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{{Image wanted|reason=Most images are from Beta 18, where deadfall/spike traps could be placed adjacent to each other.}}
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{{Image wanted}}
 
{{TOCright}}
 
{{TOCright}}
  
 
{{for|strategies against threats|Defense tactics}}
 
{{for|strategies against threats|Defense tactics}}
  
Raids are frequent and numerous as enemies don't journey towards your base from their "camp" but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking everything else into account, whereas hostiles only attack.
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Raids are frequent and numerous as enemies don't journey towards your base from their "camp" but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking every thing else into account, whereas hostiles only attack.
  
 
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.
 
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.
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== Map features ==
 
== Map features ==
  
Before laying blueprints, first inspect the [[map]] for natural features that can work as defenses, such as [[water]] or a [[mountain]].
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Before laying blueprints, first inspect the natural features that can work as defenses, such as marshes, mountains and rivers.
 
 
  
 
=== Moats ===
 
=== Moats ===
  
Water or marsh tiles can be used as moats which will considerably slow down incoming [[Raiders]], giving you some time to shoot and soften the clash before engaging in melee [[combat]].
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Water or marsh tiles can be used as moats which will considerably slow down enemy advance, giving you some time to shoot and soften the clash.
  
[[File:Moats.png|600px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of spike traps.]]
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[[File:Moats.png|600px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of deadfall traps.]]
  
 
=== Rivers ===
 
=== Rivers ===
  
In maps with rivers or other bodies of water, you can build [[cover]], like [[sandbags]], on top of the water using a [[bridge]]. Funnelling enemies over the bridge can slow them down significantly while exposing them.
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In maps with rivers you can build bridges and then cover on top of it, and by funneling enemies into the river, you can slow them down significantly while exposing them.
  
 
=== Mountains ===
 
=== Mountains ===
  
Mountains (in [[Small hills]] or [[Large hills]] maps) that align with each other can become part of your defensive walls by filling the gap in-between. Mountainous maps, however, are better used by [[Mining]] in tunnels and caves or walling out a section surrounded by mountains.
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Mountains (in Small hills or Large hills maps) that align with each other can become part of your defensive walls by filling the gap in-between. Mountainous maps, however, are better used by digging in tunnels and caves or walling out a section surrounded by mountains.
 
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=== Map borders ===
 
=== Map borders ===
  
Pay attention when expanding towards the edges of the [[map]], as there's a boundary which your [[colonist]] can not build beyond that is only visible when the [[Structure]] tab is selected.
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Pay attention when expanding towards the edges of the map, as there's a boundary you can't build beyond that is only visible when the "Structure" tab is selected.
  
 
== Early-game defense ==
 
== Early-game defense ==
  
At the very beginning your most primitive [[security]] choices are [[spike trap]], [[sandbags]], and [[rock chunks]]. You will need to find a balance between these three to make the most out of the available materials without costing too much time. Analyze the terrain to find choke points, natural walls, and other features you can use to defend your colony.
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At the very beginning your most primitive security choices are deadfall traps, sandbags and stone chunks. You will need to find a balance between these three to make the most out of the available materials without costing too much time. Analyze the terrain to find choke points, natural walls, and other features you can use to defend your colony.
  
 
[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|400px|thumb|right|Stone chunks at the outer side to slow wildfires in tropical forest.]]
 
[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|400px|thumb|right|Stone chunks at the outer side to slow wildfires in tropical forest.]]
  
  
=== Rock chunk manipulation ===
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=== Stone chunk manipulation ===
  
From the start, much time will be spent [[Hauling]] [[rock chunks]], either to build or to open a [[Growing zone]], while gathering raw materials into a [[stockpile zone]]. As you move rock chunks around, you might as well create a [[Dumping stockpile zone]] on the outside of your wall, covering its width and expanding it further. This is a little help as [[fire]] prevention, since stone chunks will slow the spread of fires by preventing grass growth, thus naturally removing any flammables below. Fires can spread up to 4 tiles away, so this won't completely stop fires unless you put a thick enough line.
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From the start, it's very likely you will have to move stone chunks either to build or to open a growing zone, while gathering raw materials into a stockpile zone. As you move stone chunks around, you might as well create a Dumping stockpile zone on the outside of your wall, covering its width and expanding it further. This is a little help as fire prevention, since stone chunks will slow the spread of fires by preventing grass growth, thus naturally removing any flammables below. Fires can spread up to 4 tiles away, so this won't completely stop fires unless you put a thick enough line.
  
 
Performing this action can be time consuming, so just a single line covering your entire wall width would be a good start.
 
Performing this action can be time consuming, so just a single line covering your entire wall width would be a good start.
  
