![]() Athletics Rooms increase (A)gility for dwellers in diners/food production rooms.Classrooms increase (I)ntelligence for dwellers in Medbays and Science Labs,.Lounges increase (C)harisma for Radio studio dwellers and dwellers you pair for reproduction.Fitness Rooms increase (E)ndurance for Explorers and Nuka-Cola bottlers.Armories increase (P)erception for Water treatment dwellers.Weight Rooms increase (S)trength for Power production dwellers.trait levels early on, just personal dweller levels until you have earned those luxuries through the hard work of extensive gameplay. Training rooms are considered luxuries, so you won’t be able to improve S.P.E.C.I.A.L. They are also available early on but I’ve only found them useful once every dweller has an outfit and weapon, so place sparingly and with care. They can be occupied by two dwellers, or be left empty. There isn’t much to say on Storage Rooms. It’s an extra room that may seem unnecessary but it’s so helpful if you’re careful. Just separate them by gender when rooms are full and there are extra dwellers, or nonstop, overworked dwellers and need a break (they’ll tell you, if you listen). Two dwelling rooms early on helps you rest whichever dwellers you want, regardless of gender without worrying about them making babies when you’re not ready. You can upgrade them and join them with others after based on your setup and needs. Living Quarters! You’re provided with one at the beginning, and this is what limits your total shelter population, so upgrades +2 dwellers and expansions +2 dwellers each time.Ī building technique I used is to create two single-slot Living Quarters, but separated either by a room between or on separate floors. Match traits with respective rooms and keep them happy to increase production. Instead of Perception or Agility, however, it requires Endurance. The (E) Nuka-Cola bottler produces both food and water. (C) Radio Studios increase charisma and call out to wandering explorers to increase your shelter population. (I) Science Labs produce Radaways which decrease radiation levels. (I) Medbays produce Stimpaks which heal/increase health. The rest of the production rooms are simple enough based on the above. Long-term, though, it leads to poor Overseer reports. Low food causes unhappiness, but that’s nothing some baby-making and well-placed room assignments can’t fix later on if you’re struggling with it. It’s a waste of resources to Radaway + Stimpak every dweller all the time. Sufficient water purification makes Radaway primarily for your explorers so you can focus on Medbays to keep health and happiness up. Radiation causes babies with radiation and deteriorates health, which ultimately leads to low happiness levels. If water levels are at par, it keeps the radiation away. (P) Water Treatment/Purification rooms feel like the second most important rooms in the shelter. Then, rooms further out go dark and drop productivity. If your Power Generator rooms aren’t at best, then adding rooms quickly drains the resource because they increase the minimum level needed. Besides the water treatment rooms, use all stat-booster outfits and training toward maintaining high Power levels. (S) Power Generators/Nuclear Reactors produce power and should always be productive. Place them mid floor, or the Raiders will sweep through easily and you’ll be racing to catch up if only a few dwellers have weapons. My top recommendation from experience is that Raiders’ AI work in zig-zag, linear patterns, do not place stacks of elevators at the ends of your floors. They don’t have upgrades, but can be stacked to help dwellers (and Raiders) navigate your shelter. There are some elevators provided Day 1, but additional elevators have a base cost of 100 caps (but can increase at +25 cap increments so don’t be surprised once they get pricy later). It comes with 2 upgrades though, for 500 caps and 2000 caps, so once you’ve reached a stable point in resources, I strongly recommend upgrading to protect your dwellers. ![]() The Vault door is provided for free, and produces nothing but a base defense against raiders and whatever else lies out in the wasteland. Know what they are, what they do for you, and how you can get the most out of them, and you'll be a pro Overseer. There are 20 of them, available to you somewhat in order of necessity, and definitely in order of price. Top 3 things you need to know about Building and Rooms:
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