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Guides/Player Essentials/Base Progression & 15-Pal Templates
Base progressionPalworld 1.0Intermediate

Base Progression & 15-Pal Templates

Know when to add an ore, breeding, oil, or production base, with five curated 15-Pal staffing templates for early, mid, and late game.

18 min read Researched for 1.0 Sources included

A good Palworld base plan changes as the technology tree removes old bottlenecks. Your first base needs broad coverage because every log, berry, ingot, and Pal Sphere matters. The middle game rewards specialization: one outpost keeps ore and processed materials moving while another turns wheat, milk, eggs, and honey into the cakes that make breeding sustainable. Late game flips the problem again. Resource sites make natural nodes less important, while oil, electricity, advanced crafting, expeditions, and high food costs demand dedicated infrastructure.

The five rosters below are complete 15-Pal starting points, not commandments. Each one was assembled by role, shift coverage, pathing, and likely progression access, not by taking the fifteen highest suitability numbers. Use the exact roster when you want a working baseline, then replace a slot when your own bottleneck becomes obvious.

01Progression map

When each base earns its Palbox

Split because a job has become a persistent bottleneck, not because an online layout says you must own five bases immediately.

StageBase to buildBuild it when…Retire or convert it when…
Early gameOne all-purpose starterYou are still unlocking the Ranch, furnace, Stone Pit, Logging Site, and basic plantations.Crafting queues, ore demand, and cake ingredients are competing for the same workers.
Early–mid gameOre and materials outpostIngot demand outruns manual mining and natural ore nodes are still faster than your unlocked resource sites.Your placed mining sites cover normal demand; then convert the outpost to coal, sulfur, quartz, hardwood, or another current bottleneck.
Mid gameFood and breeding baseYou can keep one Breeding Farm occupied but cake production keeps stopping.Do not retire it. Scale from one breeding pen to two only after the ingredient line maintains a surplus.
Late gameOil and power refineryCrude-oil extraction and advanced production are fighting your main base for electricity.Keep it as infrastructure. Oil has no worker suitability of its own; power generation and transport are the staffing problem.
EndgameMain manufacturing campusResource outposts can feed one clean, heavily powered crafting base through Guild Chests.Only change it for a specific project such as raid breeding, coin production, or a dedicated expedition hub.
02Progression rosters

Choose a 15-Pal template by stage

Start with the stage that matches your current technology. Mid and late game include two specialized templates because those are the points where one all-purpose base stops keeping up.

Levels 1–20 · one base

Early game: the all-purpose starter

This roster grows berries, cooks, mines, logs, hauls, cools, and gives the Ranch four useful occupants without asking you to breed or visit a dangerous region.

Staffing plan15 / 15 slots assigned
2× PalLifmunk
Planting · gathering · handiwork

Keeps plantations moving and fills gaps at benches or the Logging Site.

2× PalTanzee
Planting · lumbering · transport

The early generalist that moves crops after planting and helps clear wood queues.

2× PalPengullet
Watering · cooling · transport

Runs the Crusher and plantations; pin one to cooling only when food spoilage matters.

2× PalCattiva
Mining · handiwork · transport

Covers Stone Pit work, early crafting, and loose-item cleanup at almost no food cost.

1× PalFoxparks
Kindling

One dedicated flame worker is enough for food and the Primitive Furnace at this stage.

Swap: Rooby when you want a second early Kindling option.
1× PalTombat
Night mining · gathering · transport

Works through the night and gives the base a stronger answer to ore and Stone Pit queues.

1× PalEikthyrdeer
Lumbering

A deliberate specialist so your generalists stop abandoning crops whenever the Logging Site opens.

1× PalVixy
Ranch: spheres, arrows, gold

Feeds early exploration. Higher condensation ranks add better sphere tiers.

Swap: Replace after basic spheres and arrows stop being useful.
1× PalChikipi
Ranch: eggs

Starts the cake supply before breeding becomes the main consumer.

1× PalMozzarina
Ranch: milk

Milk is the awkward cake ingredient to buy repeatedly, so start accumulating it early.

1× PalCaprity
Ranch: red berries

Adds passive food stock while its strong Planting can cover a plantation when reassigned.

How to run this template
  • Use one Ranch with Vixy, Chikipi, Mozzarina, and Caprity. The other eleven workers remain available for the production floor.
  • Put a chest beside the Ranch, another beside the Stone Pit and Logging Site, and keep every route wider than one large Pal.
  • This roster is intentionally cheap to feed. Upgrade from baked berries as soon as a better mass-produced food restores more SAN.
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03Human tuning

The five checks before changing a roster

  • Is the input available?

    A faster crafter cannot fix an empty input chest. Trace the line backward before replacing the worker at the end.

  • Can the worker reach it?

    Watch the route. Large Pals, stairs, doors, tightly packed beds, and interaction points against walls create fake staffing problems.

  • Is Transport keeping up?

    Dropped stacks can block production and disguise a healthy upstream job. Add a hauler or move storage before adding another producer.

  • Does the base run at night?

    Nocturnal workers are disproportionately valuable at an always-on server outpost, but less important in a solo world you close after every session.

  • Are food and SAN stealing the shift?

    Improve food, beds, Hot Springs, and Clinic coverage before concluding that every work suitability is too low.

  • Can another base own the job?

    Specialization should simplify a base. Move a whole production chain instead of sprinkling one worker for every possible task.

04Continue

Tune the templates with live data

05Verification

Research sources

The claims in this guide were checked against these current references. Primary sources are marked first.

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FAQ

Frequently asked questions

How many Pals should I put in each Palworld base?

These templates use the normal 15-Pal target because it forces every required job to earn a slot and matches the common default. If your world allows more workers, add them only after identifying a real queue, usually Transport, power, Ranch output, or a second production shift.

When should I build an ore base in Palworld 1.0?

Build one when ingots repeatedly stop your progression and natural nodes still outproduce your unlocked placed mining sites. Later, convert that Palbox to coal, sulfur, quartz, hardwood, oil, or another resource that your technology tree cannot yet supply efficiently.

How many Breeding Farms should a breeding base have?

Start with one. A second pen helps only after your wheat, eggs, milk, honey, flour, and cooking line maintains a cake surplus. Otherwise two pens simply spend more time waiting for the same bottleneck.

Which Pal extracts crude oil?

No current 1.0 Pal has Oil Extraction work suitability. Oil facilities depend on electricity, so the practical oil-base workers are strong electricity generators plus Transport, Kindling, Handiwork, and support staff.

Do Palworld bases produce while I am offline?

A continuously running dedicated server can continue simulating the world while you are away. A closed single-player session cannot. On either type, workers still need reachable jobs, food, beds, storage, and transport capacity to sustain useful output.

Are these the only correct 15-Pal base teams?

No. They are complete baselines designed around a specific stage and purpose. Terrain, world settings, condensation, work auras, favorite Pals, and your current production bottleneck can all justify a different slot.

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