Fallout Shelter
Computeron Apr 14, 2017 @ 1:37pm
Does it worth to plan to build huge rooms for special-training?
i need your advise about efficient longterm planning about building my vault.

I always strived to plan my rooms to be able to expand them to huge 6-person rooms. Thats why the right wing of earth is totally empty yet. Now im planning to build all special-training rooms and it looks worth it to built them in the free space of the right wing, because otherwise i would need to dig to underground very much. But then its just possible to have a maximum of 4-person rooms for each special-attribute.
So my final question is: is it worth it to strive for 6-person rooms in special training, or will be 4's enough, even in late game with 200 people?

Sorry for bad english maybe, i hope you understand :)
Last edited by Computeron; Apr 14, 2017 @ 1:38pm
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Showing 1-13 of 13 comments
󠀡󠀡 Apr 14, 2017 @ 1:40pm 
I build my base as a maze with only one way up and down per level. So bandits have to go all the way to one end to go down, then travel to the other end to go down. It is that way the entire base.

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.
Computeron Apr 14, 2017 @ 1:54pm 
Originally posted by DiscipleofYahweh:
I build my base as a maze with only one way up and down per level. So bandits have to go all the way to one end to go down, then travel to the other end to go down. It is that way the entire base.

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.
Mav Apr 14, 2017 @ 1:57pm 
Well...if I remember correctly 6 person special training rooms make your characters special skills level up a bit quicker. But after I had 200 people in my vault I made all of those 4 person rooms.

The way I had my vault set was 6 person rooms on each side and a 4 person room in the middle.
Last edited by Mav; Apr 14, 2017 @ 1:57pm
red255 Apr 14, 2017 @ 2:04pm 
EN should be a 6 person room, the others you can make due with smaller. but everyone needs EN.
Izuela Apr 14, 2017 @ 2:05pm 
For new (weak) vaults it better to stick with 4 person rooms. As the Radscoprions that spawn in fully upgraded 6 person rooms are quite destructive.
Last edited by Izuela; Apr 14, 2017 @ 4:41pm
Flingdagger Apr 14, 2017 @ 2:12pm 
I figure that since health increase per level is attributed to endurance, that I should start training endurance as quick as possible. So I have more rooms for endurance. Luck is my second priority, as luck establishes your %chance of successfull rushes, so I have full luck rooms.
The rest are singles, no hurry on them as there is never a problem keeping power, water and food full.
Sugar Show Apr 14, 2017 @ 2:18pm 
Once you rush 100, you only need STR and END.
http://steamcommunity.com/sharedfiles/filedetails/?id=905409354
RichRuzz Apr 14, 2017 @ 3:43pm 
Crap I need to get to Endurance rooms then. I got about 30k for a base rewrite any suggestions on an efficient rebuild layout?
󠀡󠀡 Apr 14, 2017 @ 3:47pm 
Originally posted by Izuela:
For new (weak) vaults it better to stick with 4 person rooms. As the Radscoprions that spawn in fully upgraded 3 person rooms are quite destructive.

Well then RIP I have all 6 person rooms. x.x
Tarot1970 Apr 14, 2017 @ 4:52pm 
Originally posted by DiscipleofYahweh:
Originally posted by Izuela:
For new (weak) vaults it better to stick with 4 person rooms. As the Radscoprions that spawn in fully upgraded 3 person rooms are quite destructive.

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.
Monkey Magic Apr 15, 2017 @ 2:29pm 
Early on it doesn't matter where you build what, as you'll get tons of caps later in the game and can reorganise them. In fact, it's quite likely you'll have enough caps within the first couple hours to start moving rooms if you wish to do so (like if didn't skip Tutorial)

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.
RichRuzz Apr 15, 2017 @ 2:31pm 
How many med or science rooms are necessary or wanted? Don't want to make too many. (or make them oversized for no point)
Eagle_of_Fire Apr 15, 2017 @ 2:34pm 
Why would someone plan a whole base based on the easiest enemies, which are raiders? I plan my base based on the fact the raiders will never get past the first floor anyways?

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.
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Date Posted: Apr 14, 2017 @ 1:37pm
Posts: 13