Fallout Shelter is a simulation game for Microsoft Windows, iOS, Android, Xbox One, PlayStation 4 and Nintendo Switch. The player acts as the Overseer, building and managing their Vault and its dwellers, sending them into the Wasteland on scouting missions and defending the Vault from attacks. Unlike the main entries in the franchise, this game has no ending and mostly revolves around attempting to keep the people who live in the vault, an intricate fallout shelter, alive. The game uses microtransactions, a form of in-game purchases, that take the form of Nuka-Cola quantum, the game's "premium" currency, lunch boxes, an item that would give a random mixture of in-game items, pet carriers, something that would contain a pet, which can boost a single dweller's stats, and "Mister Handys", a robot who could harvest the games materials or be assigned to outside the vault to harvest bottle caps, the game's currency. Fallout Shelter was released for iOS on June 14, 2015, Android on August 13, 2015, and for PC on July 15, 2016. On February 7, 2017, Bethesda launched Fallout Shelter on Xbox One. On June 10, 2018, Bethesda announced and launched Fallout Shelter on Nintendo Switch and PlayStation 4.

Having foreseen this outcome decades earlier, the U.S. government began a nationwide project in 2054 to build fallout shelters known as "Vaults". The Vaults were ostensibly designed by the Vault-Tec Corporation as public shelters, each able to support up to a thousand people. Around 400,000 Vaults would have been needed, but only 122 were commissioned and constructed. Each Vault is self-sufficient, so they could theoretically sustain their inhabitants indefinitely. However, the Vault project was not intended as a viable method of repopulating the United States in these deadly events. Instead, most Vaults were secret, unethical social experiments and were designed to determine the effects of different environmental and psychological conditions on their inhabitants. Experiments were widely varied and included: a Vault filled with clones of an individual; a Vault where its residents were frozen in suspended animation; a Vault where its residents were exposed to psychoactive drugs; a Vault where one resident, decided by popular vote, is sacrificed each year; a Vault with only one man and puppets; a Vault where its inhabitants were segregated into two hostile factions; two Vaults with disproportionate ratios of men and women; a Vault where the inhabitants were exposed to the mutagenic Forced Evolutionary Virus (F.E.V.); and a Vault where the door never fully closed, exposing the inhabitants to the dangerous nuclear fallout. 17 control Vaults were made to function as advertised in contrast with the Vault experiments but were usually shoddy and unreliable due to most of the funding going towards the experimental ones. Subsequently, many Vaults had their experiments derailed due to unexpected events, and several Vaults became occupied by raiders or mutants.


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While you fight many human factions in the Fallout games, you also have to face off against mutations that have been irradiated by the fallout of nuclear war. None of them are as abundant, or annoying, as the radroach, and this shot confirms the show will be featuring these pesky critters as well.

At this point, the world is still feeling the physical and social repercussions of the nuclear fallout, including mutants and strange cults. The visuals of the time period combine the aesthetic of the 1940s with a post-apocalyptic wasteland. Moreover, since one of the main characters in the series, Ella, is a Vault Girl, the series will also show what the vaults look like and some of the inhumane experiments performed on vault people.

Considering that the economic fallout reflects particularly acute shocks in specific sectors, policymakers will need to implement substantial targeted fiscal, monetary, and financial market measures to help affected households and businesses.

Predictions of the amount and levels of the radioactive fallout are difficult because of several factors. These include; the yield and design of the weapon, the height of the explosion, the nature of the surface beneath the point of burst, and the meteorological conditions, such as wind direction and speed.

An air burst can produce minimal fallout if the fireball does not touch the ground. On the other hand, a nuclear explosion occurring at or near the earth's surface can result in severe contamination by the radioactive fallout.

Detonating nuclear weapons aboveground sends radioactive materials as high as 50 miles into the atmosphere. Large particles fall to the ground near the explosion site, but lighter particles and gases travel into the upper atmosphere. The particles that are swept up into the atmosphere and fall back down to Earth are called fallout. The highest particles can circulate around the world for years until they gradually fall to Earth or are brought back to the surface by precipitation. The path of the locations of the fallout depend on wind and weather patterns.

Even though there is very little fallout that still exists in the environment, it is important to remember that recent fallout, within about 10 to 20 miles downwind of the detonation, can be very dangerous. This section talks about the different ways we can be exposed to radiation if a nuclear detonation occurs.

When a nuclear detonation occurs, people, plants, and animals can be exposed to the fallout in several ways. Livestock may eat contaminated plants or drink contaminated water. People who then eat this livestock will then still experience internal contamination, in which radioactive material ends up inside of our bodies, despite not consuming contaminated plants or water directly.

Teaching with Documents: Photographs and Pamphlet About Nuclear Fallout

This webpage contains a brief description of the nuclear arms race of the 1950s and 1960s. It also provides a 1950s pamphlet about fallout and several pictures related to nuclear weapons testing and fallout shelters.

The CDC website provides information about radioactive fallout from nuclear weapons tests conducted in the atmosphere around the world (global weapons testing) during the 1940s and 1950s. The CDC and the National Cancer Institute (NCI) have studied whether it is possible to estimate the health effects to Americans from this global fallout. In the process, the CDC and the NCI were able to make some estimates of how much fallout exposure people received, what some of the possible effects might be, and how frequently the effects might occur.

Radioactive Fallout from Global Weapons Testing

This webpage provides information about radioactive fallout from atmospheric nuclear weapons tests conducted during the 1940s and 1950s. It also provides some estimates of how much fallout exposure people received, possible effects, and how frequently the effects might occur.

Potential radiation doses from several scenarios involving nuclear attack on an unsheltered United States population are calculated for local, intermediate time scale and long-term fallout. Dose estimates are made for both a normal atmosphere and an atmosphere perturbed by smoke produced by massive fires. A separate section discusses the additional doses from nuclear fuel facilities, were they to be targeted in an attack. Finally, in an appendix the direct effects of fallout on humans are considered. These include effects of sheltering and biological repair of damage from chronic doses.

The contributions from local (first 24 hours) and more widely distributed, or global fallout, will be considered separately. Global fallout will be further subdivided into an intermediate time scale, sometimes called tropospheric, of 1 to 30 days, and a long-term (beyond 30 days) stratospheric component. Mainly the dose from gamma-ray emitters external to the body is considered. Contributions from external beta emitters are not estimated because of the limited penetration ability of beta radiation, but there is the possibility that in areas of local fallout, beta radiation can have a significant impact on certain biota directly exposed to the emitters by surface deposition (Svirezhev, 1985). Potential internal doses from ingestion and inhalation of gamma and beta emitters are estimated in only an approximate manner, as these are much more difficult to quantify.

The total amount of gamma-ray radioactivity dispersed in a nuclear exchange is dominated by the weapon fission products whose production is proportional to the total fission yield of the exchange. Exposure to local fallout, which has the greatest potential for producing human casualties, is very sensitive to assumptions about height of burst, winds, time of exposure, protection factor, and other variables. For global fallout, the dose commitments are sensitive to how these fission products are injected into various regions of the atmosphere, which depend on individual war-head yield as well as burst location.

For local fallout, aspects of the baseline scenario outlined in the Scientific Committee on Problems of the Environment-Environmental Effects of Nuclear War (SCOPE-ENUWAR) Study (Pittock et al., 1985) are considered. For global fallout, both the 5,300-megaton (Mt) baseline scenario reported by Knox (1983) and the 5,000-Mt reference nuclear war scenario described by Turco et al. (1983; also known as the TTAPS study) are considered.

Local fallout is the early deposition of relatively large radioactive particles that are lofted by a nuclear explosion occurring near the surface in which large quantities of debris are drawn into the fireball. For nuclear weapons, the primary early danger from local fallout is due to gamma radiation.

If the implausible assumption is made that all of the radioactivity in the fresh nuclear debris from a 1-Mt, all-fission weapon arrives on the ground 1 hour after detonation and is uniformly spread over grassy ground such that it would just give a 48-hour unshielded dose of 450 rads, then approximately 50,000 km2 could be covered. Given such a uniform deposition model, it would require only about 100 such weapons to completely cover Europe. In reality, because of a variety of physical processes, the actual areas affected are much smaller. Most of the radioactivity is airborne for much longer than an hour, thus allowing substantial decay to occur before reaching the ground. Also, the deposition pattern of the radioactivity is uneven, with the heaviest fallout being near the detonation point where extremely high radiation levels occur. When realistic depositional processes are considered, the approximate area covered by a 48-hour unshielded 450-rad dose is about 1,300 km2, i.e., nearly a factor of 40 smaller than the area predicted using the simplistic model above. This large factor is partially explained because only about one-half of the radioactivity from ground bursts is on fallout-sized particles (Defense Civil Preparedness Agency [DCPA] 1973). The other portion of the radioactivity is found on smaller particles that have very low settling velocities and therefore contribute to global fallout over longer times. Portions of this radioactivity can remain airborne for years. For airbursts of strategic-sized weapons, virtually no fallout-sized particles are created, and all of the radioactivity contributes to global fallout. be457b7860

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