Your speed in this matter is greatly affected by the number of haulers available. [[Taming]] and [[training]] animals with Advanced training capabilities, such as a [[Husky]], allows the animals to do the hauling, while your colonists can focus on building other defensive structures. Taming hauling animals is also time and food consuming so you will need to allocate resources carefully rather than getting 20 pets right away.
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Your speed in this matter is greatly affected by the number of haulers available. It becomes faster if you can tame and train intelligent animals to do the hauling for you, allowing you to actually build defensive structures while the animals do this for you. Taming hauling animals is also time and food consuming so you will need to allocate resources carefully rather than getting 20 pets right away.
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=== Walls ===
 
=== Walls ===
  
An essential [[Structure]] to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if a colonist's [[Construction]] is high enough to keep the walls standing while enemies start to starve and become tired. Walls also protect from [[Carnivore]] attacks and a possible [[Manhunter pack]], which cannot reach colonists safely inside unless a colonist is seen passing through a [[door]], at which point the animal will attempt to break it down.
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An essential building to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if enough repairmen can keep the walls standing while enemies start to starve and become tired. Walls also protect from Predator attacks and Manhunter packs, which cannot reach colonists safely inside unless a colonist is seen passing through doors at which point they will attempt to break them down.
  
As raids become stronger, walls alone won't hold off raids, so prepare additional defenses behind them such as lines of [[Sandbags]], or funnel them through a chokepoint to engage in melee [[combat]].
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As raids become stronger, walls alone won't hold off raids, so prepare additional defenses behind them such as lines of sandbags, or funnel them through a chokepoint.
  
Many layers can be raised as you expand. Initially it is faster to build with [[wood]] but later on, they should be made of stone like [[granite blocks]] or [[limestone blocks]].. Placing several doors 15 to 25 tiles between each other allows multiple exits and the ability to flank enemies.
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Many layers can be raised as you expand. Initially it is faster to build with wood, but later on, they should be made of stone. Placing several doors 15 to 25 tiles between each other allows multiple exits and the ability to flank enemies.
  
 
If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire. <br> Double layer walls may seem more resistant protection but are discouraged as colonists cannot go out to repair the side that is being attacked, placing themselves in harm's way.
 
If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire. <br> Double layer walls may seem more resistant protection but are discouraged as colonists cannot go out to repair the side that is being attacked, placing themselves in harm's way.
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=== [[Cover]] ===
 
=== [[Cover]] ===
  
Cover is vital for firefights as it can block projectiles, reducing the amount of [[damage]] received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.
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Cover is vital for firefights as it can block projectiles, reducing the amount of damage received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.
  
 
However, static defenders behind cover are vulnerable to explosives, so be careful.
 
However, static defenders behind cover are vulnerable to explosives, so be careful.
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==== Sandbags and Barricades ====
 
==== Sandbags and Barricades ====
  
[[Sandbags]] and [[barricades]] are very efficient when placed wisely. Their protection is inferior to walls ({{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side. They are faster to build, and can be built from [[textiles]] (sandbags) or ordinary building material (barricades).
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Sandbags and barricades are very efficient when placed wisely. Their protection is inferior to walls (57% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side. They are faster to build, and can be built from textiles (sandbags) or ordinary building material (barricades).
  
 
Sandbags and barricades are a quick security measure when an extended wall would take many days to complete, as well as a fallback secondary defense when the perimeter is breached. It all depends in each game.
 
Sandbags and barricades are a quick security measure when an extended wall would take many days to complete, as well as a fallback secondary defense when the perimeter is breached. It all depends in each game.
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Walls are the most effective cover, providing up to 75% cover. However, this restricts your colonist's effective attack area, and single pillars are greatly affected by direction, making them unable to protect against projectiles fired diagonally.
 
Walls are the most effective cover, providing up to 75% cover. However, this restricts your colonist's effective attack area, and single pillars are greatly affected by direction, making them unable to protect against projectiles fired diagonally.
  
==== Rock chunks ====
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==== Stone chunks ====
  
[[Rock chunks]] are natural resources with 50% cover efficiency, weaker than constructed cover but still effective. Their placing is similar to sandbags only that it requires hauling to previously set dumping zone lines, instead of construction. Helpful if you have no one well skilled in [[construction]].
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Stone chunks are natural resources with 50% cover efficiency, weaker than constructed cover but still effective. Their placing is similar to sandbags only that it requires hauling to previously set dumping zone lines, instead of construction. Helpful if you have no one well skilled in construction.
  
=== Spike traps ===
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=== [[Spike trap]]s ===
{{Main|Spike trap}}
 
  
The only initially available defense that deals damage, is single use and needs careful placement. Common locations are in the corners of your base where enemies will likely make turns as well as narrow areas even outside your base that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked).  
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The only initially available defense that deals damage, is single use (rearmable and named as Deadfall trap in B18 and earlier) and needs careful placement. Common locations are in the corners of your base where enemies will likely make turns as well as narrow areas even outside your base that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked).  
  
