Fertilize the Land Policy

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Survivor Tactics
The information on this page or section discusses a survivor strategy.

NOTE: This is an in-game movement. It is not a Wiki Policy or an official rule of the game.

A PKer, three zergers, and a combat reviver walk into a bar.

The bartender asks, "What'll 'ya have?" The PKer says, "I'm not sure, but I know what you'll have. HEADSHOT!"

  • PKer kills a Bartender (32 minutes ago)

The PKer then retreats to his hideout. Thirty minutes and a quick revive later, the bartender steps up to the bar again and asks the zergers the same question. the first zerger points to the second and says, "I'll have what she's having." the second adds, "Same thing for me." and the third exclaims, "Sounds good! Same here." The bartender shakes his head and moves on to the combat reviver. The bartender wearily asks the same question. "What'll 'ya have?" The combat reviver thinks it over for a moment and says, "I'll have a Guinness." Amazed at the response, the bartender asks, "Is that all? When I asked the PKer he killed me and the zergers were decisively indecisive, but you... all you want is a drink?" The combat reviver looks at the bartender and says, "I'm just really thirsty, and would enjoy a frothy Guinness." The bartender shrugs his shoulders, pours a Guinness and throws it in the combat reviver's face. "What was that for?" the combat reviver asks. "Because you're a filthy combat reviver!"

What the hell was that?

That was a joke to establish the proper mood for the explanation of the policy.

Policies have moods now?

We like to think that we're on the forefront of policy innovation, so yes.

Do you think you could explain what the Fertilize the Land Policy is now?

Sure. The Fertilize the Land Policy is a counter-action to the Salt The Land Policy. Zombies have rightly identified the NT buildings in Malton as the most important resource to its Survivors, and are employing strategies to render them useless. To combat these strategies, Fertilize the Land encourages survivors to use combat revives in NT facilities to clear and re-take them with haste.

Combat revives? But aren't those bad?

Who told you that? A zombie?

We've all heard the rap by now. A CR'ed zombie will cause so much trouble once they're on their feet, by spying and GKing and PKing and all those other terrible acronyms. This griefing is all perfectly acceptable, because after all, you combat revived him! You used items and skills in the game as they were intended to be used! How dare you, you insensitive little survivor? You might as well have pissed in that zombie's coffee.

This of course all started back when revives only cost one AP - some career zombies felt it was cheap for survivors to use items and skills as they were intended to be used so effectively, but for some reason couldn't see their way to buying Brain Rot. Instead, they decided to make so much noise about how unfair combat revives were that it's now a part of Urban Dead canon, despite the fact that revives cost a much more reasonable 10 AP these days.

Nowadays, a revived zombie, whether he or she chooses to PK, GK, lower the barricades or just stand there whining like a little baby girl, is just one among many - but, he or she cannot ransack the building, cannot drag survivors out into the street and cannot stop you from barricading. The net cost of reviving a zombie against his will is now far, far less than the net cost of allowing zombies to take or occupy an NT building when you have the means to prevent it. Besides, if the zombie doesn't like being alive, they can feel free to spend the 2AP it will cost them to jump out the window and stand back up. Done and done, and with significantly less hassle than it would take that same survivor to get revived if the zombie had killed him. Zombies are happily allowed to make you dead, so isn't it just plain sense to make them alive in return, Zombies shouldn't moan about this because brain rot is easily purchasable.

Well gee, the whole stigma against combat revives is kinda silly these days, isn't it?

It certainly seems that way, doesn't it?

Hey, who's asking the questions here? Aren't you supposed to be the one who's answering them?

Are YOU writing this policy? I didn't think so.

Alright, alright. So the Fertilize the Land Policy is an endorsement of combat revives?

Not exactly, no. You as a player should be well informed enough to make your own decision about using combat revives.

Well, what IS it about then?

The Fertilize the Land Policy is an acceptance. It's not here to debate the pros and cons of combat reviving. Its sole purpose is to spread the word that ONE use of combat reviving should be accepted by the UD community as a whole. That tactic is the use of combat reviving in an NT siege situation. Let's face it - a zombie without brain rot who makes his way into an NT building is just asking to be revived. And a zombie with brain rot who enters a powered NT building is begging for it. The purpose of a Necrotech lab, in a strictly story sense, is to wipe out the zombie menace through the use of revivification syringes. Why would survivors not use this technology to their advantage in an attempt to hold on to their most precious resources?

I don't listen to policies without conclusions. Does this policy have a conclusion?

I wouldn't have even bothered writing it if it didn't. To the living, we offer a way to retake and hold your NT buildings. To the undead, we say this: No NTs means no harmanz. No harmanz means no harmanbargarz, no banana gangbangs, and no harman azz bang. Do you really want to shamble around for eternity in a world like that? That's not MY Malton, and I hope that it's not yours, either.

This makes sense! What can I do to spread the word?

Old wives' tales or in this case old zombie tales need to be dispelled, consequently others need to be informed of this policy. Here are a few things you can do to show support and help bring about enlightenment:

  • Inform survivors, in-game, of this new policy.
  • Using spraycans, tag in and around NT buildings with graffiti supporting the Fertilize the Land policy.
  • Use Fertilize the Land if you're not already affiliated with a group. As more people join, the higher it gets on the Groups page and more people will become aware of the Policy.
  • Mention this policy in your UD profile.
  • Add this template to your user or groups page
Syringe crosshairs sml.jpg Fertilize the Land Policy
This user or group believes in regaining NT buildings at any cost!

by pasting this code within your page: {{Fertilize_the_Land}}

Where do I start?

Stock up with several syringes, a can of fuel and a generator. Use the map below to find areas most in need of NT fertilization.

Dakerstown Jensentown Quarlesbank W. Boundwood E. Boundwood Lamport Hills Chancelwood Earletown Rhodenbank Dulston
Roywood Judgewood Gatcombeton Shuttlebank Yagoton Millen Hills Raines Hills Pashenton Rolt Heights Pescodside
Peddlesden Vlg. Chudleyton Darvall Heights Eastonwood Brooke Hills Shearbank Huntley Heights Santlerville Gibsonton Dunningwood
Dunell Hills West Becktown East Becktown Richmond Hills Ketchelbank Roachtown Randallbank Heytown Spracklingbank Paynterton
Owsleybank Molebank Lukinswood Havercroft Barrville Ridleybank Pimbank Peppardville Pitneybank Starlingtown
Grigg Heights Reganbank Lerwill Heights Shore Hills Galbraith Hills Stanbury Village Roftwood Edgecombe Pegton Dentonside
Crooketon Mornington North Blythville Brooksville Mockridge Hts. Shackleville Tollyton Crowbank Vinetown Houldenbank
Nixbank Wykewood South Blythville Greentown Tapton Kempsterbank Wray Heights Gulsonside Osmondville Penny Heights
Foulkes Village Ruddlebank Lockettside Dartside Kinch Heights West Grayside East Grayside Scarletwood Pennville Fryerbank
New Arkham Old Arkham Spicer Hills Williamsville Buttonville Wyke Hills Hollomstown Danversbank Whittenside Miltown
For further information, see the Necrotech Information Center
Suburb Danger Level Colors

Structurally intact and inhabited by survivors, with numerous lit buildings, and few to no zombies.

Moderately Dangerous

Active zombies and break-ins, but no major hordes.


Structurally intact with few zombies, but a very low survivor population and few to no lit buildings.


Zombies inside many resource buildings and/or significant hostile mobs.

A Ghost Town

Mostly or entirely ruined, and devoid of significant survivor or zombie populations.

Very Dangerous

Most buildings wide open or zombie-infested and/or massive hostile zombie mobs.

Building Danger Level Colors


3 or less zombies outside. Barricades in place.

In Zombie Hands

Ransacked or ruined with more than 3 zombies inside.

Under Attack

4-20 zombies attacking, survivors holding out.


Survivors recently recaptured the building.

Under Siege

More than 20 zombies attacking.

Rot Revive (NTs Only)

NecroTech buildings that revive zombies with Brain Rot.


Ransacked or ruined with 3 or less zombies inside.


The building's status is unknown.