
Quick answer: what to build first in the Season 1 hideout
On a Season 1 "Kord Breach" seasonal character, build your Hideout in this order — Stash → Generator → Lavatory → Water Collector → Nutrition Unit → Rest Space → Medstation → Workbench → Intelligence Center → Scav Case → Booze Generator, and only rush the Bitcoin Farm if you still have six-plus weeks of season left to earn it back. The reason the sequence changed for Season 1 is two-fold: patch 1.1.0 stripped the Found-in-Raid requirement from many low-level construction materials, so you can now flea-buy or trader-buy your way up the early tree instead of grinding components in raid — and your seasonal profile wipes when Kord Breach ends on December 7, 2026, which puts a hard clock on every rouble you sink into slow-payback stations. This is the opposite of the permanent-character math: there, passive income compounds forever; here, you're racing a season timer, so front-load the modules that pay you back this season.
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⚠️ Season 1 note (patch 1.1.0.1.46911, "Kord Breach" live since August 3, 2026): The seasonal PvP character has insurance disabled and runs on a separate economy and Flea Market from your permanent PvP Zone and PvE Zone profiles. That single fact — no insurance — reshuffles which modules are worth building, and it's the thread running through this whole guide. Kord Breach runs August 3 – December 7, 2026 (Escape from Tarkov Wiki).
If you're building the Hideout on your permanent (non-seasonal) character instead, the math flips — read our permanent-character hideout upgrade order for the compounding build. This guide is specifically for the seasonal Kord Breach realm.

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Why the hideout order is different in Season 1
There are 26 hideout modules in Escape from Tarkov (27 if you count the seasonal Christmas Tree), and building them in the wrong order on a seasonal character is the single most expensive mistake a fresh PMC can make. You have a finite number of weeks, no insurance safety net, and a from-scratch stash. Every rouble and every build timer has to earn its keep before December 7.
Two Season 1 changes rewrite the priority list:
1. Found-in-Raid was removed from many early construction materials. Straight from the official patch notes: "In both PvP Zone and PvE Zone, the Found in Raid requirement has been removed from some construction materials" (Escape from Tarkov 1.1.0.0 patch notes). Battlestate also "simplified the construction requirements for some Level 1–3 Hideout zones." In plain terms: the bolts, wires, and screws that used to force you to survive a raid with them in your bag can now be bought off the Flea Market or a trader and slammed straight into the module. Your early tree goes up in hours instead of days.
2. Your seasonal profile is on a clock. The last full wipe was the 1.0 launch on November 15, 2025, and the classic six-month wipe cycle is gone on your permanent profile. But the seasonal character is different — it resets at season end. Kord Breach ends December 7, 2026, so a station that needs two months of uptime to break even is a coin flip if you build it in October, and a straight loss if you build it in November. The question stopped being "will it survive the wipe?" and became "can it pay me back before the season ends?"
The result: you front-load cheap quality-of-life and steady-income modules, and you treat the Bitcoin Farm as a conditional build, not an automatic one.
What should I build first in the Season 1 hideout?
Here's the recommended sequence for a fresh Kord Breach PMC, with the reasoning for each slot.
Tier 1 — build these on day one
- Stash. Pure roubles and trader loyalty, no build timer of consequence. On the Standard edition your starting stash is cramped, and every hour you spend Tetris-ing loot is an hour you're not raiding. Upgrading the Stash is the highest quality-of-life return in the whole hideout. Do it first.
- Generator. This powers every active module — Water Collector, Booze Generator, Bitcoin Farm, and the crafts that only run with power on. Nothing downstream works well until the Generator is up, so it's the true foundation of the economy tree.
- Lavatory. Cheap, fast now that low-level mats don't need FiR, and it unlocks and gates several downstream crafts and modules. A quiet prerequisite you don't want to be missing later.
Tier 2 — the steady-income and QoL core
- Water Collector. Passive purified water while the Generator runs — both a crafting ingredient and free hydration, which matters more on a no-insurance character where every survived raid counts.
- Nutrition Unit. Food crafts, dirt cheap to build with the no-FiR change. Keeps you fed and feeds barter/craft chains.
- Rest Space. This one is underrated: it cuts your Scav cooldown, and more Scav runs on a fresh seasonal character means more free loot and roubles with zero risk to your PMC kit. On a profile with no insurance, free Scav income is gold.
- Medstation. Heal crafts (Salewa and friends) plus it's a quest gate for several tasks. Cheaper than buying meds outright once it's running.
Tier 3 — economy engines
- Workbench. Ammo, weapon-mod, and gunpowder crafts, and a hard requirement for a stack of Gunsmith and other quests. If you're chasing Kappa this season, you'll build it anyway — do it before the Bitcoin Farm.
- Intelligence Center. On a permanent character this is a top-five build because it slashes insurance return time. On a seasonal character, insurance is off — so that perk is dead. What still matters is the Flea Market commission reduction, which is more valuable than usual because 1.1.0 raised Flea fees from 3% to 5%. Build it for the fee cut and the Scav-cooldown stacking, but it drops a few slots versus the permanent-realm order.
- Scav Case. Feed it roubles or items, get a passive loot return. A reliable rouble multiplier once you have spare cash — see our Scav Case guide for the best-value option and loot tables.
- Booze Generator. Produces Fierce Hatchling moonshine, an ingredient in the highest-value hideout crafts and a strong barter item. Pairs directly with the money crafts in our best hideout crafts for profit breakdown.
Tier 4 — conditional and last
- Bitcoin Farm — only if the season math works. The Farm is the biggest passive rouble printer in the game, but it's also the most expensive (Generator, Solar Power, and a stack of graphics cards) and the slowest to pay back. On a permanent character it prints forever. On a seasonal one, do the arithmetic: if you can't recoup the graphics-card and build cost before December 7, skip it and put the roubles into raids and crafts instead. Full ROI math and GPU counts are in our Bitcoin Farm guide.