When building spike traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly or else they are greatly slowed while trying to tiptoe through them, and may accidentally trigger one in the process. As such, putting them in a 1-wide corridor is not a good idea. A good way to harness this is a 2-wide corridor, with a spike trap, and then a fence next to it. friendlies will go over the fences, while enemies will walk through the traps.
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When building deadfall traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly or else they are greatly slowed while trying to tiptoe through them, and may accidentally trigger one in the process. As such, putting them in a 1-wide corridor is not a good idea.
  
 
Traps made of wood are highly flammable so its best to place them on rock or soil far from grass or trees, where wildfires won't waste them. Stone traps can't get burnt. Either can be destroyed by explosions so they shouldn't be placed right in front of your walls as grenadiers will blow them away altogether.
 
Traps made of wood are highly flammable so its best to place them on rock or soil far from grass or trees, where wildfires won't waste them. Stone traps can't get burnt. Either can be destroyed by explosions so they shouldn't be placed right in front of your walls as grenadiers will blow them away altogether.
  
Be aware that after subsequent game updates, you can no longer place spike traps adjacent to one another, as displayed below.  
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Be aware that after subsequent game updates, you can no longer place deadfall traps adjacent to one another, as displayed below.  
  
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
File:Trap_choke_14.jpg|'''Trap and fence passage'''
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File:Deadfall traps.png|'''Traps in a narrow passage'''
 
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''
 
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''
 
</gallery>
 
</gallery>
  
 
=== Clearing the area ===
 
=== Clearing the area ===
[[File:Wildfire clearing.png|500px|thumb|right|Intentional burning of a tropical rainforest to reduce any cover that raiders might use.]]
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[[File:Wildfire clearing.png|500px|thumb|right|Controlled burning of a tropical rainforest.]]
  
Once your basics had been covered, it's time to make improvements. On maps where flora is dense, it's best to clear the surroundings so that enemies won't have cover to fight, totally exposed to your fire. From the [[Orders]] tab, use the "[[Cut plants]]" order to remove [[trees]] and "[[Haul]]" to haul rock chunks away, gaining [[berries]] and wood in the process, and hastening any jobs at the [[Stonecutter's table]].
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Once your basics had been covered, it's time to make improvements. On maps where flora is dense, it's best to clear the surroundings so that enemies won't have cover to fight, totally exposed to your fire. Use the "Cut plants" order to remove trees and "Haul" to haul stone chunks away, gaining berries and wood in the process, and make your stonecutters walk around less.
  
 
Clearing the area also prevents fires from reaching your base. On the other hand, vegetation on [[Biomes#Temperate forest|temperate forests]] or [[Biomes#Tropical rainforest|tropical rainforests]] never cease growing, so an easy way to clear your surroundings is to do controlled burnings of the surroundings, doing the job faster than chopping and cutting. Burned trees only provide 20% cover.
 
Clearing the area also prevents fires from reaching your base. On the other hand, vegetation on [[Biomes#Temperate forest|temperate forests]] or [[Biomes#Tropical rainforest|tropical rainforests]] never cease growing, so an easy way to clear your surroundings is to do controlled burnings of the surroundings, doing the job faster than chopping and cutting. Burned trees only provide 20% cover.
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=== Bait furniture ===
 
=== Bait furniture ===
  
Attackers will destroy [[furniture]] if no colonists are in sight, and will sometimes even stop to destroy furniture if it is between them and the nearest colonist. They may smash items or set flammable things on fire (particularly crop fields).
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Attackers will destroy furniture if no colonists are in sight, and will sometimes even stop to destroy furniture if it is between them and the nearest colonist. They may smash items or set flammable things on fire (particularly crop fields).
  
 
Cheap wooden furniture such as a [[stool]] or [[table]] can be used as bait to lure enemies into a position where they can be more easily killed. It can also distract them by drawing a few attackers away from your base, which can help prevent your defenders from getting overwhelmed.
 
Cheap wooden furniture such as a [[stool]] or [[table]] can be used as bait to lure enemies into a position where they can be more easily killed. It can also distract them by drawing a few attackers away from your base, which can help prevent your defenders from getting overwhelmed.
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</gallery>
 
</gallery>
  
As a small added bonus, if your outdoor bait furniture consists of a table and stool, colonists completing work tasks far from your base may stop to eat there. This may help avoid the "Ate without table" negative [[thought]].
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As a small added bonus, if your outdoor bait furniture consists of a table and stool, colonists completing work tasks far from your base may stop to eat there. This may help avoid the "Ate without table" debuff.
  
 
{{clear}}
 
{{clear}}
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==== The "Fire Wall" ====
 
==== The "Fire Wall" ====
[[File:Cover_fire_wall.png|400px|thumb|right|Example of advanced cover using walls.<br> Colonists behind walls are enjoying full cover, with 75% of shots blocked. <br>Colonists behind sandbags are at half cover, with {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% of shots blocked.]]
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[[File:Cover_fire_wall.png|400px|thumb|right|Example of advanced cover using walls.<br> Colonists behind walls are enjoying full cover, with 75% of shots blocked. <br>Colonists behind sandbags are at half cover, with 57% of shots blocked.]]
 
