Base Growth Strategy/Build Code Draft 2
To maintain a well-organized territory and expansion plan, I have devised this rough
outline of the key features of the types of bases that will be used from the very earliest era all
the way to the latest most advanced. The following is an outline used to explain the features of
each type of base.
Outline
Base Level: A number associated with the type of base for ease of use and maintaining a ranking scheme
that will be used within the tribe of 1-10.
Key Features:
-feature 1
-feature 2
-feature 3
Goals: A basic summary of the goals this type of base will be pushing towards. This alone will can keep
tribe members focused on appropriate tasks without needing as much oversight.
Geography: The type of geography associated with a specific base type.
Design: Detailed explanation of specific design parameters associated with the base type.
Defenses: Explanation of the level of defenses associated with the base type.
Mobility: Explanation of the level of mobility associated with the base or its equipment.
Military Power: Explanation of the level of offensive capability of a given base type.
Building Code: Explanation of any building rules related to the base type.
Expansion Strategy
The expansion strategy plan is to establish settlements in key locations as the tribe adventures
and takes over the necessary regions of the map. Various types of bases will be created with a wide
range of purposes to maintain safety and control of these locations as the tribe grows in size and power.
The Basic Camp/Village Hut
Base Level 1: A simple and inexpensive dwelling or camp used to get started in an area.
-Provide Shelter, Respawn, and simple Storage
-Easy to survive location
-Nearby Food and Water
-low resource investment
Goals: The purpose of this base is straightforward. At low levels, it should be used to level up and store
hunting or taming supplies for low level creatures. At higher levels, it will be used as a temporary camp
before relocating to a stronger more suitable settlement. Tame pack mules and guard dinos for the
pack before moving onto a new area.
Geography: This type of base should be kept close to water, but kept tucked away where it will be
harder to see by passing players. It should be near easy to deal with creatures and basic resources.
Design: Design should be an open camp or small thatch structure. Dont expect to keep it long and
design around that fact.
Defenses: The only defenses to this will be players who live within the camp.
Mobility: Mobility should be considered high once pack mules have been tamed. The base should be
small enough to either abandon without loss or demolish and move to a new location.
Military Power: Primitive tools, weapons, and weak pack creatures.
Building Code: N/A
The Base Camp
Base Level 2: A fortified camp that can be used in slightly dangerous wilderness to keep the herd safe.
-Built deeper into the wilderness.
-Extra Cost for safety
-Near uncontested resources
Goals: The major goal of the base camp is to establish a basic perimeter defense in a key strategic
location for the purpose of obtaining more advanced tools and hunting more dangerous creatures.
Geography: A well defended location with various quality resources nearby. Should be build further
from the coast, but kept close enough to water that survival isnt hindered.
Design: The basic design should revolve around space enough for the players and tames to work, storing
and crafting areas, and wooden structures with spike wall defenses.
Defenses: Defenses should include more well-equipped players, spike wall perimeters and geographical
superiority over attackers, and finally strong tames to act as guards.
Mobility: By yielding the yard feature and space, this base type can easily be constructed on mobile
platforms creating various new resource possibilities and traveling.
Military Power: Introductory tames, ranged weaponry, and warriors equipped with shields, clubs, and
spears should be the expectations of strength.
Building Code: Need vantage points to shoot over walls, efficient use of spike wall, and surround the
base with spikes while offline. Beds are a must have!
The Forward Outpost
Base Level 3: A miniature command center possessing many of the qualities of a level 2 base, but much
more secure and capable of supporting progress.
-Well equipped to support operations in an area
-Efficiently designed storage and processing
-Positioned in a way to make travel safer and more reliable
Goals: The Forward Outpost is a simple fort acting in a strategically positioned defensive location. It
should be used to support resource acquisition of highly desired resources as well as travel across
multiple regions and servers. The resources gathered by these bases should be used to support the
growth of level 4 bases and better control the regions they are built near.
Geography: Built near valuable resources that are necessary for the defense and growth of the tribe.
Should also be placed strategically to aide in traveling and emergency reactions.
Design: These bases should be designed with more quality structures: stone, adobe, or metal. Spikes
will still be a key feature as well as a perimeter. This is also the first base design that should be working
on incorporating plant X.
Defenses: Strong walls, spike walls, well equipped soldiers, more powerful tames, and most importantly
working towards plant X defenses.
Mobility: Like the level 2 base, this base type can sacrifice some of its features to focus on giving the
same forward control on a mobile platform.
Military Power: Soldiers should be equipped with iron weapons and armor, guns or crossbows, and
tames should be mid-level stronger beasts.
Building Code: Multiple forges is a must. Walls and corridors should be built to allow plenty of traffic
while also making things hard for raiding players by using multiple doors and spikes on the roof. Do not
build structures in resource spawns!
The Basic Fort
Base Level 4: The fort is the first base designed to act as a permanent stronghold.
-Zone Control and Area Denial
-Strong player made Fortifications
-Typical to see Behemoth Gates
-Small Military Force
Goals: The purpose of this type of base is to progress the tribe towards a permanent settlement. This
type of base should only be built under the conditions that threat level is something controllable.
Geography: Should be built into natural defenses near rich natural resources. They should be planned in
a way that various other smaller outposts surround the level 4 outposts. They should also be placed in
key chokepoints or other geographical strengths or weaknesses.
Design: The fort design is to keep other players or wild creatures away from the areas they are placed.
They should be designed completely on the strategic level for resource protection and maintaining roads
between other outposts. They should be efficiently built to focus on defense levels and housing a small
offensive force. Can be built within the stone era, iron era, or even the Tek era.
Defenses: Efficiently built outer walls are a possible feature. Otherwise a simple spike perimeter around
a well armored fort can be used. Any kind of turret can be present on a fort, as well as manned guns if
deemed necessary. While active, they will support a small army to defend against attacks. Fort must be
made from stone or higher quality materials.
Mobility: This base type could possibly be built on a raft but only as defense turret stations to defend
key locations.
Military Power: A small military force can be kept at a fort. Typically, these would include a few tames
capable of battle alongside players equipped for fort defense and field assault.
Building Code: This base type has a high chance of wasting resources. Building rules should follow cost
control, and forts should not be made that would cost all of the tribe resources. Walls should be made
using dino gates or behemoth gates as per efficient building and fortified with spikes.
The Stronghold
Base Level 5: The Stronghold servers the same purpose as the fort with a few major differences.
-Can support a population
-Defended by multiple forts
-Permanent Settlement
-Various advanced facilities
Goals: To sum things up, a level 4 base is created to work towards a more permanent settlement, while
a level 5 base is a permanent settlement. The goals of a Stronghold are to be in possession of many of
the more advanced end game necessary tools. The Stronghold will act to protect the tribe and its
resources while transitioning to the end game levels. It will also act to support growth of smaller tribes
and govern relations in outlining regions.
Geography: The geographical location of a Stronghold should be positioned in a way that multiple Forts
are defending major points of access. Any would be attackers or scouts will have to travel deep into
tribe territory before encountering the stronghold.
Design: The design of the base should be a walled and fortified area with a central structure to act as the
main bastion. The outer yard is a key feature of the design and should can support a population of
traders, travelers, or refugees. Many facilities should be introduced at this level such as Breeding
Rooms, Kitchens, Taming Pens, and many more.
Defenses: The inner structure should be well defended even from allies, while the outer walls should be
strong enough to keep out anything but the most advanced or overpowering threats. Access areas
should be defended by Forts in the form of full scale level 4 bases or simple level 4 turret defense
structures.
Mobility: Even though a level 5 base is not mobile, it will be a key feature to have mobile bases
stationed within the walls.
Military Power: A few mobile platforms, larger more powerful end game tames, and fabricated era
weaponry and armor on players. Should be capable of laying siege to stone bases.
Building Code: Building code at this point must revolve completely around build limit restrictions. Built
plenty of easy to demolish unnecessary structures such as storage boxes, signs, and railings. It is
important to spent extra resources to create efficient structures as per the build limit while also
spending extra resources on aesthetically appealing details that can easily be used to track or adjust the
limit. Stone or higher is required for walls, forts, and inner Keep. Use the outer yard to create a
village that will also track the limit.
The Alpha Stronghold
Base Level 6: What comes after a stronghold? A Stronghold with the ability to extend its control across
a large area.
-Industrial Level Facilities
-Multiple Mobile level 4 bases on standby
-Advanced Storage
-Working on Boss Capable Offensive Forces
-Large Territory
Goals: The Alpha Stronghold is simply a stronghold that has reached advanced resource harvesting,
offensive and defensive strength, and territorial control that passes well beyond the physical borders of
the tribe. This base should be supporting growth of the entire server and extending its political power.
More than that, it has the capabilities to support growth of outposts on other servers as well.
Geography: The Alpha base should be settled on an area that can be considered an Alpha Location,
although such a term is loosely used and it isnt a necessary quality of an Alpha Stronghold. The
Stronghold should be completely melded into the natural defenses around and have access to multiple
regions and traveling routes for the purpose of aiding allies and policing the server.
Design: The major design parameters of an Alpha Stronghold are the industrial level processing. With
such capitol at the tribes command, the Alpha base should be reinforced in key areas with metal
structures. Vaults, refrigerators, and hidden rooms should be implemented all around the base.
Defenses: The walls of the Alpha Stronghold should be completely defended against Gigas gaining
access to the inner areas. The fortifications should be able to withstand a very long siege even from a
powerful force. Sniping towers should be well built and supplied.
Mobility: This type of base should have mobile command centers of various types and power including
but not limited to: Siege Dinos, Farming Dinos, Mobile Bases, and Transport Dinos.
Military Power: A level 6 base is in a transitioning stage. It should be well suited to raid any base if
necessary and should be working on building a powerful Boss Battle Force. The military power of the
base should be relatively unknown to the public, but show of force should be utilized so that it is
understood the tribe possesses great power. Players should be equipped with high level combat gear
enough to defeat anything in the skies.
Building Code: This base will be adhering to strict build limit rules. As such any changes made to the
base should be approved by the lead base design team as well as tribe leadership. At this level of base
design, personal structures should be very few and limited to only personal lockers.
The Kingdom
Base Level 7: The Kingdom is the undisputed seat of power of a server.
-Center of Server Wealth
-Seat of power for the server alliance
-Boss Battle-ready Offense
-Working towards Tek
Goals: The Kingdom is a base that governs over all the actions on a server. The goals are to regulate and
intervene in server defense, tribe conflict, resource and natural preservation, trade, and Alliance
administration. The goals are to grow the tribe not just from within the tribe, but within the tribes
circle of influence. More than that it is meant to advance the servers level by beginning boss fights and
working on regular acquisition of Tek Tier resources. This base should, if it doesnt already, work on
having a major uploading facility under its control.
Geography: The Kingdom should be positioned in a region that makes it easy to govern and watch over
all of the server. It should be built in a location where surprise attacks are not easy to initiate and
should be positioned with many other outposts and possibly even strongholds within the region it is
built.
Design: The base should be designed in a way that cross server trade, exploration, and expeditions are
very easy. Allies should have safe places to come within the base without being able to easily infiltrate
the secure areas. Server lag and render lag will need to be accounted for in the designs. The first Tek
Replicators and structures should be placed within this type of base. A well defended library of quality
blueprints should be kept as these are essential in the balance of power.
Defenses: Defenses should come in the form of allies and manpower rather than simple automated
systems at this level. While the automated systems will still be there, they act more as support. Ally
denial defenses should be in place to prevent rogue allies from raiding unhindered. This is the level
where Offense becomes Defense.
Mobility: Cross Ark mobility and control of access points should be the major mobility goal of A
Kingdom.
Military Power: Once again, Military power should be high due to the increasing power of alliance
members within the Kingdoms Sphere of Influence. Having possession of a boss army now, efforts
should have been started on a powerful Raiding army with Giga, Bronto, and High level ascendant gear.
Building Code: There should be plenty of clearance and design around the ability to easily engage in
boss battles. Structures should no longer be built with anything other than Metal and the small town
will most likely have to be demolished for more powerful and sizeable facilities. Tek structures should
be used sparingly.
