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)
(version 1.4.15 pass. added trivia section)
 
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{{Version|1.2.3}}
{{Version|1.4.15}}
{{Goodbox|Coats|purpose=Clothing Need}}
{{Goodbox|{{PAGENAME}}|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.
 
{{rl|Coats}} are a consumable [[resource]] used to satisfy the [[Coats 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, Coats Need grants 5 [[Resolve]] and additional +3 Resolve during [[Storm]].


== Production Chain ==
== Production Chain ==
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== Perks and Cornerstones ==
== Perks and Cornerstones ==


{{PerkSearch|search=Coat}}
{{Perks|search=Coats}}
{{PerkSearch|search=Drying Boards}}


== 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.
* 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.
* 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}}' [[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.
* {{Species link|Harpies}} Houses' species-specific level 2 [[Housing Upgrade]] can help bring down the length of {{rl|Coats}}' production cycle.
== Trivia ==
* Before [[update 1.4]], Coats only required {{rl|Fabric}} to make, but had the longest production cycle of all recipes at 168 seconds

Latest revision as of 22:52, 5 October 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"

Icon Resource Coats.png

Needed by: Beaver Human Harpy

Recipes

Trading

0.18AmberValue when sold
0.09AmberValue after P10
0.29AmberTraders' price

ID = `[Needs] Coats`

Overview

Coats Coats are a consumable resource used to satisfy the Coats Need for Humans Humans, Beavers Beavers, and Harpies Harpies. Like all other consumables, Coats are consumed when a villager goes to the nearest Hearth for a break. When satisfied, Coats Need grants 5 Resolve and additional +3 Resolve during Storm.

Production Chain

Recipes for Coats

3 recipes for Coats.
Building Grade Ingredient #1 Ingredient #2 Product
Druid's Hut Druid's Hut

2:06
3 Fabric Fabric
3 Leather Leather
4 Dye Dye
4 Resin Resin
10 Coats
Artisan Artisan
Cooperage Cooperage
★★
2:06
2 Fabric Fabric
2 Leather Leather
3 Dye Dye
3 Resin Resin
10 Coats
Clothier Clothier
Flawless Druid's Hut Flawless Druid's Hut
Flawless Cooperage Flawless Cooperage
★★★
1:45
1 Fabric Fabric
1 Leather Leather
2 Dye Dye
2 Resin Resin
10 Coats


Recipes with Coats as an Ingredient

0 recipes using Coats.
No recipes.


Perks and Cornerstones

4 Perks named 'Coats' and mentioning 'Coats'
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra
Ancient Sewing Technique Ancient Sewing Technique Uncommon +2 to Coats Coats production. Gain an additional Coats Coats every yield (from gathering, farming, fishing, or production). x x Ord Rel Tra 18
Ancient Sewing Technique Ancient Sewing Technique Rare +3 to Coats Coats production. Gain an additional Coats Coats every yield (from gathering, farming, fishing, or production). x x Ord Rel Tra 24
Coat Delivery Line Coat Delivery Line Epic 5 Coats Coats per minute. x x Ord x x 0
Drying Boards 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 Coats coats fulfilled. x x x x Tra 20

Strategies

Trivia

  • Before update 1.4, Coats only required Fabric Fabric to make, but had the longest production cycle of all recipes at 168 seconds