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When you get attacked you lose up to half of your total storage.
Instead of trying to calculate exactly you should remove dwellers if your bar is constantly filled, and add dwellers if you are struggling to keep them up.
I don't recommend sticking around at 35 dwellers unless you have a mister handy, because you won't have enough things to do to spend time on while waiting for the rooms to produce a second or third batch to refill the bar from what you lost when you logged out. That is unless you spread your dwellers incredibly thin.
That's useful because the level has a HUGE influence on how long people can survive outside of the vault, and that point you'll start getting tons and tons of materials + higher level outfits.
The people who stay in the vault can then make new babies that can continue training until they're maxed out. If you do it like that, the training (+outfits) of your people should increase your food/water income enough to stay on 1 size 3 room until ~55 dwellers or so.
Then I started the next day and my food production is through the roof and I get away with only 5 total Diner workers (in both diners); have no idea why the usage dropped so dramatically.
One thing I didn't realize as a new player, is that rushing with two of every production room is pretty much the way to play. You want to rush often. Not only does is stock up resources, you get caps to upgrade or buy more rooms. Of course you want some guns first to fend off radroaches, but I almost always rush my rooms every other production.
Secondly, you DON'T want to rush often, it's much better to get res with fast production and have max production boost from 90+% happiness. Rush has a negative impact on production since it resets the timer, and on a fail, it'll reduce happiness. You DO want to rush to increase happiness to maximize production.
if so, you will have quite some rooms that needs power, and if you don't have them stratigical build around your powerplant, you might run into a bit of a power-snag (only my guess here - never tried that).
No, at just 24 dwellers, you can start making the strength room, which means you should already be in a good place for power. You probably will not make every room all at once, due to resource and man power, but it can be built up gradually.
Having that "immediate" resource boost only looks pretty.
Only if you fail, if you have success, you get more, because you get the rush, and the timer resets, so the next round of production will finish sooner than if you didn't rush.
If you are in trouble and need the rush the penalty for failing is very hard too, putting you even more in trouble, so it's a bad gamble. Like you wouldn't spend your last money on a lottery ticket in the hope you could afford the next months rent and avoid being evicted.
Rushing depends on your room level and wether or not you can successfully follow up a failure with another rush until you succeed.
If you have a 10% chance of failure I think it is fine rushing level 1 rooms regular rooms, because the incident will be over before it started. And if it fails you have a 20% failre risk on the next meaning even if you only have one room of that type you can rush again to get those resources.
It is never worth it to rush a level 3 nuclear reactor however, because even with all 6 dwellers having legendary weapons the rushing and following incident will take about half what your regular production timer is, and if you are like me and have around half of your capacity in storage (or more) the drain from that radscorpion before it dies will count for many, many rushes.
What do I care if it fails and I lose 20 seconds toward the next production, when I'm already full of that resource? The upside, which imo is the only side, is free caps when it succeeds, and free xp when it doesn't.
I don't rush if I need a resource and failing will put me behind. I thought that was obvious.