The Alpha Kingdom
Base Level 8: A kingdom that clearly confirms its status not only among the server, but across the Ark.
-Well Fortified Upload Area
-Seasoned Boss-Battle Army
-Strong Raiding Military
-Tek Level Development and Processing
Goals: The Alpha Kingdom Goal is to affirm Alpha status among at least one server of every type. The
Alpha Kingdom should be working with its allies to push towards control of other servers and expanding
the tribe towards Mega Tribe Levels. Element farming should be consistent and Tek level equipment
should be utilized in the most necessary areas.
Geography: As this base is just a step away from having complete control on a cross-server level, it
should absolutely be positioned in a location worthy of being called an Alpha Base. Resources such as
trophies, Iron, and Element should be readily accessible and easy to obtain.
Design: Introduction of Tek Troughs, Turrets, Generators, Forcefields, gates, and much more should be
major design decisions the designers of this base face. At this technology level, the geography could
even be changed to be underwater. The base should be designed to force raiders to have Tek level
weapons to deal any significant damage.
Defenses: Tek Level defense systems should be well mixed with Previous Era defenses to create a very
versatile automated defense system. Players should now be focused on obtaining the most high quality
weapons and armor for combat against envious would be raiders. The defenses now also cross over
towards supporting positions on other servers.
Mobility: The resources of this base should be incredibly mobile across server and very quick to respond
to any on server issues.
Military Power: An Alpha Kingdom must have Gigas, golems, brontos, and Quetzals in abundance. The
quality and Quantity of these tames will determine future success as a tribe.
Building Code: With the introduction of such game changing mechanics, a full redesign of major base
facilities may be necessary. This is the base level where those questions should be asked and solved
before moving forward in the design process.
The Tek Headquarters
Base Level 9: This is the final base level in terms of Tribe Progress.
-A Tek Center
-Full-Scale Cross Server Support
-Full Conversion to Tek Systems
-Working Towards Ascension
-Tek supported Military
Goals: The Tek Headquarters goal is to maintain Transmitter routes across multiple servers and control
the Tek Market. At this stage of the game the tribe should have reached most of its end game goals
and is now pushing the tribe towards a real-world influence. The tribe should be knocking on the
Volcanos door and governing player actions across multiple servers.
Geography: N/A
Design: The Key feature of this base is to be the center of a major transmitter route which makes
uploading and cross server support a walk in the park. Tek systems and structures should be
incorporated efficiently to make this the base of the future.
Defenses: Full Tek weapons support, explosives and weapons in abundance on standby, High level and
High tier tames, and Tek saddled tames as well as a huge network of followers and Alliance.
Mobility: Transmitter system and unprecedented arsenal of mobile stations. This base should be
seasoned and capable of taming titanosaurs.
Military Power: Military power should be at server Armageddon status.
Building Code: Element usage will be a huge concern. Designing its usage to the utmost efficiency is the
major regulating factor of this base design.
The Wonder of Ark
Base Level 10: A base that has reached Monumental status. An Iconic image of Ark known far and wide.
-A base that has outgrown the game itself and possesses real world influence.
-A Center of Wealth on Ark
-A Monument to the Mega Tribe
Goals: As this base has basically achieved all of its goals, the major purpose of the base is to Govern the
Mega Tribe and bring in Revenue.
Geography: N/A
Design: What even makes a base a Wonder?
Defenses: The base should have more people who will fight and die for it than people who are jealous
and want to raid it! lol
Mobility: N/A
Military Power: The Seat of Power across all of Ark!
Building Code: Make it Wonderful!
Afterword
Once again, the basic goal of this plan is to maintain a well-organized territory. A major problem
the tribe faced in the past was that expansion would slow down completely once reaching a certain
goal. Time would be allocated towards enjoying the game under the belief that the base had become
strong enough. I wanted to devise a system that would show what the tribe should be doing to expand
at each different stage while also showing the most powerful and ideal end game goals. Feedback
would be greatly appreciated. This plan is not complete and there are also other necessary information
and planning that would be involved in utilizing this design scheme.