Early-Game Base Strategies

DISCLAIMER
This page is but one editor's opinion/perspective on how to build interesting and effective home bases in the early game of ROTN, especially for those that fear early-game invasions. It is completely understandable if wiki moderators deem this inappropriate and take this down, but I hope this is useful advice to some.

"Vietnam" Strategy
This strategy takes place in the wetlands of the world, where the water runs freely and the murky depths hide aquatic beasts to be wary of. Ideally this takes place in the Bayou biome, but Wetlands, Land O' Lakes, Fens, Lush Swamps, and even Shields are up for consideration. While not in every instance, Bayou biomes can spawn with wooded islands surrounded by swamp-water or rivers all around, and this is the spot one may call home.

Reasoning
At night (and especially during invasions), the murky waters will make it hard for any mobs that spawn outside of your island to make it to your base. This is because swamp water comes with a lot of lily pads, and basic AI mobs like zombies and skeletons are unable to navigate through lily pads. Therefore, just about any land-based mob will be caught in the waters, making them easy to kill. The "Vietnam" part comes from the fact that the water here is unlimited and the soil fertile, making it easy to grow rice fields lush with water.

Pros
- Plenty of wood, be it willow, oak, or otherwise. - Small-medium landmass to cover - Effectively blocks mobs with the lily-pad-ridden moat all around - Infinite water & fertile soil for bountiful agriculture - Easy to fish in

Cons
- Dangerous aquatic life below the surface (eels, lampreys, etc.) but could be good food source - Stymphalian Birds spawn in swampy regions, which can be devastating to new players - Full of vegetation to be cleared, though can provide seeds for plants like Hemp - Very few caves for mining, will have to tunnel below your base for good amounts of stone & ore - Can be slow to get in/out of the biome for daytime traveling

"Dwarven Dome" Strategy
In the Grasslands biome, where the grass is greenest and the Merino ewes roam, there are caverns that poke out from the hills in which one can settle. Ideally this strategy takes place in the aforementioned Grasslands biome, though general cavern-living is not exclusive to this region.

Reasoning
If one can find an open-air, well-lit (in the daytime) cavern, you already have most of your house built for you! With a few more torches, you may find passageways to the depths of this world where gemstones and precious ore spawn. When night eventually comes, you can put yourself between the mobs with hard earth, and not just by digging down: many Grassland domes have a thick shell that only dedicated undead miners would ever dare to pierce. All in all, it can be a great place to settle, given the right neighbors.

Pros
- Cleared land with plenty of valleys and plains for outside buildings like windmills, farms, etc. - No natural predators spawn in Grassland Biomes - Plenty of sheep for wool, mutton, and chevon - Easy access to cave systems - Natural land defenses

Cons
- No trees spawn in Grassland Biomes, will need to search in neighboring regions - Water is not infinite, though lakes for farming do spawn - Mining mobs can render the natural defenses useless

"Village Protector" Strategy
When you get far, far away from where you started, you stop seeing ruins and start to see fully-functioning towns with traders and guardsmen. Where these villages occur could be just about anywhere: tall forests, grasslands, brush lands, deserts, even steppes! It's always a good idea to sleep here for the first couple of nights while you get yourself set up, but what if you stayed longer?

Reasoning
When you first enter a village, guards begin to spawn by the dozens. These soldiers have either heavy, two handed weapons or are defensively equipped with a one-handed blade and a shield. As a result, they are prepared to face the early dangers of the night. In addition, the village beds allow you to sleep through nights whenever you please (barring invasions & blood moons). And who could forget all of that equipment you can loot in the barracks and blacksmith?

Pros
- Full of supplies for starter players (weapons, shields, armor, potions) - A variety of crops grow for you to use, not just vanilla but Harvestcraft as well - Lots of villagers to trade with - A bounty board provides unique rewards for unique requests - The Village Lord can provide emeralds, reputation, and even ownership for completing basic tasks

Cons
- The landscape is usually unpredictable and the village can be scattered if built on uneven ground - These people are far from invincible: without a sturdy wall and defenses, both the villagers and guards will die out - Reputation is important: if you're caught stealing repeatedly, you can be ran out of town - Later-game players may find the villagers' trades and bounties useless, lessening the appeal