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If you're planning on building BIG rooms for training then I would wait or put placeholders perhaps that you can delete and remake later on if you're able to. That's why so many people say to expand slowly and upgrade your rooms as you go so you don't have to remake them all later on.
well my bandits never go the deeper floors. They go everytime the same way on first and second floor, where my heavy weapons are. Althrough they could use the elevator to the unarmed rooms.
Well, the placeholders are surprisingly always there, the whole right wing or right side or however you want to call it. But there its just place for medium rooms, not big rooms.
Im pretty sure i will never have to demolish rooms, because of my perfect efficient planning. I just need 1 training department for each attribut, never more. But the capacity, thats the question. Is it useful to train 6 persons at same time when you have 200 people total, or will you be okay with just 4 people at same time?
Beside of that, my vault runs very good. I always have enough money and people to build a new generator or diner room for hard situations or something like that.
The way I had my vault set was 6 person rooms on each side and a 4 person room in the middle.
The rest are singles, no hurry on them as there is never a problem keeping power, water and food full.
http://steamcommunity.com/sharedfiles/filedetails/?id=905409354
Well then RIP I have all 6 person rooms. x.x
The ten minutes that you save on a six hour timer isn't really worth upgrading them.
Late game design depends on your preferences, but stacking your resource mining rooms is a must for each of collection. If you have one or more Mr Handy available, maximize efficiency by bulding resource rooms on either side of the central column.
Overall Design
Remember to place Door Guards. These should be heavy END dwellers, with good STR, PER and AGI to fend off attackers. Equip them with your best weaponry.
When building, only place your rooms on either side of the central shaft. This central shaft should be used for other rooms, like the Office, Radio and Barber. The rest of this shaft can be filled with Living Quarters, and extra Storage.
Build Power rooms at the top two levels to tackle raids. These are STR mines, and should be filled with STR build dwellers. Equip at least one dweller with a melee weapon, as these benefit most from the STR stat. Ranged, and AoE weapons are more versatile however.
The third level is for Storage.
Next four levels are Water, Food, Medical and Science. Equip your dwellers here with ranged weapons to fend off radroaches and other undesirables should they appear. Save a couple rows for Nuka-Cola Plants later. This will keep all your resource mines in easy reach of each other for quick harvesting.
This should put you at level 10 which you can start your training rooms. Head down one level each time with S/P/E/C/I/A/L for quick reference. The next few levels should be for armour and weapon workrooms, as like SPECIAL training, they take a while to complete.
The final three floors, and any other remaining space can be used for whatever is needed.
As for training rooms, I have 3 full rooms and fully upgraded E, 2 L and then one of each of the rest.
Sometimes I wish I built 4 E but 3 is enough. They'll run their course eventually once all my new dwellers get to 10 and slowly replace the old ones.