Tailor
Everything it needs is in the game.
2 wool into clothes (luxury)
Building window In game
What opens when you click it.
3D model In game
Card In game
The blueprint card you buy to unlock it carries the same glyph.
In the game now Game data
Its live recipes, who uses its goods and how you unlock it.
| Recipe | Mode | Uses | Makes |
|---|---|---|---|
| 1 | Clothes | 2 Wool | 1 Clothes |
| 2 | Workwear | Workwear: 1 wool makes 1 clothes, plain and quick. | |
| 3 | Fine cut | 1 Wool | 1 Clothes |
| 4 | Heavy cloak | 3 Wool | 2 Clothes |
| 5 | Court robe | 4 Wool | 2 Clothes |
| 6 | Fur-lined coat | Fur-lined coat: 2 furs and 2 wool make 1 warm coat for the cold season. | |
Its goods are used by:
Research: tier 2 node, base cost 300 research points.
Planned design Planned
Its planned design is built.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the crafts group.
Age
Dark Age
Problems it fixes
- skips spinning and weaving
- one good for coat and luxury
- valued 21 g like every T1
- placeholder
Today
2 wool into 1 clothes (Dress T2) in 33 ticks, 3 levels; clothes are also the worn wool coat, 6 cold months, +5 % winter work
Modes
- Workwear: 1 woollen cloth into 2 homespun (Dress T1 + the worn coat)
- Clothes: 1 woollen cloth + 0.2 linen thread into 1 (T2)
- Dyed: 1 dyed cloth into T5 (L5), 1 scarlet broadcloth into T8 (L8)
- Linen: 1 linen into T6 (L6), 1 fine linen into T7 (L7)
- Court robe: (L10 + charter) 1 silk cloth + 1 fur trim + 0.2 gold thread into T10
Inputs and outputs
Links
The player decision
warm workers (coats) or rising houses (luxury) from the same cloth; which grade ladder to climb
Its job
Dress T1-T4 now, T5+ with dye, linen and silk.
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Made by
Made by
Made by
Made by
Made by
Needed by
All stats Game data
- Model
- house 3
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 15 stone
- Build work
- 2,800
- Builders at once
- 3
- Storage
- 150 clothes, {'wool': 60} input
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- clothes
- Work per batch
- 33 ticks (1.65 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Wool: 2
- Supplied
- yes
States In game
The plate above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Stopped until haulers take the output away.
Nobody is assigned.
You closed it; workers go elsewhere.
Upgrades 1 to 10 Planned
For this building only. Levels 5 and 10 are the big steps. Live today: 3 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % clothes |
| 9 | +50 % storage | Bigger yard |
| 10 | Master tailor | +1 clothes from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Tailor you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Clothes guild | +5 % clothes at every Tailor | 1 Tailor |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Tailor walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Tailor | 4 of them |
| V | Master builders | Upgrades cost 15 % less | one at level 5 |
| VI | Apprentices | +1 worker place from level 5 | 6 of them |
| VII | Clothes charter | +10 % clothes | two at level 7 |
| VIII | All-season work | No slowdown outside the peak season | 8 of them |
| IX | Guild halls | Card effects here +10 % | one at level 9 |
| X | Royal clothes works | +15 % clothes, -15 % upkeep | one at level 10, 10 in the realm |