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Outposts are safe havens away from your base, allowing you to switch characters and resupply. They can also provide daily Resources or other benefits.

About Outposts

Outposts are essential assets for your community's survival. Every Outpost have the following in common:

  • A safe zone with a radius of 65m around the Outpost, not allowing zombies to spawn in the vicinity,
  • a Locker to deposit and withdraw items, and
  • the ability to switch characters when you're there.

With the remote Lockers you're able to access the same items you already deposited at your base or other Outposts. Because of this, they make looting much easier since you don't have to travel home any time your Backpack gets full. Rucksacks must be brought back to your current Home Site despite having these Lockers, because they can only be deposited into your Storage.

As for switching characters, it has the same perks as the remote Locker. If your character gets hurt or tired you don't have to travel back home to switch to someone else to carry on with your endeavours.

Most locations can be made into an Outpost. Claiming Outposts will cost you some Influence and an Outpost Slot. Depending on the Outpost's type, the cost can vary, however, each Outpost takes up only one Slot. Some outpost types will also have daily upkeep costs. Claimed Outposts can also be abandoned if you don't need them anymore. 60% of the Outpost's cost and the Outpost Slot will be refunded when doing so (only 40% if the Community Difficulty is on Nightmare or Lethal).

Outpost Slots are mainly provided by your Command Center and its Facility Mods. By playing Daybreak you can also get +1 Slot by recruiting a Red Talon Contractor with the Hacking Quirk Skill. When playing Heartland you can also get +1 Slot by recruiting IzzBee and turning her into a Hero. The maximum amount of Outposts you can have is 7 in Campaign and 8 in Heartland.

Since Update 28 the locations you claim as an Outpost will be tidied and lit up.

There are 12 Outpost types in the game. You can see more infromation about each type below. Since Update 25 we also have Landmark Outposts. Check out their own separate page to find out more.

Simple Outposts

Simple Outposts only provide the things mentioned in the previous section. They're only useful if you really need an Outpost quickly and will probably abandon it afterwards.

In-game description: At an outpost, we can swap active characters and access our supply locker in relative safety.

Claiming Requirements:

  • 250 Influence (125 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • None

Passive Effects:

  • None

Outpost Locations:

Espresso Stand Outposts

Espresso Stand Outposts provide your community with a morale bonus, allow you to learn or improve your survivors' Cooking skills, and let you craft Shots of Espresso using food.

Note: The Learn Cooking Outpost Action is not available in Heartland.

In-game description: Boosts morale and crafts fatigue-postponing consumables. Also allows us to learn or improve Cooking skills by spending influence.

Claiming Requirements:

  • 275 Influence (138 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Cooking
  • Make Espresso

Passive Effects:

  • Morale Bonus (+3 Morale) (+10 in Heartland)

Outpost Locations:

Food Outposts

Food Outposts provide you with some Food per day. The amount it provides depends on your game's Community Difficulty. Can be upgraded. Upgraded Food Outposts provide more food and allow you to learn or improve your survivors' gardening skills.

Note: Food Outposts can't be upgraded in Heartland.

Food Outpost 1

Provides Food each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Food Outpost 2 (+Food Income, Learn Gardening)

Passive Effects:

  • Food Collection (+1 Food Per Day) (+1.5 in Green and Nightmare, +2 in Lethal Zone)

Outpost Locations:

Food Outpost 2

Provides double the baseline outpost Food income. We can also learn or improve the Gardening skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / 3 / 4 / 5 Materials
  • 1 Labor

Outpost Actions:

  • Learn Gardening
  • Upgrade: Food Outpost 3 (+Food Income)

Passive Effects:

  • Improved Food Collection (+2 Food Per Day) (+3 in Green and Nightmare, +4 in Lethal Zone)

Food Outpost 3

Provides three times the baseline outpost Food income. We can also learn or improve the Gardening skill by spending influence.

Upgrade Requirements:

Outpost Actions:

  • Learn Gardening

Passive Effects:

  • Maximum Food Collection (+3 Food Per Day) (+4.5 in Green and Nightmare, +6 in Lethal Zone)

Meds Outposts

Meds Outposts provide you with some Meds per day. Can be upgraded. Upgraded Meds Outposts provide more meds and allow you to learn or improve your survivors' medicine skills.

Notes:

Meds Outpost 1

Provides Meds each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Meds Outpost 2 (+Meds Income, Learn Medicine)

Passive Effects:

  • Meds Collection (+1 Meds Per Day)

Outpost Locations:

Meds Outpost 2

Provides double the baseline outpost Meds income. We can also learn or improve the Medinice skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / 3 / 4 / 5 Materials
  • 1 Labor

Outpost Actions:

  • Learn Medicine
  • Upgrade: Meds Outpost 3 (+Meds Income)

Passive Effects:

  • Improved Meds Collection (+2 Meds Per Day)

Meds Outpost 3

Provides three times the baseline outpost Meds income. We can also learn or improve the Medicine skill by spending influence.

Upgrade Requirements:

Outpost Actions:

  • Learn Medicine

Passive Effects:

  • Maximum Meds Collection (+3 Meds Per Day)

Ammo Outposts

Ammo Outposts provide you with some Ammo per day. Can be upgraded. Upgraded Ammo Outposts provide more Ammo and allow you to learn or improve your survivors' chemistry skills.

Note: Ammo Outposts can't be upgraded in Heartland.