An effective cover design is to alternate 2 walls and 1 sand bag. With this, you can have two defenders behind full cover firing out of one hole. The sandbags should be there mainly to soak fire coming from oblique angles; ideally, '''there shouldn't be anyone standing directly behind them''', otherwise stray fire directed at that colonist will easily hit others around him.
 
An effective cover design is to alternate 2 walls and 1 sand bag. With this, you can have two defenders behind full cover firing out of one hole. The sandbags should be there mainly to soak fire coming from oblique angles; ideally, '''there shouldn't be anyone standing directly behind them''', otherwise stray fire directed at that colonist will easily hit others around him.
  
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[[File:Cover removal or baiting.png|400px|thumb|right|Watch where enemies choose to hide and once the battle is over plan for the future.]]
 
[[File:Cover removal or baiting.png|400px|thumb|right|Watch where enemies choose to hide and once the battle is over plan for the future.]]
  
While sandbags already give you an advantage over raiders in terms of cover (55% vs 50% for stone chunks), removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide.
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While sandbags already give you an advantage over raiders in terms of cover (57% vs 50% for stone chunks), removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide.
  
Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. A [[sniper rifle]] has a [[range]] of 45 tiles, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.
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Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. Enemy snipers can shoot from up to 45 tiles away, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.
  
Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on [[Growing zone]] tiles, suitable for raiders to take cover behind.
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Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on growing zone tiles, suitable for raiders to take cover behind.
 
{{clear}}
 
{{clear}}
  
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'''Pros'''
 
'''Pros'''
* Cheap -- Wall materials are the only thing required to build a basic bunker, allowing for quick construction.
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*Cheap -- all it takes is whatever materials you use for the walls
* Simple -- Four walls and a few sandbag/barricade firing positions is all it takes to build an effective early-game defensive structure.
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*Simple -- just make a room and knock out holes for your shooters
* Upgrade-able and modular: Additional walls/rooms & defensive structures like turrets can improve the bunker’s capability.
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*Upgrade-able -- can add turrets and extend or fortify the bunker
* Full cover provides high defence for colonists.
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*Makes it hard for enemies to hit your colonists since they are behind full cover
** Full cover negates damage from explosions outside of the bunker, internal walls can negate explosives that enter the bunker.
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**Full cover also stops explosive damage if the explosion happened outside the wall -- additional walls can be built behind your shooters to take advantage of this
 
 
'''Cons'''
 
* Risk of encirclement: Enemies can surround your bunker and cut it off from your main base, overwhelming you.
 
* Static position: If not placed well, the bunker’s utility will be greatly decreased, and not all map types suit bunkers,.
 
* Continuous investment: In order for the bunker to remain useful into the mid and late-game, periodical upgrades will be required and will sap your resources unless you decide to abandon or repurpose the building.
 
* Hostile takeover: Enemies gaining control of your bunker(s) can prove dangerous as they can utilize the effective cover.
 
  
 
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.
 
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.
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==== Burning floors ====
 
==== Burning floors ====
You can build flammable floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a {{Bad|{{%|{{Q|Burned floor|Move Speed Factor}}}}}} movement factor, and will persist until removed.
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You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, and will persist until removed.
  
 
=== Traps ===
 
=== Traps ===
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==== Understanding A.I. ====
 
==== Understanding A.I. ====
  
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps. (Note: Recent updates have removed the ability for spike traps to be placed within 1 tile of each other in any of the four cardinal directions)
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Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps.
  
 
<center>[[File:Trap_choke.png|500px]]</center>
 
<center>[[File:Trap_choke.png|500px]]</center>
  
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot pass doors unless they destroy them first, or they are being held open.
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Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot open doors unless they destroy them first, or they are being held open.
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==== Trap memory ====
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Hostile factions can remember the tile location of your traps for a single quadrum, so long as any survivor manages to tell the tale by escaping the map. Factions keep this information to themselves and do not share with others. This is of course, once a trap has been triggered by someone walking over it only, causing them to attempt to avoid the tile in future attacks.
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They will still walk over known trapped tiles in order to get to you, if there are no other routes available.
  
 
==== Roof trap ====
 
==== Roof trap ====
This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use spike trap.
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This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use deadfall trap.
  
 
All you need to do is to erect 1 pillar made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the pillar, demolish it from a distance with long-range guns. You can remove the home area near the pillar to prevent colonists from repairing it, then damage it until it can be destroyed in 1 hit.
 
