![]() I stayed at that population long enough to train everyone to 10 STR starting with the people I was going to keep in the power room. My next goal was the Weight/STR training room. Then the radio room which can be handy in emergencies for quick Pop boosts, if you happen to lose a bunch of people due to bad luck, by putting someone in there and have enough power to keep everyone alive long enough to log out for the timer to tick down and hope that they found someone to guide in when you log in again (2:30 is my timer at the moment I forget what the new vault timer starts at) instead of waiting 3 hours to go from pregnant to child and another 3 hours to go from child to interactable adult followed by the time it takes to train them all the way back up again. Then I Increased population to get the radaways. My first goal was to get my population up to do the Med-bay/Stim paks and then stopped for a bit to hoard caps from clicking on rooms when they were ready, people leveled up, or by clicking on the mysterious stranger in the brown trench coat & hat that appears randomly in the vault and from the raiders that randomly attacked. *Crosses fingers* Heres hoping at any rate. Once I get to 200 people then the empty rooms/storages wont be a problem and the Vault SHOULD be able to be rejoined. The Mister Handys really help with keeping the incidents from spreading while I grab dwellers and drag them into the affected room(s). ![]() I then just back fill from there.Īll other rooms are level ones and have 1 person each in the inhabited section except for the Workshops, they tend to be empty unless I am needing to craft for objective completions or I found a good item upgrade that needs crafting. then Once thats done I start sending them to fully staff one of the diners, then water plants and finally med bays. ![]() As I get more people trained and freed up I send people to the power plants first. The middle power plants have 2 people each and the left power plants have 1 person each just to keep them producing and have the rooms occupied in case of fires/rad roaches so other dwellers can be dragged in to help as needed to combat the incidents. And the single sized training rooms in the middle.ġst: Vault door>Storage room>Radio roomĢnd: Storage rooms *til I get the Garden & Nuka-cola factoryĤth: Power Plants *Will be turned into Nuke Reactors and relocated as Progress is made.ĩth:Weapon workshop>Training room>Training room>Outfit Workshopġ0th:Theme WorkShop>Training room>Training room>3-wide Training roomġ1th:Bunch of Elevators>Training room>Training room>Bunch of Elevators *to close off the inhabited section and keep molerats going in through the one room only for the Molerat Objectives.ġ2th: Dirt>More elevators>Dirt *to finish closing off the inhabited section and keep molerats going in through the one room only for the Molerat Objectives.ġ3th: Dirt *to keep the Rad Roaches and Fires from jumping past the elevators into the next level of elevators and rooms.ġ4th: Elevators *Mole Rat barrier all the way across.Ģ2nd: Storage>Overseers Office>StorageĢ3rd: Power Plant>Barber Shop>Power Plant *Temporarily located PPs to store extra power til I get more people to negate the rad Scorpions and make space for future Living Quarters as the need arises.Ģ4th: Temporary Elevators to hold space for future Living Quarters>Living quarters>Living QuartersĢ5th: Elevators all the way across *May be converted to Storages later or Stim-pak/Radaway rooms.Īt first All power rooms were maxed and I had 2 of the 3-wide rooms on the far right fully staffed with dwellers in the best STR gear I have at the moment and with maxed STR trained. Except the top where the Vault door is 2 Wide. Floors are mostly in a 3 Wide>2 Wide>3 Wide format.
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