How To Manage Your Base In The Alters

Are you considering how to oversee your base within The Alters? This expansive construction serves as your portable headquarters throughout the campaign. Although the surrounding terrain presents possible dangers, it’s essential to stay vigilant about the safety and management inside your temporary sanctuary. Our guide offers valuable advice to assist you with this aspect of gameplay.

Table of Contents [hide]

  • How to manage your base in The Alters – Base building and modules guide
    • How to place down new rooms and modules
    • The most integral rooms for your base
    • How to rearrange modules in your base
    • Base Navigation System: Structures and mass

How to manage your base in The Alters – Base building and modules guide

Upon gaining entry to your mobile command center, you’ll find that multiple sections or areas are already operational. However, as the campaign unfolds, it becomes crucial to expand your central station. This expansion is achieved through the terminal located within the Command Center.

  • Build – The build button allows you to add new modules/rooms.
  • Expand – The expand button increases the available space in your hub, allowing you to plop down more modules.

These activities necessitate various types of resources found on Earth, such as metals, minerals, organic matter, and even scarce substances derived from unusual phenomena. While some can be collected manually, others demand you to explore and extract resources from extensive underground mines.

Note: You can recheck the layout of your hub at any time by opening the Base Overview screen.

How to place down new rooms and modules

In the Command Center, Alters’ base construction interface allows for customization and adjustment of modules or rooms according to your preferences. You even have the option to recover the cost of a room if it becomes unnecessary. Keep in mind though, that every module should be connected, as indicated by a green outline on each room, signifying there’s a pathway leading to them.

Keep in mind that not every room is accessible initially. Some rooms become open after you have successfully finished the research project located in the Lab.

The most integral rooms for your base

To effectively oversee your base in The Alters, it’s essential to understand the roles of each room. Key areas such as the Airlock (for entering/exiting), Captain’s Cabin (sleeping quarters), Communication Room (for making calls), Command Center (room rearrangement), and Elevators are crucial throughout your mission. Additionally, various other modules come with distinct functions to enhance your gameplay experience.

  • Research Lab – Allows you to unlock and research techs once you have a Scientist.
  • Workshop – Lets you craft tools and consumables. You can have more than one Workshop in your hub.
  • Quantum Computer and The Womb – These modules let you examine Jan’s life paths to “birth” new clones.
  • Machinery – Needs to have a Radiation Filter activated at night or during Magnetic Storms. This prevents Jan and his alters from suffering from radiation sickness.
  • Infirmary – Jan and his clones can recover from injuries and radiation sickness. If you already have a Doctor, then the recovery speed of characters also increases.
  • Greenhouse and Kitchen – The former is used to grow crops, while the latter is used to cook food. Your food can either come from organics or from the crops that you’ve cultivated. Likewise, each character consumes one meal per day, so you should always have more than enough to go by.
  • Dormitory – This is where your alter clones sleep. You should have one in place to improve conditions in your hub.
  • Recreation: Social Room and Gym – Your alters can relax or exercise to help with their motivation.
  • Contemplation Room – This is where alters go if they feel unmotivated or dejected. The Shrink will be able to counsel them, whereas the Guard will be able to discipline them.
  • Storage – The number and size of Storage rooms you have also increases the amount of resources that your base can hold. You don’t need a lot of these early on, as four or five tend to be enough. That said, any excess resources that are gathered will be lost if there is no space available.
  • Recycler – Once researched, this module nets you +5 organics per day depending on the number of people in your base.

How to rearrange modules in your base

After a few hours into the game, it’s advisable to pause for a moment and strategically arrange your base within The Alters. To maximize efficiency, consider reviewing the design of your central hub and adjusting its layout based on your requirements. Here are some suggestions:

[This version maintains the original meaning while using simpler and more conversational language.]

  • Airlock – Use the Airlock as the central fixture since this is where you spawn in whenever you fast travel back to your base.
  • Elevators – From the Airlock, one elevator shaft should span the entirety of the base from top to bottom. We believe this is preferable to the default configuration, which requires navigating two separate shafts.
  • Command Center, Workshop, Research Lab, and Communication Room – These should be fairly close to the Airlock and main elevator shaft due to how often you’d revisit these areas.
  • Quantum Computer and The Womb – Both should be adjacent to one another as they’re related to birthing new alters.
  • Kitchen, Dormitory, and other recreational spaces – Alters tend to hang out and rest in these rooms, so it’s a good idea to have them close to each other in case new dialogue options appear.
  • Machinery – Just remember to always have extra Radiation Filters that are active. You can also “uphold” a certain number of these so you don’t have to worry about last-minute crafting.
  • Storage – You can leave these near the bottom of the hub.

Tip: If your intention is only to add a craftable item to the production schedule, you can accomplish this through the Production menu without entering each specific production room. To have an alter perform the task, use the Assignments menu. On the other hand, if you prefer to manually create the items, then you’ll need to physically visit those rooms.

Base Navigation System: Structures and mass

You need to change your location before the sun burns everything around you.

  • The Base Navigation System tells you all the information that you need. This can be accessed via the panel at the right-hand side of the Command Center.
  • Every structure/module that you add increases the total mass of your base.
  • Moving your base to a new region–which also causes the story to advance to the next chapter–requires two things:
    • You must complete the main objectives in the chapter/region.
    • The amount of organics resource that you have in your storage is equivalent to the total mass of your base. For example, if your base’s mass is 300, then you must have 300 organics.

Ultimately, it’s up to me to determine the right time to add more modules. Jumping in with a lot of them earlier offers the advantage of utilizing their features sooner, but I need to weigh this against the potential increase in overall mass and the organic resources I haven’t mined yet.

That wraps up our tutorial on maintaining your base in The Alters. Given that we’re delving into the workings of your mobile abode, let’s further explore strategies to boost your characters’ happiness. Don’t forget to review our beginner’s manual for additional survival techniques.

Could you assist Jan Dolski and his duplicates in surviving their trials? If you require further assistance, you might find it helpful to visit our The Alters resource center.

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2025-06-13 20:41