Why base building is Kenshi's mid-game turning point
For a long time in Kenshi you are a wanderer — surviving, trading, training, and avoiding fights. Building a base is the moment that changes, turning a mobile squad into a settled, self-sufficient operation with its own gear, food and income. It is one of the game's most rewarding pursuits, but it is also one of its most dangerous, because a base is a fixed target that the world will come to attack. Done well, settling down compounds your power; done carelessly, it invites raids that wipe out everything you have built. Understanding location, research, self-sufficiency and defense is what separates a thriving outpost from a smoking ruin.
The unifying idea is that a base is a commitment, not a convenience. Every benefit it provides comes with the responsibility of defending it, so the smart approach is to plan the whole thing — where, what, and how you will hold it — before you lay the first foundation.
A base draws raids. The more valuable and exposed it is, and the more hostile the surrounding factions, the more often and harder you will be attacked. Plan defense from the very start rather than bolting it on after your first raid.
Choosing a location
Location is the single most important base decision, because it determines your resources, your defensibility and how much trouble you attract. You want resources nearby — ore for crafting, water and fertile ground for farming — so you are not constantly hauling from elsewhere. You want terrain that is easy to wall off and defend, ideally with natural chokepoints. And you want to weigh isolation against danger: a remote spot draws less faction attention but leaves you on your own, while settling near towns, allies or trade routes adds convenience and income at the cost of more frequent raids. Scout candidate sites thoroughly before committing, because moving a base later is painful.
The best location is the one that matches your goals: a quiet, resource-rich corner for a peaceful self-sufficient outpost, or a bolder spot near conflict if you intend to fight. Decide what you want the base to be, then pick the ground that supports it.
Research, production and self-sufficiency
Once settled, research drives everything. A research bench, fed with resources and books, unlocks a technology tree that gates better buildings, production, equipment and defenses, so prioritising research early is how you climb from crude shacks to a capable outpost. With tech in hand, you build production chains: mining ore, smithing weapons and armour, processing crops into food, and crafting trade goods. The goal is self-sufficiency — farming suited to your biome (including hydroponics indoors), a reliable water source, and enough production to feed, equip and fund your squad without constant trips to town. A self-sufficient base is both a fortress and an economic engine, turning your squad's labour into steady power.
| Pillar | What it provides | Priority |
|---|---|---|
| Location | Resources, defensibility, safety | Decide first — it shapes everything |
| Research | Tech for buildings, gear, defense | Early — gates all progression |
| Farming / production | Food, gear, income, self-sufficiency | Core — reduces dependence on towns |
| Defense | Survival against raids | Mandatory — build before you are attacked |
Defending your base
Defense is not optional in Kenshi — a base attracts raids from factions and beasts, and an undefended outpost is a death trap. The fundamentals are walls and gates to control how attackers approach, funnelling them into chokepoints where your defenders and turrets can concentrate fire. Position trained fighters to hold those points, keep turrets manned, and maintain medics and supplies so a raid is something you weather rather than a catastrophe. Crucially, match your defenses to your location: settling near a hostile faction means frequent, tougher raids that demand serious fortification, while a remote base may face lighter, less frequent threats. Build your defenses before the first raid, not after, because the world will not wait for you to be ready.
The mindset is to treat every wall, gate and defender as part of the base's core function, not an afterthought. A base that produces well but cannot hold is a liability; one that is both productive and defensible is the engine that carries your run into the late game.
Start small and defensible, then expand. A compact, well-walled base you can actually defend beats an ambitious sprawl that raids tear apart. Once your outpost is secure and productive, your trained squad — see our Kenshi combat guide — can use it as a springboard for anything. New to the game? Begin with the beginner guide, and pick a race that suits your plans with the races tier list.