|The following is based on Fallout Shelter and some details might contradict canon.|
Happiness is an important factor in keeping a vault functioning at peak efficiency in Fallout Shelter. The higher an individual dweller's happiness is, the higher the vault's overall happiness (Which affects the vaults efficiency boost) will be. There are several ways of keeping vault dwellers happy:
- Keep them healthy. A lack of food, water, or power will bring down their mood.
- Assign them to the correct job. Dwellers are happier in rooms which correspond to their highest SPECIAL stat.
- A successful rush raises happiness for everyone assigned to that room by 10%, but failing one does the exact opposite.
- Since the radio studio boosts Happiness in the Vault, placing high Charisma dwellers inside the radio room will increase everyone's happiness greatly.
- Give them some time with the opposite sex in the living quarters. It will lift their spirits and make them happy.
- If they are sick, a little RadAway and/or stimpaks will increase their happiness.
- Sometimes they just get bored. Assign them to the training rooms for some book worm or physical training.
Dwellers will often vocalize what they want, so pay close attention to what a dweller is telling you to know more about what makes them happy.
Happiness icons are color coded, for easy reference.
- "Green: Your dweller is happy, way to go!"
- "Yellow: Your dweller is doing okay, but could be happier."
- "Red: Your dweller is sad, cheer them up."
Effects on gameplayEdit
Dwellers' faces will reflect their happiness level. The happier dwellers are, the harder they work. The collective happiness of the vault will give a happiness bonus, giving an extra percentage on resource creation. The bonus ranges from 0% increase to 10% increase and is calculated with the following formula:
$ Efficiency \ bonus = [ Vault \ Happiness ] /10 $
This bonus shortens the production time in production rooms and the training time of dwellers in training rooms. Every 24 hours, the Daily Report is issued, issuing a rating based on how happy the dwellers are. The amount of caps received depends on the happiness level.