All you need to do is to erect 1 pillar made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the pillar, demolish it from a distance with long-range guns. You can remove the home area near the pillar to prevent colonists from repairing it, then damage it until it can be destroyed in 1 hit.
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4-tile wide strips of concrete, metal or stone tiles are capable of stopping the spread of fires. This can prevent many fires from reaching your base and burning it down. This is more important for plant-rich biomes with large amounts of flammable material.
 
4-tile wide strips of concrete, metal or stone tiles are capable of stopping the spread of fires. This can prevent many fires from reaching your base and burning it down. This is more important for plant-rich biomes with large amounts of flammable material.
  
You can build one surrounding your base, and divide the map into sections in order to control fires. You can also use them to separate crop fields such that a fire won't consume all your crops.
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You can build one surrounding your base (if you do, and divide the map into sections in order to control fires. You can also use them to separate crop fields such that a fire won't consume all your crops.
  
Keep in mind that building such amounts of floors usually requires huge amounts of building materials - if you have stone on hand it is better to build a perimeter wall out of stone instead, with the added advantage of fortifying defenses.
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Keep in mind that building such amounts of floors usually requires huge amounts of building materials- if you have stone on hand it is better to build a perimeter wall out of stone instead, with the added advantage of fortifying defenses.
  
 
==== Grazing animals ====
 
==== Grazing animals ====
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=== Turrets ===
 
=== Turrets ===
  
Turrets are automated defenses which shoot at enemies in range. There are three varieties; the [[mini-turret]], [[autocannon turret]] and [[uranium slug turret]] from 1.0 onwards, while in earlier versions there is only 1, the [[mini-turret]].
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Turrets are automated defenses which shoot at enemies in range. There are three varieties; the [[mini-turret]], [[autocannon turret]] and [[uranium slug turret]] from 1.0 onwards, while in earlier versions there is only 1, the [[improvised turret]].
  
 
In 1.1 all turrets received a great nerf to their firepower.
 
In 1.1 all turrets received a great nerf to their firepower.
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{{clear}}
 
{{clear}}
  
==== [[Mini-turret]] ====
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==== Mini-turret ====
  
 
Mini-turrets fire light bullets at enemies within its range.
 
Mini-turrets fire light bullets at enemies within its range.
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Building turrets out of [[Plasteel]] brings their health to 335 (up from 120), making them substantially more durable and slightly less flammable.
 
Building turrets out of [[Plasteel]] brings their health to 335 (up from 120), making them substantially more durable and slightly less flammable.
  
==== [[Autocannon]] ====
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==== Autocannon ====
  
 
Autocannons deal moderate damage and are long-ranged, but have an exclusion zone making them less effective against close enemies in the frontline.
 
Autocannons deal moderate damage and are long-ranged, but have an exclusion zone making them less effective against close enemies in the frontline.
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*Somewhat high cost per shot
 
*Somewhat high cost per shot
  
==== [[Uranium slug turret]] ====
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==== Uranium slug turret ====
  
 
A long-range turret that fires a high powered uranium slug.
 
A long-range turret that fires a high powered uranium slug.
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Turrets are most vulnerable to the following things:
 
Turrets are most vulnerable to the following things:
  
*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel mini-turret and leaving a plasteel one at less than half health.
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*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel improvised turret and leaving a plasteel one at less than half health.
 
*EMP stuns the turrets. Enemy EMP grenadiers can stun a turret for 20 seconds with each grenade, meaning they can constantly lock down multiple turrets, especially those put close together.
 
*EMP stuns the turrets. Enemy EMP grenadiers can stun a turret for 20 seconds with each grenade, meaning they can constantly lock down multiple turrets, especially those put close together.
*[[Smokepop pack]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped it can create a safe zone from turret harm.
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*[[Smokepop belt]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped it can create a safe zone from turret harm.
 
**This is a great issue in killboxes, where turret firepower is often concentrated, as an enemy that activates the belt will essentially be able to nullify a large portion of your defensive firepower.
 
**This is a great issue in killboxes, where turret firepower is often concentrated, as an enemy that activates the belt will essentially be able to nullify a large portion of your defensive firepower.
  
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=== Mortars===
 
=== Mortars===
{{Rewrite|section=1|reason=Not yet updated to reflect the increased accuracy now that [[Mortar Miss Radius Multiplier|MMRM]] stat exists}}
+
 
 
A [[mortar]] attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.
 
A [[mortar]] attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.
  
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Mortars also explode when damaged. Most of the time this isn't an issue, but if you're facing against a siege, an enemy mortar shell that scores a hit on your mortars can cause a chain reaction to rip apart your entire mortar emplacement, killing any crew manning it. To fix this, separate the mortars with high-HP walls that can survive at least 1 hit from an exploding mortar. Building mortars with plasteel also allows the mortar to survive a mortar hit, provided that the mortar shells don't explode.
 
