Coats: Difference between revisions
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{{Version|1. | {{Version|1.8.7}} | ||
{{Goodbox|{{PAGENAME}}|purpose=Clothing Need}} | {{Goodbox|{{PAGENAME}}|purpose=Clothing Need}} | ||
== Overview == | == Overview == | ||
{{rl|Coats}} are a consumable [[resource]] used to satisfy the [[Coats Need]] for {{Species link|Humans}}, {{Species link|Beavers}}, and {{Species link| | {{rl|Coats}} are a consumable [[resource]] used to satisfy the [[Coats Need]] for {{Species link|Humans}}, {{Species link|Beavers}}, {{Species link|Harpies}}, and {{Species link|Bats}}. 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 == | ||
| Line 22: | Line 22: | ||
== 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}} | * 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}} more 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}} and {{Species link|Bats}}, 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|Bats}}, {{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 == | == Trivia == | ||
* Before [[update 1.4]], Coats only required {{rl|Fabric}} to make, but had the longest production cycle of all recipes at 168 seconds | * Before [[update 1.4]], Coats only required {{rl|Fabric}} to make, but had the longest production cycle of all recipes at 168 seconds | ||
Revision as of 03:16, 5 August 2025
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"
Recipes
- Clothier (★★★)
- Flawless Cooperage (★★★)
- Flawless Druid's Hut (★★★)
- Artisan (★★)
- Cooperage (★★)
- Druid's Hut (★)
ID = `[Needs] Coats`
Overview
Coats are a consumable resource used to satisfy the Coats Need for
Humans,
Beavers,
Harpies, and
Bats. 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
| Buildings | Grade | Ingredient #1 | Ingredient #2 | # | Product | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
★★★ 1:45 |
|
|
10 | ||||||||||||
|
|
★★ 2:06 |
|
|
10 | ||||||||||||
| ★ 2:06 |
|
|
10 |
Recipes with Coats as an Ingredient
| Building | Grade | Ingredient | # | Product |
|---|---|---|---|---|
| No recipes. |
Perks and Cornerstones
| Name | Rarity | Description | Sources | Price | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alt | Cor | Ord | Rel | Tra | Dec | Por | Fir | Ser | Bio | ||||
| Uncommon | +2 to |
x | x | Ord | Rel | Tra | x | Por | x | x | x | 18 | |
| Rare | +3 to |
x | x | Ord | Rel | Tra | x | Por | x | x | x | 24 | |
| Epic | +5 to |
x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Epic | 5 |
x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Rare | A clever invention that makes it easier to dry clothes. Time between breaks is increased by +10% for villagers with the need for |
x | x | x | x | Tra | x | Por | x | x | x | 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 more efficient at high Prestiges. - Consider using Consumption Control to limit the use of
Coats to
Harpies and
Bats, 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
Bats,
Harpies,
Humans, and
Beavers.
Harpies Houses' species-specific level 2 Housing Upgrade can help bring down the length of
Coats' production cycle.
Trivia
- Before update 1.4, Coats only required
Fabric to make, but had the longest production cycle of all recipes at 168 seconds


