There are a number of rooms you can construct and upgrade to expand the Vault. All rooms have a particular purpose whether it be resources production, training Dwellers or provide storage space for Dwellers and items. As the vault population increase in size new room types will become available.
The Vault need power to keep rooms operating and dwellers to operate them. Every room in the Vault is linked to one of the SPECIAL stats. The better the assigned Dweller's stat is for that room, the more they influence the room's effects. Each Room level can be upgraded twice to increasing its performance, and up to 3 identical Rooms can be merged to increase their dweller capacity.
Rooms Overview[]
The table below is a complete list of all rooms available in your Vault. Building multiple rooms of the same type will increase its base price, but upgrade costs remain constant.
- Access and Storage rooms
Name | Population needed | Base cost | Attribute | Purpose | Upgrades |
---|---|---|---|---|---|
Vault door | Available from the start | pre-set | Strength | Prevents entrance into the Vault by attackers. | Advanced Vault door |
Elevator | Available from the start | 150 | Connects different levels of the Vault. | ||
Living quarters | Available from the start | 100 | Charisma | Houses the dwellers and allows for procreation. | Barracks |
Storage room | 12 dwellers | 200 | Endurance | Increases available storage capacity. | Depot |
Overseer's office | 18 dwellers | 200 | Unlocks quests | Overseer's control station |
- Resource Production rooms
Name | Population needed | Base cost | Attribute | Purpose | Upgrades |
---|---|---|---|---|---|
Power generator | Available from the start | 100 | Strength | Produce Power | Power station |
Diner | 100 | Agility | Produce Food | Restaurant | |
Water treatment | 100 | Perception | Produce Water | Water treatment station | |
Medbay | 14 dwellers | 500 | Intelligence | Produce Stimpaks | Clinic |
Science lab | 16 dwellers | 500 | Intelligence | Produce RadAway | Science station |
Radio studio | 20 dwellers | 500 | Charisma | Attracts new dwellers from the wasteland. | Radio station |
Nuclear reactor | 60 dwellers | 1200 | Strength | Produce Power | Advanced reactor |
Garden | 70 dwellers | 1200 | Agility | Produce Food | Greenhouse |
Water purification | 80 dwellers | 1200 | Perception | Produce Water | Purification plant |
Nuka-Cola bottler | 100 dwellers | 3000 | Endurance | Produce a lot of Food and Water | Nuka-Cola station |
- Training Rooms
Name | Population needed | Base cost | Purpose | Upgrades |
---|---|---|---|---|
Weight room | 24 dwellers | 600 | Train Strength | Gym |
Athletics room | 26 dwellers | 600 | Train Agility | Athletics studio |
Armory | 28 dwellers | 600 | Train Perception | Weapons station |
Classroom | 30 dwellers | 600 | Train Intelligence | School |
Fitness room | 35 dwellers | 600 | Train Endurance | Fitness studio |
Lounge | 40 dwellers | 600 | Train Charisma | Bar |
Game room | 50 dwellers | 600 | Train Luck | Arcade |
- Crafting rooms
Name | Population needed | Base cost | Purpose | Upgrades |
---|---|---|---|---|
Barber shop | 50 dwellers | Allows for changing dweller appearance | Salon | |
Outfit workshop | 32 dwellers | Allows for making outfits | Outfit factory | |
Weapon workshop | 45 dwellers | 800 | Allows for making weapons | Weapon factory |
Theme workshop | 42 dwellers | 3 200 | Allows for making room themes | Theme factory |
Production rooms[]
Production rooms produce the basic resources and medical items that to keep the Vault and its Dwellers going, each room regularly produces them in cycle over time as long as at least one dweller is assigned to operate it. production cycle time is dependent on the assigned dwellers' total level for the room's required SPECIAL skill. E.g. four dwellers with Strength 5 in a double-generator room are as productive as 2 dwellers with Strength 10 in the same room. Production times are also modified by the room's size, level, and the working dweller's happiness.
Production rooms may also be rushed in order to produce resources faster. By rushing production, players gain a monetary bonus and fast access to materials, but there is a percentage chance of failure. On failure, the room can either spontaneously erupt into flames or be attacked by mole rats or radroaches. Both outcomes affect dweller happiness too, either positively or negatively.
Training rooms[]
Training rooms allows assigned dwellers to train and increase their SPECIAL stats over time. There is a Training Room for each one of the seven stats. The time it takes a dweller to improve varies depending on their level, the room size and level, and how many other dwellers are working on the same skill. The higher the SPECIAL stat of a Dweller is, the longer it takes to train them to the next level. Multiple Dwellers training together in the same room decrease the training time for all Dwellers in the room.
Upgrading and merging rooms[]
![FalloutShelter upgrading rooms](https://static.wikia.nocookie.net/fallout_gamepedia/images/f/fa/FalloutShelter_upgrading_rooms.jpg/revision/latest/scale-to-width-down/180?cb=20150701120829)
Upgraded rooms
Rooms can be upgraded to increase their performance. Each room type save the elevator can be upgraded twice. Upgraded rooms produce more resources, increase storage capacity, train faster etc. Additionally Rooms can be merged by placing them next to each other, up to 3 Rooms of the same type and level can be merged into a larger version of the room. Merged Rooms let you assign more Dwellers to the room (up to six), while also becoming more efficient, however, they consume more electricity and increase upgrade cost.
- Two merged production rooms double the output and provide an additional 2 resource units.
- Three merged production rooms triple the output and provide an additional 4 resource units.
- Upgrading merged rooms is significantly cheaper in the long term. Two merged rooms cost 25% less caps to upgrade as opposed to two single rooms. Upgrading three merged room is even cheaper, providing a 50% price cut.
Thematic upgrades[]
Using the theme workshop allows the player to customize their Vault further with specific themes for Fallout 4 factions (the Brotherhood, the Institute, Railroad), as well as seasonal themes. Rooms must be fully upgraded and three in size to be themed. Schematics are required to create them.
Some rooms offer special functions: The broom of the Halloween theme attacks attackers, for instance.
Strategy[]
- Be sure to be patient when expanding your Vault. Expanding too quickly will only make it more difficult to keep up with gathering enough resources to keep your Vault up and running and increase incident difficulty.
Behind the scenes[]
- There is a cut room, Mausoleum, where players would be able to assign dwellers to take care of the deceased and earn caps.