![]() Makes it harder to track Bottle & Cappy, doesn't let you set up an Invader Motel (where invaders check in but they don't check out), and uses Caps that could be spent digging down.ĥ) Focus heavily on Endurance training, as HP gained isn't retroactive. That way if an Incident happens in an empty room it won't spread to multiple active rooms.Ĥ) Over the better part of a decade, I've decided that the second set of elevators isn't necessary. Though I do tend to do 2-wide training rooms in my own vaults just to fill in the space, it's not that much slower.Ģ) Have power rooms running on a central 'spine' down the center of your vault the rooms they touch lose power LAST so alternate Power - Other - Other - Power.ģ) Have extra empty rooms for storing resources deep in the vault, away from your standard rooms - especially helpful for Power as I see you've got a problem with that right now. ![]() 1) try to do 3-wide rooms whenever you can, it's more efficient - except in the case of medical rooms, then 2-wide is best. ![]()
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