Coats: Difference between revisions
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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 == | ||
Line 17: | Line 18: | ||
== Perks and Cornerstones == | == 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 | ![]() |
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 | ||||
![]() |
Uncommon | +2 to ![]() ![]() |
x | x | Ord | Rel | Tra | 18 |
![]() |
Rare | +3 to ![]() ![]() |
x | x | Ord | Rel | Tra | 24 |
![]() |
Rare | A clever invention that makes it easier to dry clothes. Time spent resting is reduced by 30% when under the effect of ![]() |
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.