
At that point you can pretty much move rooms around with zero regard for caps.In today’s day and age, most of us have either heard of fallout shelters or have seen their indicator signs with three triangles inside a circle. The limit of 999,999 is very easy to reach late game. Once you get later in the game and have all your dwellers trained up you'll be rolling in caps, trust me. Higher luck increases both the chance and amount of caps earned after collecting from a room, and it increases how many caps explorers find. When I first started I didn't know much about the game of course, but I just planned out my elevator shafts and the rest followed pretty easily. Beyond that, everything else should be very easy to move around and play with if you have well placed elevator shafts (like in my vault). Elevators can be very hard to move without destroying a big chunk of your vault, while if you're above 160 population you will be unable to move living quarters without evicting to 160. The only really key things you have to plan for your vault is where the elevators are going to be and where the living quarters are going to be. For a long time now I've just let incidents spread out and die in my bottom two sections. A very recent idea that only occurred to me thinking what I'll do with more Mr. Normally they wouldn't get there in time before it spreads, but Mr. I'm currently training up a security force of sorts, 6 dwellers I will station at the top of the bottom section that I will drag to any incident in the bottom two sections to deal with them quickly. Handy will rush to fight it (which will stop it from spreading). I'm currently only 4 off of having one on every floor of my vault (got another one since this screenshot), so wherever an incident starts a Mr. Handy robots, and they will fight incidents. You may notice however that I have an abundant amount of Mr. My bottom storage section is always empty while my second from bottom training/storage section is usually empty, so incidents that appear there will spread out and then eventually die once they've hit every room. My top two sections are all occupied, so if an incident starts there it's dealt with before it spreads. Incidents cannot spread between the three dirt layers I have. And incidents have the potential to spread through each "section" of my vault.

I've only made one change since taking this screenshot, and that's replacing the bottom two 3-wide medbays with storage rooms, cause I realize I don't need near that much stimpack storage and more item storage really helps. I don't use RadAway at all, I just like having storage for some for I guess you could say immersive reasons (EDIT: Who knows, they might actually see use with the upcoming introduction of quests). All my other 2-wides are then just stimpack and RadAway storage. I then have my radio rooms (just use them the odd time for objectives) and barbershops (they have to be 2-wide). As you can see my top 2-wides are all my stimpack production. If you want an example, here's my final vault layout.
#Fallout shelter 3 wide or 2 wide upgrade#
Tier 2 rooms (nuclear reactor, water purification, garden) are a straight upgrade to tier 1 rooms (power generator, water treatment, diner), while the Nuka-Cola bottler is the exact equivalent of a garden and water purification in one (yes you can live entirely off of Nuka-Cola). You need living quarters of course, and you'll probably want a lot of storage (more or less depending on how much junk you want to hold at once). They can be useful for helping to grind some objectives though. Radio rooms can be pretty useless as well concerning their main functions, which are attracting new dwellers (they're okay) and raising happiness (they're terrible at this). The need for RadAways can be eliminated (always have enough water in the vault and have all explorers with 11 endurance or more for radiation immunity) which would make science labs useless. If you don't care about customizing dwellers barbershops will be useless to you.

You probably won't be doing much if any crafting early on, but it's probably the best thing late game. Weapon and outfit workshops are very useful, especially late game, as they let you craft tonnes of the best legendary gear. For stimpack and RadAway storage width doesn't matter as it's always 10 more per cell, regardless of how they're connected.Īs for useless rooms, there are a couple, but it depends entirely on your vault.

The only rooms that aren't are the medbays and science labs, which are most efficient (production wise) as 2-wide. Resource rooms, storage rooms, training rooms, living quarters, all of them.
