
Getting a plot
- You start as a Hobo at Lenny’s motel and store loot at the Bar.
- Find a settlement that a player owns — you can’t claim land in an unowned district.
- Rent a plot there. Since Nov 4, Tier 1 settlements and land rentals cost documents instead of cash.
- You’re now a Settlement Resident: your own base, base businesses, new Shipments, selling at the Sales Center, cheaper contraband (power pyramid).
What a base does
- Storage for money, cargo and valuables (much more than the Bar).
- Respawn point when you die.
- Production: farms, warehouses, laboratories, contraband — Kefir “massively increased” base business profits on Nov 4. See how to make money.
- Laundering desk: turn dirty cash into money nobody can steal; its capacity was “massively increased” on Nov 4.
- Garage for more cars, helipad if you find a helicopter, and a lift to swap car modules without visiting a repair shop.
Building is item-based
Every structure and object — houses, fences, farms, garages, safes, racks, workbenches, vises, garden beds, cooking pots — is placed from your inventory. You buy them or find them in loot (or in someone else’s bag). Workbenches upgrade with modules. The main building starts with only a laptop, a first-aid kit and some cabinets.
What you can buy depends on your home territory’s level: higher-level districts unlock better criminal contacts (map).
Raids and defence
| Attackers need | You can use |
|---|---|
| Breach decoders — not sold in shops | Security / defensive modules on structures |
| A loot-only, extremely rare item to wipe a base entirely | Raid alerts for you and your allies |
| A clan nearby — “allies can hold off raiders better than any defence module” | |
| Looking poor — so you’re “a waste of rare breaching tools” |
Even after a raid: laundered cash is safe and surviving structures can be rebuilt. Car trunks are another story — anyone can lockpick yours anywhere in the city.
Everything here resets at the weekly wipe.