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Settlement bonuses: where to put your base

All 10 districts, the 7 bonus buildings and the settlements where bonuses stack, with a pick for every playstyle.

Updated 15 Nov 20265 min readGame build 26615022
Short version
Map buildings give their bonus to every settlement on the cells next to them, usually 4 to 6 settlements, and bonuses stack. For a lab and contraband, go for Highlands #23 (Laboratory, Black Market, Arms Factory), or El Peso #16 if you want it cheaper. Growers want Highlands #29, or Rivertown #27 or #32 for a Bunker as well. For cheap guns and gear, take Fallrock #9 or #18. On a level-1 budget, settle next to an Arms Factory, Gear Factory or Bunker.

You need

Total: $160,000 for a level-1 spot. A level-2 spot with a Trailer costs $1,060,000 from scratch (both research fees, the title and the Trailer). Highlands costs at least $4,060,000, because you have to hold a level-2 plot before the level-3 title appears on your laptop.

The 10 districts

There are 10 districts around Looty Bay. Each has a level, a Sales Center in the middle, and lots of settlements. The level sets your laptop tier and the Sales Center bonus. Higher levels also mean tougher neighbours.

Districts, levels and Sales Center bonus
DistrictLevelLaptop tierSales CenterBonus buildings nearby
Rustvale1I+10%Arms Factory
Fairfield1I+10%Gear Factory, Bunker
Dustbow1I+10%Arms Factory, Gear Factory, Bunker
Redstone1I+10%Arms Factory
Lonford1I+10%Gear Factory, Bunker
Cascadas1I+10%Arms Factory, Gear Factory
Fallrock2II+20%Arms, Gear, Bunker, Checkpoint
Rivertown2II+20%Laboratory, Reservoir, Bunker
El Peso2II+20%Laboratory, Arms Factory, Checkpoint
Highlands (central)3III+30%Six of the seven (no Gear Factory), including the only Black Market

Only tenants of a district can sell at its Sales Center. Anyone can walk in, but outsiders can’t trade there.

Six of the ten districts are level 1, so that’s where most players start and where free spots go fastest early in a wipe. Fallrock, Rivertown and El Peso are the middle ground: tier II gear, a +20% Sales Center and fewer of the big clans than Highlands.

The seven bonus buildings

Settlement bonus buildings
BuildingBonus to neighboursCountWho wants it
LaboratoryWhole cooking cycle 20% faster (reactor, freezer, lab table)3Chem lab owners
Reservoir+50% chance of an extra harvest from a garden bed2Growers
Arms Factory−15% on all weapons at vendors7Anyone who buys guns
Gear Factory−10% on all equipment at vendors5Armor and bag buyers
Bunker+3 defense to the house, outbuildings and fence6Anyone who gets raided
Abandoned CheckpointDifferent settlement layout, ringed by a checkpoint3Groups who like one way in
Black MarketRepacking contraband at the Contraband Workbench pays more1Contraband repackers

Settlements where bonuses stack

Settlements with two or more bonuses
DistrictLevelSettlementBonuses
Highlands3#23Laboratory, Black Market, Arms Factory
Highlands3#29Reservoir, Black Market, Arms Factory
Highlands3#40Reservoir, Bunker
Highlands3#16Laboratory, Abandoned Checkpoint
Highlands3#22Laboratory, Abandoned Checkpoint
Rivertown2#27Reservoir, Bunker
Rivertown2#32Reservoir, Bunker
El Peso2#16Laboratory, Arms Factory
Fallrock2#9Arms Factory, Gear Factory
Fallrock2#18Arms Factory, Gear Factory
Fallrock2#41Abandoned Checkpoint, Bunker
Unconfirmed
Before you buy a title, check on your own state’s global map that the settlement you want really has these buildings next to it and a free spot.

How to pick, step by step

  1. Decide what the base is for. Pick one main business. Bonuses help one business a lot and the others not at all.
  2. Pick the cheapest level that unlocks your gear. The UV Lamp, the Chemical Reactor III and Unique Collections are tier III, so they need Highlands. Water Pumps, Reactor II, Small Houses and epic fuses are tier II.
  3. Match the building to the business using the recommendations below.
  4. Check the owner and the neighbours. The owner taxes your laundering and laptop buys. A settlement full of big, rich bases attracts raiders.
  5. Sign, place and fuse. Follow Renting your first plot and Base defense.

Recommendations by playstyle

  • Chem lab and contraband: Highlands #23. You get the 20% faster lab, better repack pay and cheaper weapons. Budget pick: El Peso #16.
  • Grow Room: Highlands #29 for the Reservoir, plus tier III for the UV Lamp. For better defense, Rivertown #27 or #32 (Reservoir and Bunker, but tier II).
  • Gun and gear buyer: Fallrock #9 or #18. You save 15% on weapons and 10% on equipment, plus a +20% Sales Center.
  • Raid-shy: anything next to a Bunker. +3 sounds small, but it’s 3 more uncommon Decoders on every structure. Highlands #40 also has a Reservoir.
  • New player: a level-1 settlement next to an Arms Factory, Gear Factory or Bunker. Dustbow has all three types.

What a bonus is worth

Bonus value examples
BonusExampleSaving or gain
Arms Factory −15%A weapon priced at $50,000$7,500
Gear Factory −10%Armor priced at $140,000$14,000
Bunker +3Trailer with no fuses: 5 → 8 defense+3 uncommon Decoders per structure
Laboratory 20%Reactor I run: 4 × 900 s = 60 min12 min saved per run
Sales Center +30%8 Gold Bars at $52,000$124,800

Sales Centers

Every district has one Sales Center, a three-cell hangar in the middle of the district. It buys loot with a bonus that depends on the district level: +10% at level 1, +20% at level 2, +30% in Highlands. Only tenants of that district can sell there, and access unlocks once you rent a plot. Pick a settlement close to your district’s center and you cut the riskiest part of every run, the drive from your base to a buyer.

On Harvest Bags the bonus is easy to see: a legendary bag goes from $8,000 to $10,400 in Highlands. On eight Gold Bars it’s $124,800.

Check the owner

You can only rent in a settlement with an owner, and that owner takes a percentage of everything you launder and buy on the laptop. Kefir raised the tax for level-2 and level-3 owners on 5 Nov. The exact rates haven’t been published.

  • Rent from your own clan where you can. The tax stays in the family, and the owner has a reason to defend the settlement.
  • Or buy your own. A level-1 Settlement Title costs $300,000 all in. You live free, collect rent and can’t lose the settlement before the wipe.
  • Look at the neighbours. Rich, heavily built bases draw raiders, and raiders passing through look at every plot nearby.

Moving later

Your first spot doesn’t have to be your last. Renting a new plot moves your whole base, structures and contents included, and frees the old one. The only block is a raid lock. So the usual path is a level-1 spot next to a useful building early in the week, then a move to a level-2 or Highlands settlement with the right bonus once you have the title money. Buy the new title, check the spot is still free, then sign.

Mistakes to avoid

  • Buying the title before checking spots. Popular stacked settlements fill first.
  • Settling for a bonus you don’t use. A Laboratory does nothing for a grower.
  • Jumping to Highlands too early. It costs $4,000,000+ to get there, and the competition is the toughest on the map.
  • Forgetting the Sales Center rule. You can only sell at your own district’s center.
  • Assuming a Checkpoint protects you. It changes the layout. It adds no defense points.