- Skill and cosmetic stations last. Gym, Air Filtering Unit, Library, Hall of Fame, Shooting Range, and the Cultist Circle are all fine eventually, but none of them pay rent early. Build them when the income tree is done.
How does the no-FiR change speed up the hideout?
Before 1.1.0, the early hideout was a scavenger hunt: you needed found-in-raid bolts, wires, screws, and tool sets, which meant surviving raids with junk in your bag instead of loot. Now that many Level 1–3 construction materials no longer require FiR status, the bottleneck moved from raiding to roubles. If you've got cash — from Scav runs, early quests, or a topped-up balance — you can buy the whole Tier 1 and most of Tier 2 off the Flea Market and traders and build them back-to-back.
That's exactly why the order above front-loads cheap modules: they're no longer time-gated by raid survival, so there's no reason to leave them half-built. Get the Stash, Generator, Lavatory, Water Collector, and Nutrition Unit up fast, then let the steady-income modules tick while you push quests.
One caveat: not every material lost its FiR tag, and higher-tier modules still want specific components and prerequisite module levels. The change is a genuine accelerator for the early tree, not a free pass on the whole hideout.
Season 1 hideout priority — quick reference
| Priority | Module | Why it's here on a seasonal character |
|---|---|---|
| 1 | Stash | Biggest QoL return, roubles-only, no raid gate |
| 2 | Generator | Powers every active module; foundation of the economy tree |
| 3 | Lavatory | Cheap now (no FiR), gates downstream crafts |
| 4 | Water Collector | Passive purified water + free hydration |
| 5 | Nutrition Unit | Cheap food crafts, feeds barter chains |
| 6 | Rest Space | Cuts Scav cooldown = more free, risk-free income |
| 7 | Medstation | Heal crafts + quest gate |
| 8 | Workbench | Ammo/gunpowder crafts + Gunsmith quest gate |
| 9 | Intelligence Center | Flea-fee cut (fees are now 5%); insurance perk is dead on seasonal |
| 10 | Scav Case | Passive rouble/loot multiplier |
| 11 | Booze Generator | Moonshine for high-value crafts & barter |
| 12 | Bitcoin Farm | Conditional — only if you can earn it back before Dec 7 |
| Last | Gym / Library / Cultist Circle / cosmetics | No early income; build when the money tree is done |

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Which hideout modules should I skip in Season 1?
Nothing is strictly useless, but a few are traps on a short seasonal clock:
- Bitcoin Farm built late. Past roughly late October, the Farm may not clear its own cost before the season resets. Great early, a money pit late.
- Maxing skill stations (Gym, Air Filtering, Library) early. They boost skills and stamina over time, but they don't generate roubles or crafts. On a four-month character they're a late-game luxury, not a day-one build.
- Cosmetic stations (Hall of Fame, Shooting Range for show). Fun, zero economic return. Dead last.
If your Hideout upgrade points look stuck or a module refuses to progress, that's usually a Hideout Management skill or prerequisite issue — our Hideout Management not getting points fix walks through the causes.
Fastest way to fund the Season 1 hideout
The whole build plan assumes a steady rouble income, and on a fresh seasonal character with no insurance that means playing the early economy tight. Prioritize Scav runs (free loot, no kit risk), rush PMC level 15 to unlock the Flea Market, and run the highest-rouble-per-raid loot routes while your Hideout crafts tick in the background. Our Kord Breach fresh-start money guide lays out the exact early-game loot loop, and the Season 1 money guide covers the best rouble routes once you're established.
If you'd rather skip the grind entirely and jump straight to a fully-built income hideout, a Hideout Upgrade Boost has pro players farm the materials and build the modules for you, and a rouble top-up covers the construction costs so you can build the whole tree in one sitting.
Frequently Asked Questions
What should I build first in the Tarkov Season 1 hideout? Start with the Stash for space, then the Generator (it powers everything), then the Lavatory. After that, build the Water Collector, Nutrition Unit, Rest Space, and Medstation as your steady-income and quality-of-life core. Because patch 1.1.0 removed the Found-in-Raid requirement from many early materials, you can buy most of these off the Flea Market and build them back-to-back.
Do hideout materials still need to be Found in Raid in Season 1? Not all of them. The 1.1.0 patch notes state the Found-in-Raid requirement was removed from some construction materials in both PvP Zone and PvE Zone, and Level 1–3 zone requirements were simplified. Many early modules can now be built with flea- or trader-bought parts — but higher-tier modules still want specific components and prerequisite module levels.
Is the Bitcoin Farm worth building on a seasonal character? Only if the timing works. Your seasonal profile resets when Kord Breach ends on December 7, 2026, so the Farm has to earn back its graphics-card and build cost before then. Built early in the season it's excellent; built in November it may never break even. On a permanent character, it prints forever and is a much safer investment.
Does the Intelligence Center still matter in Season 1? Its biggest perk — faster insurance returns — is dead on the seasonal realm because insurance is disabled there. But it still reduces your Flea Market commission, which matters more now that 1.1.0 raised fees from 3% to 5%, and it stacks Scav-cooldown reduction. Build it, just a little later than you would on a permanent character.
When does Season 1 Kord Breach end? Season 1 runs from August 3 to December 7, 2026, per the Escape from Tarkov Wiki. When it ends, your seasonal character and its hideout reset, while your permanent PvP Zone and PvE Zone profiles are untouched.
How many hideout modules are there in Escape from Tarkov? There are 26 buildable modules (27 counting the seasonal Christmas Tree). You do not need to max all of them on a seasonal character — focus on the income and quality-of-life tree and leave skill and cosmetic stations for last.



