements
* *LIBRARY*
* 50 Building Materials
* 2 Survivors
* 100 Influence
* 1 hour build time

Facility bonuses

* **Harvest**: 9 daily rations of food per day.
* **Green Thumb**: Produces higher yields of food. *REQUIRES PLANT EXPERT*
* **Commerce: Train Outsiders**: Can train different groups of survivors for +3 ammo from other enclaves. (Duration: 90 minutes)

Available actions

* **Remove Green House**: Free up this space for something else. (1min:0s)

## Reference Area

*"We should start gathering books and put together a reference area."*

##### Basic Reading Area

Requirements
* 5 Building Materials
* 1 Survivor
* 10 Influence
* 15 minutes build time

Facility bonuses

* **Store of Knowledge**: "By sharing knowledge, we all improve our wits faster." (100% increased wits experience.)

Available actions

* **Upgrade to Library**:
* **Remove Reference Area**: Free up this space for something else. (1min:0s)

##### Library / Ops Centre

Requirements
* 20 Building Materials
* 2 Survivors
* 100 Influence
* 30 minutes build time

Facility bonuses

* **Store of Knowledge**: "By sharing knowledge, we all improve our wits faster." (100% increased wits experience.)
* **Scientific Principles**: +300% research speed. *REQUIRES GOOD RESEARCHER*

Advanced research options
* **Research Greenhouse Gardening** (1 food, 1 material, 10 influence, 4 hour duration): Improves food yields from gardens. *REQUIRES A GARDEN AREA*
* **Research Biodiesel** (10 Food, 10 influence, 4 hour duration): Allows for the conversion of food to homemade fuel. *REQUIRES A STORAGE AREA*
* **Research Box Mine** (1 ammo, 1 material, 10 influence, 4 hour duration): Unlocks ability to create homemade land mines. *REQUIRES A MUNITIONS SHOP*
	+ **Research Whistling Box Mine** (1 ammo, 1 material, 50 influence, 4 hour duration): Unlocks ability to create homemade whistling land mines. *REQUIRES A MUNITIONS SHOP*
* **Research Hand Grenade** (1 ammo, 1 material, 10 influence, 4 hour duration): Unlocks ability to create homemade grenades. *REQUIRES A MUNITIONS SHOP*
	+ **Research Steel Pipe Bomb** (1 ammo, 1 material, 50 influence, 4 hour duration): Unlocks ability to create homemade steel pipe bombs. *REQUIRES A MUNITIONS SHOP*
* **Research Chemical Incendiaries** (1 fuel, 50 influence, 4 hour duration): Unlocks ability to create homemade chemical incendiaries. *REQUIRES A MEDICAL LAB AND A MUNITIONS SHOP*
* **Research Potent Homemade Stims** (1 medicine, 1 material, 50 influence, 4 hour duration): Unlocks ability to create more effective homemade stimulants. *REQUIRES A MEDICAL \*\* **Research Potent Homemade Painkillers** (1 medicine, 1 material, 50 influence, 4 hour duration): Unlocks ability to create more effective homemade painkillers.* REQUIRES A MEDICAL LAB

Available actions

* **Commerce: Library Access**: Can trade access to library for +3 ammo from other enclaves. *(Duration: 90 minutes)*
* **Remove Library**: Free up this space for something else. (1min:0s)

## Dining Area

*"Eating together can help reduce discord within the community and maintain cleanliness.*

Requirements
* 40 Building Materials
* 2 Survivors
* 50 Influence
* 15 minutes build time

Facility bonuses

* **Family Meals**: Reduces discord. Protects against vermin.

Available actions

* **Remove Dining Area**: Free up this space for something else. (1min:0s)

## Watch Tower

*"Something to protect our perimeter. Having a watch tower increases the safe area around our home."*

##### Basic Watch Tower

Requirements
* 15 Building Materials
* 1 Survivor
* 5 Influence
* 1 hour build time

Facility bonuses

* **Lookout**: Having someone up here should help keep the zeds at bay. *REQUIRES GUARD DUTY*
* **Guard Duty**: Keeping an eye out for trouble.

Available actions

* **Snipe Zombies**: (1 Ammunition, 5 Influence, 1 minute) We can extend the safe area around our home with a little sharpshooting.
* **Upgrade to Shooting Platform** (25 Materials, 25 Influence, 30 minutes.) *REQUIRES REAL WORKSHOP*
* **Remove Watch Tower**: Free up this space for something else. (1min:0s)

##### Shooting Platform

Requirements
* *REAL WORKSHOP*
* 25 Building Materials
* 2 Survivors
* 25 Influence
* 30 minutes build time

Facility bonuses

* **Lookout**: Having someone up here should help keep the zeds at bay. *REQUIRES GUARD DUTY*
* **Guard Duty**: Keeping an eye out for trouble.

Available actions

* **Snipe Zombies** (1 Ammunition, 5 Influence, 1 minute): We can extend the safe area around our home with a little sharpshooting.
* **Shooting Practice** (3 Ammunition, 25 Influence, 10 minutes): Raise shooting skill for the whole community. *REQUIRES SHOOTING EXPERT. (300% increased shooting experience; Duration: 2 hours, Cooldown: 3 hours)*
* **Commerce: Train Outsiders**: Can trade access to Munitions Shop for +3 ammo from other enclaves. *(Duration: 90 minutes)*
* **Remove Shooting Platform**: Free up this space for something else. (1min:0s)

## Parking Area

*A facility used to park vehicles in. Vehicles parked in a parking space are repaired overnight if there is a workshop constructed.*

##### Basic Parking

Requirements
Facility bonuses

* (Passive) **Parking Space**: Space for one car. (Cars left here overnight will be repaired a bit if we have a Workshop!)
* (Passive) **Auto Repair**: Cars left here overnight will be repaired and fortified. *REQUIRES MACHINE SHOP*

Available actions

* **Upgrade to Auto Garage** (25 Materials, 25 Influence, 30 minutes.)

##### Auto Garage

Requirements
Facility bonuses

* (Passive) **Parking Space**: Space for one car. (Cars left here overnight will be repaired a bit if we have a Workshop!)
* (Passive) **Auto Repair**: Cars left here overnight will be repaired and fortified. *REQUIRES MACHINE SHOP*
* (Passive) **Chop Shop**: Modifies parked vehicles overnight. *REQUIRES TOOL EXPERT*