![]() ![]() you are penailized if you try to stockpile power. you will recover from a drain incident much faster if you do not build excess power storage capacity. the "incidents" will drain your power based on capacity. My vault with 200 dwellers and 80 rooms is run on (7) tier 2 power rooms (3 wide each) and 1 nuke power at tier 1 (3 wide).Īlso, do not build more power than you need. ![]() Here's a simle template of my typical vault: clinics and medbays should stop at tier 2 and stop at 2x wide. ![]() storage and barracks can be upgraded because you will not fight in them. the bottom floor should also be tier 1 rooms so that the molerats are easy to kill (be sure to place the 2 elevators on the far left and right side of the vault to prevent molerats entering the vault through the sides.). the top 2 floors should be tier 1 rooms, just to make it so deathclaws, raiders, and ghouls are easy to kill off. then they can easily survive.īut still, you're better off using tier 1 rooms when possible. The speed at which they gain this is determined by the size of the room, the number and level of other dwellers in with them, and how often the room is rushed successfully. Radio rooms aren't that important but if you can spare the resources to keep one up and running, it'll definitely benefit you. The best way to fight the difficulty is to train level 1 dwellers in 10 endurance, then send them to level up to 50 while wearing +5 endurance outfit. A dweller dragged into crafting or production room will gain levels as they produce the appropriate resource. It's random, but with fully-staffed, fully-upgraded, 3-wide radio room it's possible to attract a few new dwellers to your base each day. you'll burn through stimpacks trying to survive fighting fires, etc. The added difficulty of an upgraded room is not worth it. Before you "upgrade" a room, build elevators and just build more basic rooms.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |