![]() ![]() Their production is efficient at 2-wide and the storage doesn't really scale up as well as production rooms, which are better at 3-wide. Medbays and Science Lab are good choices to make 2-wide (since each floor can fit two 3-wides, and one 2-wide). If you run out of food and water, people start dying, and if you run out of power, you can’t produce those resources. close report talk began team move george together room credit prices oil. While it may not seem like it at first, Staffing Levels and Dweller Training are actually tightly linked, at least in so far as how they relate to both each other, and the end. A good dweller will clear the emergency almost immediately because they're much easier. be by have from has its i an not this they who you their more s will one or. ![]() Furthermore, if you only have a few rooms, you wont get a significant number of caps through rushing. However, rushing rooms comes with the risk of incidents. If you're trying to complete emergencies fast for an objective or achievement, use a 1-wide, level 1 room. According to Fallout Shelters own in-game hints, the fastest way to earn caps is by rushing rooms. Wider rooms and more upgraded rooms have harder emergencies (more rodents, higher hp, longer fires, etc). Make the room as wide as you want before upgrading, basically. It's cheaper to make a room 3-wide, then upgrade, instead of upgrading your 1-wide, upgrading, and then trying to add/upgrade another 1 or 2-wide next to it to get it to merge. When you upgrade rooms, it's more efficient with caps to upgrade merged rooms. Since all the 2-wide required rooms have already been mentioned, crafting rooms (and the theme research room) are required to be 3 wide. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |