Move signal
The current region makes food, materials, storage and village access feel bad together
When many daily systems fail from the same place, relocation can solve more than one problem at once.
Base decision
This decision is really about scope. Move the base when the whole region is dragging the save down. Build an outpost when one remote route is the problem and the core settlement still works.
Use this when
Use this page when one distant resource or region makes you wonder whether relocation or an outpost is the cleaner answer.
Scope decision lanes
Move signal
When many daily systems fail from the same place, relocation can solve more than one problem at once.
Outpost signal
This is the classic outpost case: support the far route without breaking a stable settlement.
Layout signal
That problem should be fixed inside the existing base before you commit to either moving or expanding outward.
Map signal
Use the map and route pages to separate a true base problem from a single support problem.
Why this choice matters
Moving the whole base is expensive. So is supporting an outpost when the home region itself already is weak.
This page exists to help you solve the right-sized problem instead of reaching for the biggest response first.
How to read the situation
If only mining, clay or one far-off support run feels bad, keep the main base and support that route.
If food, wood, storage and village access all feel wrong together, the region is probably the issue.
Move only when the current region is dragging several daily systems down together.
Outposts are better when the settlement is solid and one remote lane is the only weak link.
Decision shortcut
Ask these four questions in order. They usually reveal whether you have a regional problem, a remote-route problem or just a local layout problem.
Move your base when many core routes feel weak from the same region. Build an outpost when the main settlement works and only one remote route needs support.
If the home village still feels efficient and only one ore, hunting or building-material route is awkward, the problem is probably remote support.
If food, materials, storage flow and village access all feel bad together, the current region is likely costing you too much every day.
Use the follow-up as a practical repair path for the current route or shortage.
Open Resources when the move-or-outpost choice depends on a named material route such as ore, wood, clay, or food.
Once the base-or-outpost decision is clear, move to the page that fixes the support problem still making the region hard to use.
Use this table before moving the whole village. If most answers point to outpost, build small first instead of risking a full base move.