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
Swapping to Perks template
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{{Version|1.2.3}}
{{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.
{{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.


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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.

Revision as of 01:48, 10 May 2024

This article was last updated during version 1.3.4. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Coats

Consumable Items (Service Goods)

"Reliable protection from the rain. Used as clothing by: Humans, Beavers, Harpies, Bats. Grants an additional Resolve bonus during the storm. Produced in: Clothier, Cooperage, Artisan, Druid's Hut"

Needed by: Beaver Bat Human Harpy

Recipes

Trading

0.18AmberValue when sold
0.09AmberValue after P10
0.34AmberTraders' price

ID = `[Needs] Coats`

Overview

Coats Coats are a consumable Resource used to satisfy the Clothing 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, Clothing Need grants 5 Resolve. Coats Coats' ★★★ and ★★ Recipes have the longest production cycle in the game at base 168 seconds.

Production Chain

Recipes for Coats

6 Recipes for Coats
Buildings Grade Ingredient #1 Ingredient #2 # Product
Clothier Clothier
Flawless Cooperage Flawless Cooperage
Flawless Druid's Hut Flawless Druid's Hut
★★★
1:45
1 Fabric Fabric
1 Leather Leather
2 Dye Dye
2 Resin Resin
10 Coats
Artisan Artisan
Cooperage Cooperage
★★
2:06
2 Fabric Fabric
2 Leather Leather
3 Dye Dye
3 Resin Resin
10 Coats
Druid's Hut Druid's Hut ★
2:06
3 Fabric Fabric
3 Leather Leather
4 Dye Dye
4 Resin Resin
10 Coats


Recipes with Coats as an Ingredient

0 Recipes using Coats
Building Grade Ingredient # Product
No recipes.


Perks and Cornerstones

5 Perks named 'Coats' and mentioning 'Coats'
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra Dec Por Fir Ser Bio
Ancient Sewing Technique Ancient Sewing Technique Uncommon +2 to Coats Coats production (from gathering, farming, fishing, or production). x x Ord Rel Tra x Por x x x 18
Ancient Sewing Technique Ancient Sewing Technique Rare +3 to Coats Coats production (from gathering, farming, fishing, or production). x x Ord Rel Tra x Por x x x 24
Ancient Sewing Technique Ancient Sewing Technique Epic +5 to Coats Coats production (from gathering, farming, fishing, or production). x x Ord x x x x x x x 0
Coat Delivery Line Coat Delivery Line Epic 5 Coats Coats per minute. Not affected by production bonuses and does not contribute to production-based perks. x x Ord x x x x x 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 x Por x x x 20

Strategies