Mortars also explode when damaged. Most of the time this isn't an issue, but if you're facing against a siege, an enemy mortar shell that scores a hit on your mortars can cause a chain reaction to rip apart your entire mortar emplacement, killing any crew manning it. To fix this, separate the mortars with high-HP walls that can survive at least 1 hit from an exploding mortar. Building mortars with plasteel also allows the mortar to survive a mortar hit, provided that the mortar shells don't explode.
  
Mortars can't fire at anyone within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage. It needs to be well-protected against intruders, for enemies that survive to come close to the mortars can wreak havoc on the helpless mortar crew, so you should pay attention and unassign the mortar crew to fight if necessary. It's best that you have your colonists standing guard outside, but if you need to you can always have a few pillboxes to defend the mortar base.
+
Mortars can't fire at anyone within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage. It needs to be well-protected against intruders, for enemies that survive to come close to the mortars can wreck havoc on the helpless mortar crew, so you should pay attention and unassign the mortar crew to fight if necessary. It's best that you have your colonists standing guard outside, but if you need to you can always have a few pillboxes to defend the mortar base.
  
 
Keep in mind that your landing mortar shells will blow up anything nearby, including things of yours that raiders don't commonly target, like conduits.  If your turret killbox relies on the power of remote geothermal plants and a mortar strikes nearby, it could break the conduit and cut the power to all of your turrets.
 
Keep in mind that your landing mortar shells will blow up anything nearby, including things of yours that raiders don't commonly target, like conduits.  If your turret killbox relies on the power of remote geothermal plants and a mortar strikes nearby, it could break the conduit and cut the power to all of your turrets.
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*[[EMP shell]]s are highly situational, yet are useful to warrant their use in every well-built defense (other than killbox-reliant ones). They don't deal any physical damage whatsoever, but are useful against some specific enemies. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others.
 
*[[EMP shell]]s are highly situational, yet are useful to warrant their use in every well-built defense (other than killbox-reliant ones). They don't deal any physical damage whatsoever, but are useful against some specific enemies. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others.
 
**They can stun mechanoids for 20 seconds, allowing your colonists to close in on them and concentrate fire, or even engage in melee safely. You can keep engaging the mechanoids as you wish when the shells land; you don't need to worry about the mortars injuring your soldiers (though you may want to keep an eye out for your shielded brawlers).
 
**They can stun mechanoids for 20 seconds, allowing your colonists to close in on them and concentrate fire, or even engage in melee safely. You can keep engaging the mechanoids as you wish when the shells land; you don't need to worry about the mortars injuring your soldiers (though you may want to keep an eye out for your shielded brawlers).
**They excel at dealing with [[shield belt]]s, instantly downing many at once. This can be helpful in preparing for a melee blocking or killbox defense.
+
**They excel at dealing with shields, instantly downing many at once. This can be helpful in preparing for a melee blocking or killbox defense.
**They can also shut down [[mech high-shield]]s {{RoyaltyIcon}} for 0.5 hours, giving you an window to send a barrage of high explosive shells to destroy whatever is inside.
 
 
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.
 
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.
  
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IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.
 
IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.
  
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or spike traps, so don't put too many close to each other.
+
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or deadfall traps, so don't put too many close to each other.
 
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.
 
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.
 
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.
 
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.
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== Killboxes ==
 
== Killboxes ==
[[File:Killzone.png|500px|thumb|right|An example of a killbox. [[Fence]]s spaced 1-tile apart slow enemies down. Barricades near the entrance prevent enemies from standing on the corner. Traps and fences allow colonists to pass unimpeded, but enemies will walk through the traps. Doors can be closed in case of [[manhunter]]s.]]
+
 
 +
[[File:Killzone.png|500px|thumb|right|An example of a killbox from an older version, with heavily trapped entryways and stone chunks to slow down enemy advance and force them into close range. Note that these stone chunks give enemy ample cover while they are moving in, which isn't beneficial to you, and that in later versions traps can not be placed this way.]]
  
 
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.
 
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.
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=== Building ===
 
=== Building ===
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well, away from your colonists' firing line and separated from each other by walls, in case they explode.
 
  
It's always best to double-wall the "receiving" end of your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood in from another direction, bypassing traps and overwhelming your defenders. This is especially true if you use explosives such as frag grenades or IED traps to kill incoming enemies.
+
It's best to double-wall your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood in from another direction, bypassing traps and overwhelming your defenders. This is especially if you use explosives such as frag grenades or IED traps to kill incoming enemies.
 +
 
 +
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well.
  
 
{{clear}}
 
{{clear}}
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</gallery>
 
</gallery>
  
Entryways should be long, but not too long, corridors with [[sandbag]]s or [[barricade]]s every second tile to slow enemies. Do not place a continuous line of sandbags or barricades, as pawns only slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not alternate with empty tiles like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED trap]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.
+
Entryways should be long, but not too long corridors with [[sandbag]]s or [[barricade]]s every two tiles to stagger enemies. Do not place a continuous line of sandbags or barricades, as pawns slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not stagger like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.
  
