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Fallout shelter building rooms
Fallout shelter building rooms





fallout shelter building rooms

At this point you should be destroying your tier-1 resource rooms. You’ll also have the Nuclear Reactor, Garden, and Water Purification Station. When you get to 100 dwellers you’ll unlock the Nuka-Cola Bottler, the last room. The last thing, of course, is that radio stations instigate Deathclaw attacks, and there is no good reason to want this. If you get a raging hard-on for level one dwellers, you’re better off forcing your existing dwellers to mate it’s way faster and you’re literally spreading the love. This is bad because you only get level one dwellers with base stats via the radio station. The second thing it does is attract dwellers. Happiness only translates to caps at the end of your daily report, and you only get around 120-140 caps. The only good thing it does is boost the happiness level of your dwellers, but this is completely useless. I like having the first elevator aligned right beside the vault door and the second elevator to the far right against the dirt this lets you swap around the double and triple room to make it look a bit nicer.īut seriously, the radio station only does three things, two of which are bad.

fallout shelter building rooms

Every floor minus the top floor with the vault door should have the following rooms (in whatever order you happen to building your layout): two triple rooms, a double, and two elevators. What this also infers is that you should only have two straight columns of elevators. You get more production/storage per cap that you spend when you upgrade a double or a triple room as opposed to just a single. By now you should know it is better to merge rooms before you upgrade them. There is only one layout that maximizes the efficiency and cost-effectiveness of your entire vault. You’re not building your vault efficiently.







Fallout shelter building rooms