Base Upgrade Priority Guide
Maximize your camp's efficiency with the optimal building upgrade order. Every dollar and watt matters in the quarantine zone.
Base Upgrade System
Your quarantine camp consists of 9 upgradeable buildings. Each upgrade costs money and many require Generator power. Choosing the right upgrade order is critical — upgrading the wrong building first can leave you short on power, beds, or food when you need them most.
Recommended Upgrade Priority
Follow this order to maximize camp efficiency. Generator first — everything else depends on power.
Tier 1: Essential
Without these, your camp cannot function properly.
Generator
Powers everything. Without upgrades, you can't run other buildings. Always upgrade first.
Tents
More beds = more survivors processed per day. Directly impacts quota success.
Tier 2: High Priority
Critical for mid-game survival and efficiency.
Quarantine Cells
More cells = more suspects held simultaneously. Prevents forced premature decisions.
Security Tower
Better security = fewer escapes and incidents. Essential for camp stability.
Tier 3: Important
Significant quality-of-life and resource improvements.
Canteen + Hydroponics
Hydroponics produces 8 food/day, saving money on food purchases long-term.
Clinic + Pharma Generator
Pharma Generator produces 5 medkits/day. Reduces medkit shortage emergencies.
Tier 4: Late Game
Expensive but valuable for endgame optimization.
Checkpoint Detectors
Auto-detect contraband and symptoms. Saves inspection time in late game.
Defense Center
Ability Accelerator (-30% cooldown) and Soldiers help with drone defense waves.
Laboratory (Zombie Cage)
Zombie Cage costs $40,000 but is mandatory for late-game research. Save up.
All Buildings Detail
Complete upgrade paths, costs, and stats for every building in your camp.
Generator
Priority: HighestThe heart of your camp. Provides electricity to power all other buildings. Without sufficient power, buildings shut down.
| Level | Cost | Fuel | Power | Note |
|---|---|---|---|---|
| Level 1 | Free | 42 | 12W | Starting level |
| Level 2 | $1,500 | 60 | 20W | |
| Level 3 | $3,000 | 78 | 22W | |
| Level 4 | $5,000 | 96 | 32W | Big power jump |
| Level 5 | $8,000 | 120 | 27W | Max fuel capacity |
Add-on
Stores excess power for peak demand periods
Generates free 12W power during daytime. Reduces fuel consumption
Prioritize Generator upgrades above all else. A power shortage cascades into every other system.
Tents
Priority: Very HighProvides sleeping quarters for survivors. More beds means you can house more people and meet evacuation quotas.
| Level | Cost | Beds | Note |
|---|---|---|---|
| Level 1 | Free | 12 | Starting level |
| Level 2 | $1,000 | 15 | |
| Level 3 | $2,500 | 18 | |
| Level 4 | $5,000 | 21 | |
| Level 5 | $8,000 | 25 | Maximum capacity |
Upgrade Tents early. Running out of beds forces you to turn away survivors, hurting your quota.
Quarantine Cells
Priority: HighIsolation rooms for suspected infected individuals. More cells mean you can investigate multiple suspects without rushing decisions.
| Level | Cost | Capacity | Note |
|---|---|---|---|
| Level 1 | Free | 3 | Starting level |
| Level 2 | $1,500 | 4 | |
| Level 3 | $3,000 | 5 | |
| Level 4 | $5,000 | 6 | |
| Level 5 | $7,000 | 7 | Maximum capacity |
More quarantine cells mean more time to investigate. Rushed decisions lead to wrongful evacuations or missed infections.
Security Tower
Priority: HighProvides camp security and surveillance. Upgraded towers improve guard coverage and reduce incidents.
| Level | Cost | Effect | Note |
|---|---|---|---|
| Foundation | Free | Basic security presence | Starting level |
| Level 1 | $3,000 | Improved surveillance range | |
| Level 2 | $5,000 | Full camp coverage | Maximum level |
Security Tower Level 1 is a good early investment. Level 2 can wait until mid-game.
Canteen
Priority: MediumFeeds your camp population. More seats accommodate more diners. Hydroponics add-on provides free daily food.
| Level | Cost | Seats | Note |
|---|---|---|---|
| Level 1 | Free | 12 | Starting level |
| Level 2 | $2,000 | 20 | |
| Level 3 | $4,000 | 36 | Maximum capacity |
Add-on
Produces 8 food per day automatically
Hydroponics is an excellent investment. 8 free food per day pays for itself quickly.
Clinic
Priority: MediumMedical facility for treating injured and sick survivors. Pharma Generator produces medkits automatically.
| Level | Cost | Medkits | Note |
|---|---|---|---|
| Medical Tent | Free | 15 max | Starting level |
| Clinic | $3,000 | 25 max | Improved capacity |
| Pharma Generator | $6,000 | 5/day production | Auto-produces medkits |
The Pharma Generator is a mid-game priority. Producing 5 medkits/day eliminates most supply issues.
Checkpoint
Priority: Medium-LowEntry screening station. Detector upgrades automatically scan arriving survivors for contraband and symptoms.
| Level | Cost | Detects | Note |
|---|---|---|---|
| Base Checkpoint | Free | Manual inspection only | Starting level |
| Metal Detector | $2,000 | Metal contraband | |
| Gunpowder Detector | $1,500 | + Explosives | |
| Chemical Detector | $3,000 | + Chemical substances | |
| Rot Detector | $2,000 | + Biological decay | |
| Symptom Scanner | $4,000 | + Visible symptoms | Highest tier |
Checkpoint detectors save time but aren't urgent. Focus on core infrastructure first.
Defense Center
Priority: Medium-LowMilitary defense against zombie waves. Upgrades improve drone defense capabilities during attacks.
| Level | Cost | Effect | Note |
|---|---|---|---|
| 130mm Cannon | Free | Base defense weapon | Starting level |
| Ability Accelerator | $4,000 | -30% ability cooldown | Very useful |
| Soldiers | $5,000 | Additional ground defense units |
Ability Accelerator is great value at $4,000. Soldiers are nice but not essential.
Laboratory
Priority: SituationalResearch facility for identifying unknown symptoms. Zombie Cage enables advanced experiments but is extremely expensive.
| Level | Cost | Effect | Note |
|---|---|---|---|
| Laboratory | Free | Basic symptom research | Starting level |
| Zombie Cage | $40,000 | Advanced zombie research capability | Very expensive but mandatory late-game |
| Auto-Feeder | $10,000 | Automatically feeds contained zombies | Quality of life |
The Zombie Cage is the most expensive upgrade in the game. Start saving early if you plan to research all symptoms.
Resource Management Tips
Smart spending habits that keep your camp running smoothly.
Money Management
- Don't spend all your money on upgrades — keep a reserve of at least $5,000 for emergencies
- Generator upgrades always give the best return on investment
- Hydroponics ($3,000) and Pharma Generator ($6,000) pay for themselves over time
- Save $40,000 for the Zombie Cage by Day 15 if possible
Power Management
- Check your power consumption before upgrading buildings — new upgrades may require more watts
- Solar Panels ($10,000) provide free 12W power — excellent long-term investment
- Battery stores excess power — useful during night operations
- Turn off non-essential buildings during power shortages
Timing Your Upgrades
- Upgrade between quota days when pressure is lower
- Prioritize upgrades that directly impact the next quota
- Don't upgrade Checkpoint detectors before you have solid power and beds
- Defense Center upgrades should happen before difficult drone waves