Your compound at the start and how buildings unlock
A new account has 100 Fuel, 300 each of Wood, Metal and Cloth, 100 Water, 100 Food and 100 Ammo. The compound contains a Rally Flag, a Bed, your car (the Deathmobile) and 35 piles of Removable Junk, which you clear for resources, items and XP.
Almost every building asks for others first. The Workbench, the Engineering Bench and the Construction Yard are the usual gates: a building might need, for instance, Workbench level 2 and Engineering Bench level 1. Many also ask for a minimum level of your leader. Each building has a limit on how many you can own, and each upgrade costs more resources and time than the last. You can also move, repair, recycle (half of the resources come back) or cancel (you get back what you spent) a building.
The benches and the other General buildings
The Workbench costs 20 Wood and 20 Metal and builds in 4 seconds, and it has 5 levels. The Engineering Bench (1 hour, 7 levels) needs Workbench level 2, and the Construction Yard (4 hours, 5 levels) needs the Engineering Bench. The Weapons Bench and the Gear Bench build in 2 minutes each for 50 Wood, 50 Cloth and 50 Metal, have 17 levels and need Workbench level 2. The Medical Bench (2 minutes, 250 of each basic resource) crafts medical items.
The Recycler (10 levels) breaks items down in batches of up to 30, and the Incinerator, which needs leader level 15, disposes of them in batches. The Training Center (8 hours) is where a survivor can be given a new role. The Windmill and the Battery Array are prerequisites for other buildings: the Floodlight needs a Windmill, and the Wheel of Misfortune needs the Battery Array at level 3. The Radio Receiver, Radio Tower and Two-Way Radio need leader level 5, but you do not need them to use the chat.
Storage and production
Storage has 8 levels and you can own 3 of each kind. Food Storage and Water Storage hold 25 at level 1 and 400 at level 8. Wood, Metal and Cloth Storage hold 50 and 1,000, and Ammo Storage 100 and 300. With no storage at all the limit is 0 for food and water and 25 for the other resources, so build storage early.
Production buildings fill up over time and you have to collect what they make. The Vegetable Garden makes 1 Food per hour (capacity 4) at level 1 and 2.67 per hour (capacity 32) at level 6. The Water Collector makes 1 Water per hour (capacity 4) at level 1 and 4.17 per hour (capacity 50) at level 10. The Wood, Metal and Cloth Drop Offs make 10 per hour, with a capacity of 30 at level 1 and 60 at level 4, and the Ammo Drop Off makes 25 per hour with a capacity from 25 to 100. Each needs the matching storage at level 1 first.
Comfort and the arrival of survivors
Comfort buildings keep morale up and gate the arrival of new survivors. The Bed (you can own 10) builds in 30 seconds. The Shower needs leader level 5, the Outhouse level 7, the Kitchen level 10 and the Washing Station level 15, and the last two take 8 hours to build.
The arrivals ask for specific buildings. The fourth arrival wants 5 Beds, a Vegetable Garden and a Water Collector, all at level 2 or higher. The fifth wants 6 Beds at level 2, the sixth 7 Beds and an Outhouse, the seventh 8 Beds at level 3 or higher and a Shower, the eighth 9 Beds, and the ninth 10 Beds and a Kitchen. Each arrival also asks for days of food and water in reserve, from 2 days for the second to 12 for the ninth, and for comfort, security and morale thresholds.
Security, barricades and traps
The Rally Flag, the Small Barricade (10 minutes) and the Large Barricade (leader level 6) give your survivors defence posts. The Gate (level 7), the Compound Door (level 8), the Floodlight (level 10) and the Watchtower (level 12, 12 hours, needs Construction Yard 3) complete the Security category, and the two Barrier types need the Construction Yard.
Traps start with the Wire Trap and continue with the Ding Dong (leader level 9), the Scatterbomb (10), the Wheel of Misfortune (14) and the HERC Mine (50), plus decoys and stronger II and III versions of some. Be clear about what they do today: the compound is not attacked on a schedule. Security, barricades and traps count towards the security score that survivor arrivals and morale ask for, and the tutorial runs one guided defence.
Time, fuel and speed-ups
Build times grow quickly: a Medical Bench takes 2 minutes, an Engineering Bench 1 hour, a Construction Yard 4 hours, a Training Center 8 hours, a Watchtower 12 hours, and the Workbench takes 7 days to reach level 5. Speed Up lets you pay fuel to skip time: -1 hr, -2 hrs, HALF or COMPLETE. It is free when fewer than 5 minutes remain, and Build now or Upgrade now pays for the whole job. Visiting neighbours can also help shorten a construction.
Fuel is the premium currency. You begin with 100, and it also drops as loot: Bottle of Fuel gives 1, Container of Fuel 3 from zone level 5, Jerrycan of Fuel 5 from level 10 and Cans of Fuel 10 from level 15. One building, the F.U.E.L. Generator, unlocks at leader level 10 and makes 0.11 per hour (capacity 5) at level 1, rising to 0.76 per hour (capacity 35) at level 7. Donations are voluntary and the team delivers the thank-you fuel by hand after a ticket. Fuel cannot be bought in the game, and any site promising free fuel is fake.
A build order that works
One, the Workbench. Two, Food Storage and Water Storage. Three, upgrade the Workbench to level 2, which opens most doors. Four, Wood, Metal, Cloth and Ammo Storage, then 3 Beds for the next arrival. Five, a Vegetable Garden and a Water Collector, a Small Barricade and the Drop Offs. Six, the Engineering Bench and the Construction Yard, followed by the Weapons Bench, Gear Bench and Medical Bench. Seven, more Beds toward 10, with the Shower, Outhouse and Kitchen as your leader reaches levels 5, 7 and 10.
Keep the leader's level in mind: it opens the Large Barricade at 6, the Gate at 7, the Floodlight at 10, the Watchtower at 12 and the Incinerator at 15. Always check the requirements list in the build menu before you spend.
Buildings that do nothing yet
Two buildings can be built but have no function today. The Research Bench has no research system behind it, and the Alliance Banner waits for alliances, which are not available yet. The seasonal buildings, such as the Z-Mas Tree, need event items that no mission drops. Skip all of them.