Coats: Difference between revisions
From Against the Storm Official Wiki
(added some tips in stategies, added a couple of links, mentioned that coats have the longest prodcycle in the game in the overview) |
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{{Version| | {{Version|1.2.3}} | ||
{{Goodbox|Coats|purpose=Clothing Need}} | {{Goodbox|Coats|purpose=Clothing Need}} | ||
== Overview == | == Overview == | ||
{{rl|Coats}} are a consumable [[Resource]] used to satisfy the [[Clothing Need]] for {{Species link|Humans}}, {{Species link|Beavers}}, and {{Species link|Harpies}}. Like all other consumables, Coats are consumed when a [[villager]] goes to the nearest [[Hearth]] for a [[break]]. When satisfied, [[Clothing Need]] grants 5 [[Resolve]]. {{rl|Coats}}' {{3Star}} and {{2Star}} Recipes have the longest production cycle in the game at base 168 seconds. | |||
== Production Chain == | == Production Chain == | ||
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== Strategies == | == Strategies == | ||
* Unlike the needs for food and Services, {{rl|Coats}}' consumption to satisfy [[Clothing Need]] is not increased by [[Prestige]] modifiers. That makes buying {{rl|Coats}} extremely efficient at high [[Prestige]]s. | |||
* Consider using [[Consumption Control]] to limit the use of {{rl|Coats}} to {{Species link|Harpies}}, as {{Species link|Humans}}' and {{Species link|Beavers}}' [[Resolve]] thresholds are significantly higher. | |||
* {{Species link|Harpies}}' [[Starting Ability]] provides 50 {{rl|Coats}} when they enter the settlement. This can help with fulfilling year 1 [[Resolve]]-based [[Orders]] for {{Species link|Harpies}}, {{Species link|Humans}}, and {{Species link|Beavers}}. | |||
* {{Species link|Harpies}} Houses' species-specific level 2 [[Housing Upgrade]] can help bring down the length of {{rl|Coats}}' production cycle. |
Revision as of 13:43, 13 April 2024
Coats
Consumable Items (Service Goods)
"Reliable protection from the rain. Used as clothing by: Humans, Beavers, Harpies. Grants an additional Resolve bonus during the storm. Produced in: Clothier, Cooperage, Artisan, Druid's Hut"
Recipes
- Druid's Hut (★)
- Artisan (★★)
- Cooperage (★★)
- Clothier (★★★)
- Flawless Druid's Hut (★★★)
- Flawless Cooperage (★★★)
ID = `[Needs] Coats`
Overview
Coats are a consumable Resource used to satisfy the Clothing Need for Humans, Beavers, and Harpies. Like all other consumables, Coats are consumed when a villager goes to the nearest Hearth for a break. When satisfied, Clothing Need grants 5 Resolve. Coats' ★★★ and ★★ Recipes have the longest production cycle in the game at base 168 seconds.
Production Chain
Recipes for Coats
Building | Grade | Ingredient #1 | Ingredient #2 | Product | |||||||||||
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★ 2:06 |
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10 | |||||||||||
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★★ 2:06 |
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10 | |||||||||||
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★★★ 1:45 |
|
|
10 |
Recipes with Coats as an Ingredient
No recipes. |
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Perks and Cornerstones
Perk | Rarity | Description | Source(s) | Price |
---|---|---|---|---|
Coat Delivery Line | Epic | "5 <sprite name="[needs] coats"> Coats per minute." |
| — |
Ancient Sewing Technique | Uncommon | "+2 to <sprite name="[needs] coats"> Coats production. Gain an additional <sprite name="[needs] coats"> Coats every yield (from gathering, farming, fishing, or production)." |
| 18 |
Drying Boards | Rare | "A clever invention that makes it easier to dry clothes. Time between breaks is increased by +10% for villagers with the need for <sprite name="[needs] coats"> coats fulfilled." |
| 20 |
Ancient Sewing Technique | Rare | "+3 to <sprite name="[needs] coats"> Coats production. Gain an additional <sprite name="[needs] coats"> Coats every yield (from gathering, farming, fishing, or production)." |
| 24 |
Perk | Rarity | Description | Source(s) | Price |
---|---|---|---|---|
Drying Boards | Rare | "A clever invention that makes it easier to dry clothes. Time between breaks is increased by +10% for villagers with the need for <sprite name="[needs] coats"> coats fulfilled." |
| 20 |
Strategies
- Unlike the needs for food and Services, Coats' consumption to satisfy Clothing Need is not increased by Prestige modifiers. That makes buying Coats extremely efficient at high Prestiges.
- Consider using Consumption Control to limit the use of Coats to Harpies, as Humans' and Beavers' Resolve thresholds are significantly higher.
- Harpies' Starting Ability provides 50 Coats when they enter the settlement. This can help with fulfilling year 1 Resolve-based Orders for Harpies, Humans, and Beavers.
- Harpies Houses' species-specific level 2 Housing Upgrade can help bring down the length of Coats' production cycle.