Tailor

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Revision as of 22:21, 6 September 2022 by Scribonius (talk | contribs) (Added a section on leather armour)
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Textile Tailor
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.

Using the leather armour 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."