Once you've returned from a mission, your work is not done. For starters, you should unload your backpack and all the swag you found, if any, into the Base Inventory. The Base Inventory works just like opening a container found around town, only besides yourself, you can select survivors from the bottom of the screen to see their personal inventory, so you can not only unload their packs, but to load them up with anything they, or you for that matter, might need on the next mission. Underneath the Base Inventory are indicators of how much food and medicine you have — food in particular is critical, as hunger reduces morale, and should it drop low enough, a survivor might decide to take their chances and slip away in the night.
While back at the base, you can also have a detailed look at your collection of survivors. Personal details, their skills, and even their backstory of fighting to stay alive in Piety. The middle of the screen is your list of survivors, which displays their general Health, Morale and Hunger. It will also list their assigned task, if they have one, which you can set by highlighting a survivor from the list, and then selecting from one of their capabilities, which are displayed underneath.
Their vital statistics, character statistics, and backstory are displayed along the left side of the screen after you select a survivor from the list.
Injuries heal incrementally overnight, but you can also assign survivors with the appropriate medical skills to attend to them, just as you'd assign someone to build a barricade. Medical supplies aid in this process as well, so finding some and having them on hand is important.
This assigns the survivor to build a Barricade that you have placed in your Fort (see below for more info). This task uses the Carpentry skill, with a higher skill getting more work completed in a day then a survivor with a lower or non–existent skill. Power Tools will also speed up this task.
This assigns the survivor to build a particular Trap that you have placed in your Fort. This task can use any or all of the following skills (depending on the particular trap): Carpentry, Electrical, Mechanical and Metal-Working skills, with a higher skill getting more work completed in a day than a survivor with a lower or non–existent skill. Power Tools will also speed up this task. Each trap requires a certain amount of skill put into it before it can be completed. so a trap might need 50 electical points and 130 carpentry. this means that the builders have to generate a total of 50 electrical points and 130 carpentry before the trap is complete. so to help complete traps more quickly try and assign people who have higher building skills based on what the trap does/is made of.
This assigns the survivor to act as a Doctor. This task uses the Medicine skill. The higher the skill the more healing can be had and a larger number of patient can be tended to. By providing medical aid, other survivors can be healed by the Doctor by up to 10 health each day. There can only be one Doctor per Fort and Doctors cannot heal themselves. Doctors also have twice the success rate of healing than nurses do. Doctors use up 2 medical units per patient.
This assigns the survivor to act as a Nurse. This task uses the First Aid skill. The higher the skill the more healing can be had and a larger number of patient can be tended to. By providing first aid, other survivors can be healed by the Nurse by up to 5 health each day. There can only be one Nurse per Fort and Nurses cannot heal themselves. Nurse have half the success rate of a doctor. Nurses use up 2 medical units per patient.
This assigns the survivor to the raiding party with Ben. If assigned to go out on an away mission, survivors (other than Ben) cannot perform any other task that day.
This assigns the survivor to repair the Base generator, which degrades with use. This task uses the and Mechanical skills, with a higher skill getting more work completed in a day then a survivor with a lower or non–existent skill. to repair a generator, it needs to get 50 mechanical points.
This assigns the survivor to Upgrade a Barricade that has been placed in your Fort and already been completed. This task uses the Carpentry and Metal-Working skills, with a higher skill getting more work completed in a day then a survivor with a lower or non–existent skill. Power Tools will also speed up this task.
Also between missions, you can enter into your base to run around in, via the Fort tab in the Base Manager, but it's not just for kicks. This is where you can set up where you'd like barricades created, traps set, and windows boarded over. In the top right of the screen are some icons for Barricades, Traps, and Survivor placement.
Click on any fort construction task in the survivor window to see how many points of carpentry, mechanical, metal-working, electrical, etc. progress required to complete the construction. This way you will know which skills are needed for a particular construction — especially traps.
Move to an area where you'd like a barricade placed and select the Barricade button. You will get to choose the type of barricade as well as it's size and strength. A small barricade is quicker to build, but easier for zombies to crawl over or bash down. Larger barricades are harder for zombies to overwhelm, but take longer to build and ultimately that means you can't build as many before the Big Fight.
Once you've selected a barricade, a phantom version will appear, allowing you to maneuver it around until it is exactly where you want it, then click to confirm its placement. A work area will now appear, to let you know where you've ordered barricade. Once placed, you can now assign survivors to work on these barricades from the Survivor page in the Base Manager.
There are 3 levels of barricade. All barricades have the same amount of HP, 200, the only difference between them is the time it takes for a zombie to climb over it.
climb time = 5 seconds
required work = 100 carpentry
climb time =10 seconds
required work = 130 carpentry, 65 metal working
climb time = 20 seconds
required work = 160 carpentry, 130 metal working
While out scavenging the world, you may find some odd items, items which can't feed you. Or defend you, for that matter? Or can they?
Placing these supplies into the Base Inventory will give you access to them, and if you have enough of a certain type, you can order the construction of a trap. Just as with barricades, you enter you Fort through the Base Manager, move to where you'd like to set a trap, and using the Trap button at the top right of the screen, select the trap you'd like placed.
Some traps are like barricades, and you can maneuver around as you prefer, and some require particular positions – like say at a door – and will snap into place as you move near. Once placed, you can return to the Base Manager and assign survivors to build it.
for a list of traps and what it takes to build them, check the traps page.
When the final battle erupts, everyone should have a position. This might be locked in the relative safety of a jail cell or backroom, or it might be defending a particular doorway. Regardless of what you have in mind, you can dictate these placements by entering the Fort through the Base Manager, and pressing the Survivor button from the top right of the screen, near the Trap and Barricade buttons. Remember, the Team Order of Gather will bring them running from this position, so use it carefully, and maybe move away from that All Gather button for now.