Tailor: Difference between revisions
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Scribonius (talk | contribs) (Added a section that describes all relevant techs and what they unlock) |
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|noise = Yes | |noise = Yes | ||
|comp_req = '''Work Bench:'''<br /> [[File:stone_icon.png]] × 2<br /> [[File:furniture_icon.png]] × 4<br /> [[File:metal_icon.png]] × 6<br />'''Auxiliary Station:'''<br /> [[File:stone_icon.png]] × 1 <small>(per outer tile)</small><br /> [[File:furniture_icon.png]] × {{tooltip|1 <small>(per tile)</small>|When the component's shape is a thin 1-tile line.}}<br /> [[File:furniture_icon.png]] × {{tooltip|~1 —2 <small>(per tile)</small>|When the component's shape starts at 2×2, and expands from there.}}<br /> [[File:metal_icon.png]] × ? | |comp_req = '''Work Bench:'''<br /> [[File:stone_icon.png]] × 2<br /> [[File:furniture_icon.png]] × 4<br /> [[File:metal_icon.png]] × 6<br />'''Auxiliary Station:'''<br /> [[File:stone_icon.png]] × 1 <small>(per outer tile)</small><br /> [[File:furniture_icon.png]] × {{tooltip|1 <small>(per tile)</small>|When the component's shape is a thin 1-tile line.}}<br /> [[File:furniture_icon.png]] × {{tooltip|~1 —2 <small>(per tile)</small>|When the component's shape starts at 2×2, and expands from there.}}<br /> [[File:metal_icon.png]] × ? | ||
|input = [[File:fabric_icon.png]] | |input = [[File:fabric_icon.png]] [[File:leather_icon.png]] | ||
|output = [[File:clothes_icon.png]] | |output = [[File:clothes_icon.png]] [[File:armor_icon.png]] | ||
}}A '''Textile Tailor''' is a [[work]] [[building]] under the "crafting" sub-category, where [[fabric]] | }}A '''Textile Tailor''' is a [[work]] [[building]] under the "crafting" sub-category, where [[fabric]] and [[leather]] are made into [[clothes|clothing]]. The importance of this building stems from the fact that clothing for [[citizens]] greatly increases happiness, self-esteem and protection from the elements. There are two [[components]] to this building: the required work bench that allows 1.19 [[workforce|employees]] and +1 production rate per bench placed, and the optional auxiliary station that adds efficiency to the building, which speeds up clothing production. | ||
The | There are 4 techs that pertain to the tailor. The first tech is the tailor tech for 150 knowledge, which unlocks the building and the recipe for leather into [[clothes|clothing]]. There are two techs unlockable after that, the fine clothing tech and the makeshift armor tech. The fine clothing tech for 600 knowledge unlocks the recipe for cloth into [[clothes|clothing]]. The makeshift armor tech for 150 knowledge unlocks the recipe for leather into [[armour]]. The final tech relating to the tailor is repeatable tailoring bonus, which gives a 10% bonus to tailors and can be repeted up to 25 times, starting at 250 knowledge. | ||
Using the makeshift armor tech, you can create [[armour]] using leather. The recipe is a labor intensive way to make armour but can be done much earlier than through smithing. It costs 2.00 leather per 0.20 armour produced. | |||
The amount of clothing produced is roughly equal to the number of units used in making it. Tailors are one of the few buildings in the "crafting" sub-category that is unlocked from the start, the others being just the [[rationmaker]] and [[carpenter]]. | |||
==Trivia== | |||
*The Tailor used to be split up into two separate buildings, being the "Textile Tailor" and "Leather Tailor". | |||
==In-game description== | ==In-game description== | ||
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{{navbar_buildings}} | {{navbar_buildings}} | ||
[[Category:Buildings]] | [[Category:Buildings]] | ||
[[Category:Crafting]] |
Latest revision as of 20:15, 7 September 2022
Textile Tailor | |
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Where fabric is sewn into clothes. | |
Building Information | |
Icon | |
Building cost | Wood: × 1 + 1 (every 5 tiles) Stone: × 1 + 1 (every 5 tiles) Grand: × 2 + 1 (every 5 tiles) |
Category | Work |
Sub-category | Crafting |
Produces noise? | Yes |
Components | 2 |
Expandable? | Yes |
Component Requirements | Work Bench: × 2 × 4 × 6 Auxiliary Station: × 1 (per outer tile) × 1 (per tile) × ~1 —2 (per tile) × ? |
Production Information | |
Input | |
Output |
A Textile Tailor is a work building under the "crafting" sub-category, where fabric and leather are made into clothing. The importance of this building stems from the fact that clothing for citizens greatly increases happiness, self-esteem and protection from the elements. There are two components to this building: the required work bench that allows 1.19 employees and +1 production rate per bench placed, and the optional auxiliary station that adds efficiency to the building, which speeds up clothing production.
There are 4 techs that pertain to the tailor. The first tech is the tailor tech for 150 knowledge, which unlocks the building and the recipe for leather into clothing. There are two techs unlockable after that, the fine clothing tech and the makeshift armor tech. The fine clothing tech for 600 knowledge unlocks the recipe for cloth into clothing. The makeshift armor tech for 150 knowledge unlocks the recipe for leather into armour. The final tech relating to the tailor is repeatable tailoring bonus, which gives a 10% bonus to tailors and can be repeted up to 25 times, starting at 250 knowledge.
Using the makeshift armor tech, you can create armour using leather. The recipe is a labor intensive way to make armour but can be done much earlier than through smithing. It costs 2.00 leather per 0.20 armour produced.
The amount of clothing produced is roughly equal to the number of units used in making it. Tailors are one of the few buildings in the "crafting" sub-category that is unlocked from the start, the others being just the rationmaker and carpenter.
Trivia
- The Tailor used to be split up into two separate buildings, being the "Textile Tailor" and "Leather Tailor".
In-game description
"Workshop that sews clothes from fabric."