 
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.
 
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.
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<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.
 
File:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.
<!-- File:Trap_tunnel.png|Same entryway but with spike traps. Deals heavy damage to incoming raids but costs a lot to build. -->
+
<!-- File:Trap_tunnel.png|Same entryway but with deadfall traps. Deals heavy damage to incoming raids but costs a lot to build. -->
 
</gallery>
 
</gallery>
  
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=== Equipment ===
 
=== Equipment ===
Different equipment is necessary in different situations.  
+
Over time, killbox designs have gradually shifted from being up close and personal to having the entryway being much further away from the firing pawns. Different equipment is necessary in different situations.
 
+
==== Short-Range Killboxes ====
==== Short-range killboxes ====
 
 
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.
 
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.
  
* [[Chain shotgun]]s inflict extreme pain at killbox range, surpassing the DPS of every other weapon at short range or less.
+
*[[Chain shotgun]]s inflict extreme pain at killbox range, even surpassing the charge rifle in DPS if it makes its mark.
* [[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require large amounts of resources to craft ({{Required Resources|Minigun}}).
+
*[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require ridiculous amounts of resources to craft (20 components and 160 steel).
* [[Charge rifle]]s and [[heavy SMG]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.
+
*[[Charge rifle]]s, [[heavy SMG]]s, or [[assault rifle]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.
* Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.
+
*Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.
* Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.
+
*Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.
 
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.
 
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.
  
==== Long-range killboxes ====
+
==== Long-Rang Killboxes ====
 
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle "open to the field" while keeping the main 90 degree passage open to short range fire only.
 
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle "open to the field" while keeping the main 90 degree passage open to short range fire only.
  
* [[Charge rifle]]s are the best weapon{{Check Tag|Arguable}} for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.
+
*[[Charge rifle]]s are the best weapon for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.
* [[Heavy SMG]]s are excellent alternatives to charge rifles. Significantly cheaper but similarly skill friendly and with a solid DPS.  
+
*[[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy.
* [[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy. Higher skilled pawns are required to make use of their range however.  
+
*[[Heavy SMG]]s are excellent for low shooting skill pawns, albeit having a lower range. It has similar damage to the assault rifle, but is less accurate far away and has a much lower range than any of the three.
* [[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.
+
*[[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.
* Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.
+
*Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.  
  
 
=== Turrets ===
 
=== Turrets ===
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Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.
 
Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.
  
[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover, and the flames can destroy turrets easily. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.
+
[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover, and the flames can destroy turrets easiy. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.
  
 
Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. You can concentrate fire from your colonists on them, or keep [[psychic shock lance]]s and [[psychic insanity lance]]s near and use them if you see that they will not die fast enough.
 
Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. You can concentrate fire from your colonists on them, or keep [[psychic shock lance]]s and [[psychic insanity lance]]s near and use them if you see that they will not die fast enough.
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== Killhall ==
 
== Killhall ==
{{rewrite|section=1|reason=Largely similar to killboxes, should be merged with that section}}
 
 
Another possibility is to build a long corridor with traps, that can also be used shoot enemies from cover: a "killhall".
 
Another possibility is to build a long corridor with traps, that can also be used shoot enemies from cover: a "killhall".
  
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#* The "escape exit" has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.
 
#* The "escape exit" has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.
 
# "Slowing down" corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.
 
# "Slowing down" corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.
# "Shooting range" corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangement).
+
# "Shooting range" corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangment).
#* Above, the "escape exit" corridor, filled with spike traps (doors allow replacing traps without having to walk on them).
+
#* Above, the "escape exit" corridor, filled with spike traps (doors allow to replace traps without having to walk on them).
 
#* Below, the "entrance to the base", also filled with traps.
 
#* Below, the "entrance to the base", also filled with traps.
 
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.
 
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.
# "Entrance to the base" (or at the part that enemies are planning to reach), with wall corners at the end to use as shooting positions (in case some enemies reach this part).
+
# "Entrance to the base" (or at the part that enemies are planning to reach), with wall corners at the end to use as shooting positions (in case some enemies could reach this part).
 
# Human corpses walk-in fridge, to put the bodies after the battle and keep them away from the view of colonists, avoiding the "[[Mood#Observed corpse|observed corpse]]" debuff.
 
# Human corpses walk-in fridge, to put the bodies after the battle and keep them away from the view of colonists, avoiding the "[[Mood#Observed corpse|observed corpse]]" debuff.
 
#* It should be quite large, as enemy raids grow in size, and butchering humans should not be done every day, to avoid a permanent [[Mood#I butchered humanlike|I]]\[[Mood#We butchered humanlike|we butchered humanlike]] debuff (see the possible [[Human resources#Mitigation strategies|mitigation strategies]]). It can also hold the [[human leather]] stock, as it takes much space once butchering is done.  
 
