
You won't have the CAPS-in-game money-to build these three-room areas off the bat, so here's where the planning comes in: You start the game with two elevators-on floor zero and floor -1, respectively: On floor zero, you have a one-room living area and a completely empty lower floor.Īccounting for an elevator at the very end of the -1 floor, you can build one three-room area, the elevator, a three-room area, two-room area, and another elevator. This is highly recommended, and one of the best ways to get a balanced, bustling population early. I prefer proof and not guessing from what seems logical or how it seems to work based on sending dwellers into the wasteland.You build rooms in the game in one-room segments, but don't let those tiny rooms fool you - you can build up to two more copies of that room next to it to combine that section of the floor into one giant area. While this is going to be a long shot, I would greatly appreciate if anyone knows what S,C, and I actually do. I just haven't been able to find what exactly the last 3 are for. The game does say in a loading screen tip that all SPECIAL stats are beneficial in combat/wasteland. ( Help) (L also increases chance of gaining caps while collecting resources in your vault. L - Increases how fast you will build up Crit attacks.


Charisma makes it more likely they will resolve situations with strangers in a more positive light (gain more XP or caps, lose fewer HP). Endurance and level provide more HP, allowing them to survive longer on the same number of stims. Perception helps them find opportunities for caps, XP, and loot. It depends on what you want the explorer to do.
