Coats: Difference between revisions
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(Created page with "{{Version|0.63.2}} {{Goodbox|Coats|purpose=Clothing Need}} == Overview == == Production Chain == === <span id="Product"></span>Recipes for {{PAGENAME}} === {{Recipe|{{PAGENAME}} }} === <span id="Ingredient"></span> Recipes with {{PAGENAME}} as an Ingredient === {{Recipe|ingredient={{PAGENAME}} }} == Strategies ==") |
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{{Version| | {{Version|1.3.4}} | ||
{{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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{{Recipe|ingredient={{PAGENAME}} }} | {{Recipe|ingredient={{PAGENAME}} }} | ||
== Perks and Cornerstones == | |||
{{Perks|search=Coats}} | |||
== 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. |
Latest revision as of 01:48, 10 May 2024
Coats
"Used as clothing by some villagers. Produced by: Flawless Cooperage, Clothier, Flawless Druid's Hut, Cooperage, Artisan, Druid's Hut."
Purpose | Clothing Need |
---|---|
Category | Consumable Items |
Eatable | No |
Burnable | No |
Burn time | 0 |
Sell value | 0.07 |
Buy price | 0.12 |
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 | Efficiency | Ingredient | Product | ||
---|---|---|---|---|---|
★ 02:48 |
|
10 | |||
★★ 02:48 |
|
10 | |||
★★ 02:48 |
|
10 | |||
★★★ 02:06 |
|
10 | |||
★★★ 02:06 |
|
10 | |||
★★★ 02:06 |
|
10 |
Recipes with Coats as an Ingredient
No recipes found for ingredient: Coats.
Perks and Cornerstones
Name | Rarity | Description | Sources | Price | ||||
---|---|---|---|---|---|---|---|---|
Alt | Cor | Ord | Rel | Tra | ||||
Ancient Sewing Technique | Uncommon | +2 to Coats production. Gain additional Coats every yield (from gathering, farming, or production). | x | x | Ord | Rel | Tra | 18 |
Ancient Sewing Technique | Rare | +3 to Coats production. Gain additional Coats every yield (from gathering, farming, or production). | x | x | Ord | Rel | Tra | 24 |
Drying Boards | Rare | A clever invention that makes it easier to dry clothes. Time spent resting is reduced by 30% when under the effect of clothing. | x | x | x | x | Tra | 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.