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 |
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{{Version| | {{Version|1.2.3}} | ||
{{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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== 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. | |||
Revision as of 13:43, 13 April 2024
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 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
| 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
| Perk | Rarity | Description | Source(s) | Price |
|---|---|---|---|---|
| Epic | "5 <sprite name="[needs] coats"> Coats per minute. Not affected by production bonuses and does not contribute to production-based perks." |
| — | |
| Uncommon | "+2 to <sprite name="[needs] coats"> Coats production (from gathering, farming, fishing, or production)." |
| 18 | |
| Epic | "+5 to <sprite name="[needs] coats"> Coats production (from gathering, farming, fishing, or production)." |
| — | |
| Rare | "A clever invention that makes it easier to dry clothes. Time between breaks is increased by +10% for villagers with the need for <sprite name="[needs] coats"> coats fulfilled." |
| 20 | |
| Rare | "+3 to <sprite name="[needs] coats"> Coats production (from gathering, farming, fishing, or production)." |
| 24 |
| Perk | Rarity | Description | Source(s) | Price |
|---|---|---|---|---|
| Rare | "A clever invention that makes it easier to dry clothes. Time between breaks is increased by +10% for villagers with the need for <sprite name="[needs] coats"> coats fulfilled." |
| 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.


