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Fallout shelter 3 endgame
Fallout shelter 3 endgame













fallout shelter 3 endgame

when i have steady supply (with 25 wasteland dwellers and 3 overseer quest teams, you can do with less than these amount. Weapon and outfit shops, required at least 2 of them. and delete afterwards, when you complete work on them. but 4 would be ok too.īarbershop, themeshop, training rooms, all do nothing when you done work with them. (works with 10s ) no need to use more than 3.

fallout shelter 3 endgame

only differs is total charisma amount in theese rooms. no difference if it levelled or not, and no difference if it used as combined room or not. Radioroom is only required to raise happyness level in your vault. so i may suggest you delete or replace with something else. Some says water room is required (to avoid unexplained radiation on dweller). but empy power rooms doesnt require anything (not even power to sustain), i allways comfortable with extra power storage. 4 is more than enough for your work woult. waste of space so replace with nuclear power.

fallout shelter 3 endgame

Garden will do no good when you pick 3 nucacola. I suggest you fill all the 2 wide rooms space with med+science. so 4+2 total in your work is seems a bit low end. so you need more empty medbays for storage. (9*5=45 barely enough to support 2 wasteland wanderer). if you send people to the wasteland you need more than 5 medbay. In my opinion, efficient number room(and type) and dweller amount are tied together.ģ nucacola room (tier 3 with +7end wear) is enough for 200 people.Ģ+1 (med+science with full crew) enough for self sufficient wault, but if you dont send people to the wasteland.















Fallout shelter 3 endgame