Picking the right POI to settle into can save thousands of resources in the first week. The trade-off is always the same: defensibility, loot proximity, biome difficulty, and Trader access. This guide ranks five POI categories that work as starter or mid-game bases, the strengths and weaknesses of each, and what you'd build to convert them. POI category names are vanilla 7D2D types — your specific RWG seed determines which exact instance you find.
LandClaimSize=41) covers most small-to-medium POIs — see Security & Land Claims.Trade-off: POIs spawn with bedrolls / sleeper volumes that respawn on quest reset. If you base in a POI, you give up the ability to use it as a quest reward (a Trader Clear quest on "your base" will trigger sleepers inside).
Forest-biome staple. Small footprint, low building cost to convert, easy roof access.
| Strengths | Weaknesses |
|---|---|
| Small enough to fully secure on Day 1; flat roof for farm plots and solar. | Single thin wall; no horde-base path-control without significant building. |
| Garage area for a workshop bench layout. | Visible from roads — wandering hordes will find you. |
| Frequent vanilla loot containers (toolboxes, brass spawns). | Limited footprint for mid-game expansion. |
Best for: first 5–10 days, before you commit to a permanent base.
Concrete-walled compound POIs found in harder biomes. Built defensively from the start.
| Strengths | Weaknesses |
|---|---|
| Concrete walls have meaningful block hardness — survives Day 14 horde with minimal reinforcement. | Wasteland Game Stage scaling spawns Ferals and Radiateds early. |
| Compact interior — easy to clear and resecure. | Far from Trader hubs; daily logistics cost. |
| Multiple defensible levels. | Indoor air quality (in Wasteland) means more food/water cost from biome debuffs. |
Best for: mid-to-late game players who can survive higher biome difficulty.
Concrete construction, vehicle bay, tower with elevation. One of the most flexible mid-game bases.
| Strengths | Weaknesses |
|---|---|
| Dual-purpose: garage holds vehicles, tower gives sightlines for Blood Moon defense. | Mid-tier POIs have respawning sleeper volumes — quest-reset wipes your modifications if you reset the POI. |
| Multiple stories add path-control complexity for AI. | Larger surface area means more wall to reinforce. |
| Often near intersections — easy Trader runs. | Visible landmark for griefers on PvP servers. |
Best for: small-to-medium PvE communities who want a single shared base.
Multi-story, deep loot, brutal cleared-state cost. The endgame "I'll never need to scavenge again" base.
| Strengths | Weaknesses |
|---|---|
| Top floors offer height that AI struggles with — you're effectively unreachable to many zombie types. | Sleeper volumes throughout — full clear takes hours and resets on quest reset. |
| Massive container density across all floors. | Big footprint = more chunks loaded around your base = more server load and risk of chunk-load stalls. |
| Stairwell choke points are AI-pathfinding goldmines. | Game Stage at the time you attempt clearing matters — too low and you can't survive top floors. |
Best for: experienced groups, post-Day-21, with T4/T5 weapons and Game Stage 100+.
Quiet life. Plenty of flat ground for agriculture and outbuilding construction.
| Strengths | Weaknesses |
|---|---|
| Wide flat fields → maximum farm plots, expansion room. | Wood/log construction by default — needs full upgrade to cobble or concrete before Blood Moon viability. |
| Low local zombie density (Forest spawns are gentle). | Often far from Traders and POI clusters — high travel time per quest. |
| Pretty. Genuinely a nice quality-of-life choice for long-cadence runs. | Wandering hordes can roll over wood fences trivially. |
Best for: roleplay-leaning solo or duo runs, low-difficulty servers, server admins who want a quieter co-op feel.
Whichever POI you pick, the same conversion sequence applies:
BedrollDeadZoneSize=15) prevents zombie spawns inside your living area.