Ammo Outpost 1

Provides Ammo each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Ammo Outpost 2 (+Ammo Income, Learn Chemistry)

Passive Effects:

  • Ammo Collection (+1 Ammo Per Day)

Outpost Locations:

Ammo Outpost 2

Provides double the baseline outpost Ammo income. We can also learn or improve the Chemistry skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / 3 / 4 / 5 Materials
  • 1 Labor

Outpost Actions:

  • Learn Chemistry
  • Upgrade: Ammo Outpost 3 (+Ammo Income)

Passive Effects:

  • Improved Ammo Collection (+2 Ammo Per Day)

Ammo Outpost 3

Provides three times the baseline outpost Ammo income. We can also learn or improve the Chemistry skill by spending influence.

Upgrade Requirements:

Outpost Actions:

  • Learn Chemistry

Passive Effects:

  • Maximum Ammo Collection (+3 Ammo Per Day)

Materials Outposts

Materials Outposts provide you with some Materials per day. Can be upgraded. Upgraded Materials Outposts provide more Materials and allow you to learn or improve your survivors' craftsmanship skills.

Note: Materials Outposts can't be upgraded in Heartland.

Materials Outpost 1

Provides Materials each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Materials Outpost 2 (+Materials Income, Learn Craftsmanship)

Passive Effects:

  • Materials Collection (+1 Materials Per Day)

Outpost Locations:

Materials Outpost 2

Provides double the baseline outpost Materials income. We can also learn or improve the Craftsmanship skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / 3 / 4 / 5 Materials
  • 1 Labor

Outpost Actions:

  • Learn Craftsmanship
  • Upgrade: Materials Outpost 3 (+Materials Income)

Passive Effects:

  • Improved Materials Collection (+2 Materials Per Day)

Materials Outpost 3

Provides three times the baseline outpost Materials income. We can also learn or improve the Craftsmanship skill by spending influence.

Upgrade Requirements:

Outpost Actions:

  • Learn Craftsmanship

Passive Effects:

  • Maximum Materials Collection (+3 Materials Per Day)

Fuel Outposts

Fuel Outposts provide you with some Fuel per day. Can be upgraded. Upgraded Fuel Outposts provide more Fuel and allow you to learn or improve your survivors' mechanics skills.

Note: Fuel Outposts can't be upgraded in Heartland.

Fuel Outpost 1

Provides Fuel each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Fuel Outpost 2 (+Fuel Income, Learn Mechanics)

Passive Effects:

  • Fuel Collection (+1 Fuel Per Day)

Outpost Locations:

Fuel Outpost 2

Provides double the baseline outpost Fuel income. We can also learn or improve the Mechanics skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / 3 / 4 / 5 Materials
  • 1 Labor

Outpost Actions:

  • Learn Mechanics
  • Upgrade: Fuel Outpost 3 (+Fuel Income)

Passive Effects:

  • Improved Fuel Collection (+2 Fuel Per Day)

Fuel Outpost 3

Provides three times the baseline outpost Fuel income. We can also learn or improve the Mechanics skill by spending influence.

Upgrade Requirements:

Outpost Actions:

  • Learn Mechanics

Passive Effects:

  • Maximum Fuel Collection (+3 Fuel Per Day)

Safehouse Outposts

Safehouse Outposts provide +2 Beds for your community. They're a great alternative of the Sheltered Beds and Outdoor Beds facilities.

In-game description: Provides two beds.

Claiming Requirements:

  • 400 Influence (200 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • None

Passive Effects:

  • Two Beds (+2 Beds)

Outpost Locations:

Radio Outposts

Radio Outposts reduce the cooldown of your radio commands by 20%. They also allow you to learn or improve your survivors' Computers skills.

Note: The Learn Computers Outpost Action is not available in Heartland.

In-game description: Reduces cooldowns on radio options by 20%. Allows us to learn or improve the Computers skill by spending influence.

Claiming Requirements:

  • 400 Influence (200 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Computers

Passive Effects:

  • Signal Booster (-20% Most Radio Cooldowns)

Outpost Locations:

Artillery Outposts

Artillery Outposts unlock you the Artillery Strike Radio Command, allowing you to mark an area where you want to request a barrage to wipe out any threat.

In-game description: Provides artillery strikes over the radio.

Claiming Requirements:

  • 500 Influence (250 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • None

Passive Effects:

  • Artillery Strikes (Radio Unlocks: Artillery Strike)

Outpost Locations:

Water Outposts

Water Outposts provide water for all of your facilities and a morale bonus for your community. They also allow you to learn or improve your survivors' Utilities skills.

Note: The Learn Utilities Outpost Action is not available in Heartland.

In-game description: Provides base-wide water so long as we have fuel (consumes 1 fuel per day). Allows us to learn or improve the Utilities skill by spending influence.

Claiming Requirements:

  • 1000 Influence (500 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Utilities

Passive Effects:

  • Water Supply (Base-wide Water; requires Fuel in Storage)
  • Morale Bonus (+1 Morale)
  • Daily Fuel Cost (-1 Fuel Per Day)

Outpost Locations:

Power Outposts

Power Outposts provide power for all of your facilities and a morale bonus for your community. They also allow you to learn or improve your survivors' Utilities skills.

Notes:

In-game description: Provides base-wide power so long as we have fuel (consumes 2 fuel per day). Allows us to learn or improve the Utilities skill by spending influence.

Claiming Requirements:

  • 2000 Influence (1000 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Utilities

Passive Effects:

  • Power Supply (Base-wide Power; requires Fuel in Storage)
  • Morale Bonus (+5 Morale)
  • Daily Fuel Cost (-2 Fuel Per Day)

Outpost Locations:

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