#* It should be quite large, as enemy raids grow in size, and butchering humans should not be done every day, to avoid a permanent [[Mood#I butchered humanlike|I]]\[[Mood#We butchered humanlike|we butchered humanlike]] debuff (see the possible [[Human resources#Mitigation strategies|mitigation strategies]]). It can also hold the [[human leather]] stock, as it takes much space once butchering is done.  
#* This can also be a place where corpses are burned, if it is preferred to butchering.
+
#* This can also be a place where corpses are burned, if it is preferred to burchering.
 
# Human [[kibble]] factory, where [[human meat]] can be processed into kibble (that extends hugely its conservation time, can be sold, or fed to any animal).  
 
# Human [[kibble]] factory, where [[human meat]] can be processed into kibble (that extends hugely its conservation time, can be sold, or fed to any animal).  
 
# Repair stock, that holds the necessary materials to quickly repair the walls and the spike traps after an attack.
 
# Repair stock, that holds the necessary materials to quickly repair the walls and the spike traps after an attack.
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* Flooring should be put in place to keep the mood of the colonists high when they are in the area.
 
* Flooring should be put in place to keep the mood of the colonists high when they are in the area.
 
* Walls and flooring of the parts 2 and 5 doesn't matter, as colonists will very rarely go there, and there shouldn't be much fighting in these parts anyway.
 
* Walls and flooring of the parts 2 and 5 doesn't matter, as colonists will very rarely go there, and there shouldn't be much fighting in these parts anyway.
* Spike traps should be made out of [[steel]], as it has the best price-quality ratio for this device (nevertheless, steel is flammable in RimWorld, but here, traps are protected behind the walls and doors).
+
* Spike traps should be made out of [[steel]], as it has the best price-quality ration for this device (nevertheless, steel is flammable in Rimworld, but here, traps are protected behind the walls and doors).
* Accurate weapons should be preferred for colonists: the narrow corridor will be damaged unnecessarily if explosives are used, or weapons like [[shotgun]]s or [[minigun]]s (not to speak of their reduced range).
+
* Accurate weapons should be prefered for colonists: the narrow corridor will be damaged unnecessarily if explosives are used, or weapons like [[shotgun]]s or [[minigun]]s (not to speak of their reduced range).
* The hall should like an unobstructed path to enter the colony (i.e. no closed door between the outside and the inside of it), but the doors leading to it that will be used by colonists should be strong enough to deter attackers from trying to break them.
+
* The hall should like an unobstructed path to enter the colony (i.e. no closed door between the ouside and the inside of it), but the doors leading to it that will be used by colonists should be strong enough to deter attackers from trying to break them.
 
* The number of stone chunks in the way is also important: if there are not enough of them, fleeing enemies will just escape by the way they attacked and will not be led into the spike traps on the supposedly quicker escape route.
 
* The number of stone chunks in the way is also important: if there are not enough of them, fleeing enemies will just escape by the way they attacked and will not be led into the spike traps on the supposedly quicker escape route.
  
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=== 'The Purifier' ===
 
=== 'The Purifier' ===
  
This is a powerful way to burn a massive [[infestation]] to a crisp. Provided that the infestation have no direct access to map edges and unroofed areas.  
+
This is a powerful way to burn a massive [[infestation]] to a crisp.
  
To start, build a medium-sized room (approx. 5x5) with triple-thick stone walls, next to the infestation. Fill it with [[Straw matting]]s, and flammable objects such as wooden [[barricade]]s, it has good hp which means it will burn for longer and has high flammability, so it will catch fire quickly. Another alternative is to use tainted clothing.
+
To start, build a medium-sized room (approx. 5x5) with double-thick stone walls, next to the infestation. Build wooden floors, and fill it with flammable objects such as wood. To save wood, build a cheap wooden item such as [[stool]]s, then deconstruct on the spot and forbid the wood. That way colonists won't haul whole stacks of wood to burn, wasting them. Another alternative is to use tainted clothing.
  
After that, dig a 1-wide tunnel towards the infestation at night when the insects are sleeping. Finally, toss a Molotov into the room.  
+
After that, build a wood wall and wooden door between the room and the infestation and then dig a 1-wide tunnel towards the infestation. Finally, deconstruct the door and light up the wood.  
  
Once the temperatures reach ({{Temperature|250}}), insects will begin to burn. They will attempt to dig out by rushing towards the purifier, but be set alight by the burning [[Straw matting]], making them unable to dig. Temperatures can rapidly reach {{Temperature|500}} or above, boiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.
+
Once the temperatures rise so high that insects can be burnt, they will attempt to dig out by rushing towards the purifier, but be set alight by the burning wood, making them unable to dig. Temperatures can rapidly reach 500℃ or above, broiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.
  
Although using this method will not yield you valuable [[insect jelly]].
 
 
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