I'm a big fan of the yellow house in Diersvill, the garage out back with the pre-dug basement/mining vestibule, nice sight lines, easy looting pretty much every direction, nearby farm, all the biomes an easy trot away, what's not to love?
I've since extended the solid awning above the weak spot out a block so the zeds get little opportunity to climb on each other to attack high; sub in a stack of molotovs and a claw hammer and that base and equipment took me through day 28, gs s/b (36+28)*1.5=96 which matches my memory. The bow was looted, everything else I made. The wedge-tip skirts work great, there's no traps except four fairly useless ones (now that I don't have to lead dogs over them) behind the flower boxes in back. Day 28 I didn't notice some zeds randomly attacking the iron entry door to the garage, once they knocked it down a peg it became the weak spot and the horde broke througyh from behind before I figured out what was going on, drove me up my internal emergency-escape ladder
until they got bored and wandered off to do random destruction. A few quick club kills and some panicked repairs and I was back in business. Now I keep iron bars in the horde-defense-supplies chest in the corner too, the door opens out so if it happens again I can put down the bars and they can't really go over (awning protection above that door now too).
Found a crucible so now I've got a vault door, which I think means I can upgrade the weak-point wall block (and the rest) to reinforced concrete. We'll see how that does against the beefier hordes when I get solid playtime to play again, but staying ahead of the damage was easy and I did a good bit of horde-night killing with just that club, testing says four molotovs will drop even a rad biker, and I can make first aid bandages and have a little aloe farm going so I'm really liking my chances. flw, right?
Happy New Year to all.