Difference between revisions of "Tribal headdress"
(Destubbing. Adding Analysis re Royalty & Ideology Hats, and overall value proposition. Expanding armor a bit.) |
(Matching the standard of the game of ur etc.) |
||
Line 32: | Line 32: | ||
==Acquisition== | ==Acquisition== | ||
− | Tribal headdresses can be crafted at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. [[Leathers]] can't be used to craft tribal headdresses. | + | Tribal headdresses can only be crafted by [[Scenario_system#New Tribe vs New Arrivals|New Tribes]] and can made at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. [[Leathers]] can't be used to craft tribal headdresses. [[Scenario_system#New Tribe vs New Arrivals|New Arrivals]] can never craft tribal headdresses. |
They can also be [[Trade|purchased]] from [[Tribal]] traders, or obtained from the following [[raider]] kinds: | They can also be [[Trade|purchased]] from [[Tribal]] traders, or obtained from the following [[raider]] kinds: |
Revision as of 07:12, 18 June 2022
Tribal headdress
Elegant traditional garb, often with religious significance. Improves social impact.
Base Stats
Apparel
- Insulation Factor - Cold
- 0.1×
- Insulation Factor - Heat
- 0.15×
- Armor Factor - Sharp
- 0.20
- Armor Factor - Blunt
- 0.20
- Armor Factor - Heat
- 0.20
- Coverage
- Head, Left Ear, Right Ear
- Layer
- Headgear
Creation
- thingCategories
- Headgear
- defaultOutfitTags
- Worker
The tribal headdress is a tribal clothing item that covers the head. It provides a +15% increase to Social Impact, minimal armor for the head and ears, and modest insulation.
Acquisition
Tribal headdresses can only be crafted by New Tribes and can made at a Crafting spot, Hand tailor bench, or Electric tailor bench. They require 50 Stuff (Fabric), 6,000 ticks (1.67 mins) of work, and a Crafting skill of 4. Leathers can't be used to craft tribal headdresses. New Arrivals can never craft tribal headdresses.
They can also be purchased from Tribal traders, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Trader | 100% | Normal | 50-180% |
Archer chief | 100% | Normal | 100% |
Berserker chief | 100% | Normal | 100% |
Summary
Tribal headdresses offer a 15% increase to Social Impact. Note: Social impact predominately affects the Opinion bonuses and maluses pawn interactions can create, the success chance of Speeches and some rituals. It does NOT affect trade prices as that is instead dependent on Trade Price Improvement, nor does it affect prisoner recruitment, beyond slightly hastening how quickly the prisoners like the warden, as that is instead dependent on Negotiation Ability.
Analysis
Headwear generally serves one or more of three purposes: Social Impact, Insulation, and Protection. The tribal headdress only real distiguishing features over most other headwear is being craftable at a crafting spot, and offering a +15% to social impact, however even there it has a only small niche. The social impact bonus can be useful, even in the early game, however once better headwear has been researched, there is little reason to ever craft them again unless a quest requests specifically them or a specific aesthetic is desired.
Social impact
The primary core-only competitor for social impact are the bowler hat and the hood, which are superior to the headdress by almost every measure. The bowler is identical in social impact (both +15%), requires significantly less work (1,800 ticks (30 secs) vs. 6,000 ticks (1.67 mins)), significantly fewer materials (20 vs. 50) to craft, and can be made with crafted from leather, while offering better insulation from heat (40% vs. 15%). The hood provides 5% more social impact (20% vs 15%), requires the same work and resources to craft, and can be made with crafted from leather, while offering somewhat better insulation from heat (25% vs. 15%). The only advantages the headdress provides over the other options is that it can be crafted at crafting spot, and thus made without researching Complex clothing. Thus, if the social impact bonus is useful prior to this point, the tribal headress may be useful, but it should be replaced by one of the other options with a larger buff when feasible.
Insulation
In terms of insulation, the tribal headdress is again inferior to the many of the other options headwear options such as the bowler hat, hood, and cowboy hat. However, it is superior in insulation to the war mask and veil, the only other headwear capable of being crafted prior to researching Complex clothing, thus again, it has a niche in providing additional insulation prior to that project being complete, but should be replaced by one of the other options with a better insulation when feasible.
Protection
Finally, almost all clothing headwear gives equally dismal armor protection, and helmets of some sort should be used instead when armor is called for. Even if a pawn uses the social impact, ideally they would transition to a helmet before combat. That said, even of the clothing options, the broadwrap and headwrap both provide superior armor and similar or better coverage. The lack of research requirement does not save the headdress here however - as the both the war masks and veil give superior protection and coverage and can also be crafted as a crafting spot. The war mask will only be superior to headdresses not made of synthread, devilstrand, or hyperweave, assuming the same quality, but will retain the superior coverage. Note however that these resources will likely only be available once better helmets are researched anyway, so this is a minor concern. The veil however will always be superior for a given material and quality, while also being significantly cheaper (20 vs. 50) to craft.
Material table
Material | Sharp | Blunt | Heat | Item HP | Insulation - Cold | Insulation - Heat | Market Value |
---|---|---|---|---|---|---|---|
Alpaca wool Tribal headdress | 7.2% | 0% | 22% | 100 | -3 °C (-5.4 °F) | +2.4 °C (4.3 °F) | 210 |
Bison wool Tribal headdress | 7.2% | 0% | 22% | 100 | -2.6 °C (-4.7 °F) | +1.8 °C (3.2 °F) | 157 |
Cloth Tribal headdress | 7.2% | 0% | 3.6% | 100 | -1.8 °C (-3.2 °F) | +2.7 °C (4.9 °F) | 97 |
Devilstrand Tribal headdress | 28% | 7.2% | 60% | 130 | -2 °C (-3.6 °F) | +3.6 °C (6.5 °F) | 295 |
Hyperweave Tribal headdress | 40% | 10.8% | 57.6% | 240 | -2.6 °C (-4.7 °F) | +3.9 °C (7 °F) | 470 |
Megasloth wool Tribal headdress | 16% | 0% | 22% | 100 | -3.4 °C (-6.1 °F) | +1.8 °C (3.2 °F) | 157 |
Muffalo wool Tribal headdress | 7.2% | 0% | 22% | 100 | -2.8 °C (-5 °F) | +1.8 °C (3.2 °F) | 157 |
Sheep wool Tribal headdress | 7.2% | 0% | 22% | 100 | -2.6 °C (-4.7 °F) | +1.5 °C (2.7 °F) | 157 |
Synthread Tribal headdress | 18.8% | 5.2% | 18% | 130 | -2.2 °C (-4 °F) | +3.3 °C (5.9 °F) | 220 |
Assuming Normal quality, for the effect of other qualities, see Quality.
Version history
- 0.18.1722 - Added.