§ 08Base Building
Territory & Upkeep
The generator that claims your ground, its five levels, the fuel it burns, who it authorises, the raid alarm, and what happens when it runs dry.
On this page
A generator claims your ground. It's the only thing that stops decay, and the only thing that keeps other people from building on top of you. There are no territory flags here — the generator is the territory.
Getting one#
Buy the hideout generator kit from Jaeger in the safezone for 250,000 ₽. The old sticks-and-rope territory craft is switched off; this is the only one.
- Generators stand at least 100 m apart. The hologram tells you how far away the nearest one is, so you know before you haul materials.
- Every extract and military loot spot sits in a no-build zone. Building.
Keeping it alive#
- The generator burns hideout fuel — 100,000 ₽ a can from Jaeger — not nails.
- A can holds 100. The generator itself holds 1,500, fifteen cans to fill.
- Each player can buy 3 cans per restock from Jaeger (every 45 minutes) and 3 from Fence (every hour). Filling an empty generator on your own takes a few restocks, so keep it topped up rather than letting it run low.
- Upkeep is the fuel your generator burns: 50 a day on its own, plus half a unit a day for every piece you've built. One can lasts about two days on an empty plot and about one day on a 100-piece base, so treat a can as a top-up. A full generator runs a 100-piece base for about two weeks.
- While it has fuel, nothing in the territory decays. Decay only runs while the server is up.
- Run dry and the generator itself starts breaking down. Within 24 hours it's ruined, the territory is gone, anyone can open it, and every piece you built begins losing health. Refuel before you log off, and put more than one can in.
Levels: growing your base#
A generator starts small and grows with your base, the way a Tarkov hideout station does. Open the generator screen to see its level, its fuel and how long it will last, what the next level gives, and a territory map of everything you've built. The LEVEL tab shows what the next level costs; pay it with Upgrade. Upkeep stays the same at every level.
| Generator level | Territory radius | Authorised players |
|---|---|---|
| 1 | 24 m | — |
| 2 | 30 m | — |
| 3 | 36 m | — |
| 4 | 42 m | — |
| 5 | 48 m | — |
- Anyone not on the authorised list can't build, dismantle or rotate inside the territory, and the player limit is enforced.
- Group territories. A territory any member of your group holds becomes the group's, and every member is authorised on it automatically. Groups.
- A level survives a move: packing the generator up hands its upgrade modules back, and they fit into the next generator.
The raid alarm#
Jaeger sells a raid alarm for 1,000,000 ₽, one kit. When your base is hit it alerts you and your whole group in game, and your own Discord channel too, with a Test button to check it works. Every alert gets through, including losing the alarm itself, and only you or your group can pack it away: it can't be chopped down.
Two things people get caught by#
- Storage decays too. Tents, barrels, crates and furniture only survive inside a fuelled territory. Left out in the world they rot like anything else. Storage and decay.
- Generators are packed up by hand, by an authorised player, who gets the kit back; nobody can strip one from your base with a screwdriver. Take the fuel out first: it won't pack up while it's still powering the base, and the prompt tells you so.