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Did you upgrade it, yet?
Sources: http://fallout.wikia.com/wiki/Power_generator_(Fallout_Shelter) http://fallout.wikia.com/wiki/Nuclear_reactor
this is good AND bad. mostly bad.
because when you get to a point in the game where radscorpions attack... the attacks drain a [percentage] of your total power pool. so having a ton of excess power actually hurts you SEVERELY, because you will lose 1/2 of w/e your max capacity is... from each attack.
here's an example of why its bad to have a massive power pool (far exceed your needs)
- if you need/can hold 600/600 power and you can produce 300 power in 2 minutes... that means you can recover from a radscorpion attack in 2 minutes... because the attack will drain 300 power. (1/2 your capacity)
if you need/can hold 600/1800 power and you can still only produce 300 power every 2 minutes... the attack drained 900 power instead of 300... and will take you 6 minutes to recover instead of 2 minutes.
also, it is a bad idea to level up rooms in this game until you absolutely can handle that... doing so makes the fights in those rooms (and fires) MUCH more difficult.
to be clear, you can expand by merging 2 or 3 rooms together, all being level 1. not upgraded... but if you "upgrade" them then they get more difficulty to defend.
so it is better to build/merge more tier 1 rooms rather than have 1 tier 3 room, just because the tier 1 rooms are easier to defend.. so this means elevators are a better option before upgrading the rooms you have.
don't level up rooms to level 2 unless you staff them with plenty of dwellers. and do not level up to tier 3 unless you have super dwellers (babies that went to endurance school at level 1, got 10 endurance at level 1, and then went off and leveled up 1-50 while wearing +3 or higher endurance clothing for a total of 13+ endurance per level...)
the trick is, you gotta do quests to get your hands on some Mr. Handy's so robots will collect your power/food/water for you w/o clicking. that way you can kinda safely not pay attention every single minute to avoid your rooms going dark because you didn't collect all the power being produced...
Didnt expect that one >.> what about gardens and water purifiers?
that's also when i'd kinda just kick out my original dwellers that leveled up w/o the 13+ endurance at level 1. because they are extremely weak...
another way you can make your fights easier to defend is your "average dweller level".... if you have a ton of your dwellers at level 1 in school... that lowers your average, which lowers the difficulty of the fights. so instead of leveling every dweller to 50, make sure you just keep a bunch at level 1 (keep them in school indefinitely but give them good weapons to defend the rooms..., even if they're maxed out, do not work them or else they level up)
another way to cheese your food/water needs: early on, when you're still expanding and don't have super dwellers.. you can send dwellers out to scavenge the wastelands... those outside the vault do not consume food/water, so you can staff less dwellers on that job.
i think a 3x wide tier 1 food/water room can easily get you to by, but once you get those food/water starting workers to 10 perception/agility, then you can easily have say 6 of each working 1-2 3x wide rooms to hold you over while your super dwellers are in school for a week or so.. and save up money for the cola so when you do a baby boom fro 60 population to 100 all at once, then you have the money to instantly build cola on 1st to rows and put those super dwellers to work and maybe transition your old food/water workers into crafting guns/clothes that require perception/agility.
Without it you would need to build a lot more rooms of the tier 1 power and that means more dwellers spread out and less build space.
But yea never upgrade to tier 3 rooms until you are prepared if you ever want to do that but multiple t1 and a few t2 is plenty in most cases until you start to run out of space when you hit near dweller capacity.
you could stick to 60 pop with 24+ workers (6 food, 6 water, 2+ stims/radaways, 12-18 on power... some scavengers for gear and crafting)
and 30ish kids in school training endurance, luck (makes easy rush), and a crew also on agility for quests (faster attack rate on fights in quests and scouting = the only way to survive the high end missions),
the more scavengers you have the faster you'll get through mid and to late game. early game they get you +7 weapons for 100 population, and +3 endurance for your 100+ population. and save up a ton of caps for the upgrades on the armor/weapon crafting rooms that you unlock on the baby tboom to 100 pop (your second wave of students to propell you to late game)... mid game when you put endurance dwellers on scavenge they'll be out long enough to get rare crafting recipes and materials and so you can enter late game of crafting the more rare +7 endurance, agility/perception armors and weapons...
you also want a very large stockpile (and fast production) of stimpacks and radaways. best to have enough to send out scavengers with 25 stims and maybe 5 radaways till they have endurance. the faster you can produce them, the faster you can get your scavengers back out there when they come home to drop off the loot.
That was very helpful! Thank you very much.
also, you can rename your dwellers. just click them and click their name and edit it. what i do is name them based on their stats. so someone who was E10 at level 1 and leveled up with +5 E shirt.. i'd put e5 in the front of the name... or se5 for the same who also learned 10 strength, or pe5 for one who learned perception, etc. this helps me know for sure the difference between a dweller who leveled up with 13 endurance or 17 endurance. there's a major difference in health there so... like i wouldn't put e3 geared level 50 guy to guard my top floor. i'd use e5.
and here's a layout for my vault: https://docs.google.com/drawings/d/1-mtnlZLmqf4YTZkLSKH_rux1A2UreWxn342cP5kLwX0/edit
(you can skip radios and just build more storage)
the elevators on the edges prevent mole rats. mole rats only enter at the bottom floor, which i can kill immediately if i staff some guys down there. i make sure bottom floor rooms are tier 1, not upgraded...
storage is max upgrade. barracks are too. the stimpacks and radaways are up to tier 2 so rushing them gives 6 stims/radaways at a time.. the training rooms are tier 1, the nuke power is tier 1, the other power is tier 1 until i need to boost them to tier 2 but i gotta have 3-4 staff in each, the top 2 floors of nuka-cola are tier 1, which makes the fights vs deathclaws/raiders/ghouls much easier... this is where my 15 endurance workers are.
you can have a max of 25 dwellers on scavenge, so if you can get 25 weapons and suits, you can rotate 25 dwellers in this job to level them to 50, then when they hit 50 you can put them in a job at home and maybe replace weaker workers at home.
you can also have 3 groups of 3 out on quests for overseer room, so thats 34 (25+9) outside the vault to be most efficient on gaining loot)
it really helps for crafting +5 suits and +19 weapons (plasma rifle) to have as many scavengers as possible to collect the large amount of rare crafting materials for that.