Difference between revisions of "Cape"
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| production facility 1 = Hand tailor bench | | production facility 1 = Hand tailor bench | ||
| production facility 2 = Electric tailor bench | | production facility 2 = Electric tailor bench | ||
− | |work to make = | + | |work to make = 16020 |
|resource 1 = Stuff | |resource 1 = Stuff | ||
|resource 1 amount = 80 | |resource 1 amount = 80 | ||
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| tags = Cape, Royal, RoyalTier2, RoyalTier5 | | tags = Cape, Royal, RoyalTier2, RoyalTier5 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
− | The '''Cape''' is a clothing item added in the [[Royalty DLC]]. [[Titles|Nobles]] of Acolyte rank and above require either one of these, or either a [[Prestige robe|Prestige]] or [[Eltex robe]], to consider themselves properly dressed and avoid a negative moodlet. | + | The '''Cape''' is a clothing item added in the [[Royalty DLC]]. [[Titles|Nobles]] of Acolyte rank and above require either one of these, or either a [[Prestige robe|Prestige]] or [[Eltex robe]], to consider themselves properly dressed and avoid a negative moodlet. Moral guides (introduced in [[Ideology DLC]]) can also similarly require them. |
== Acquisition == | == Acquisition == | ||
− | As a complicated garment, Capes can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and requires | + | As a complicated garment, Capes can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and requires that [[Research#Complex clothing|Complex Clothing]] has been researched. A Cape requires 80 of any [[textile]], and {{ticks|16020}} of work. |
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward. | It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward. | ||
Line 36: | Line 36: | ||
They are usually seen as preferable to [[jacket]]s, since they provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160). Insulation wise, capes offer significantly better insulation from heat (85% vs. 30%), but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft. In cold biomes, [[parka]]s are usually preferable. While parkas offer less armor (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%) | They are usually seen as preferable to [[jacket]]s, since they provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160). Insulation wise, capes offer significantly better insulation from heat (85% vs. 30%), but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft. In cold biomes, [[parka]]s are usually preferable. While parkas offer less armor (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%) | ||
− | Compared to dusters, capes have the same stats, but require longer to craft | + | Compared to dusters, capes have the same stats, but require longer to craft. In colonies without nobles, there is little reason to chose them over dusters besides aesthetics. However, in colonies with nobles which will likely already require capes, switching means production can be simplified to a single type of outer layer for all pawns, reducing redundancy at the cost of additional crafting time. |
{{Apparel Material Table}} | {{Apparel Material Table}} |
Revision as of 14:34, 17 August 2021
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Cape
"A long cape of elegant design. It hangs over one side of the torso."
Base Stats
Apparel
- Insulation Factor - Cold
- 0.6×
- Insulation Factor - Heat
- 0.85×
- Armor Factor - Sharp
- 0.3
- Armor Factor - Blunt
- 0.3
- Armor Factor - Heat
- 0.3
- Coverage
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
- Layer
- Outer
Creation
- Work To Make
- 16,020 ticks (4.45 mins)
- Stuff Tags
- Leathery, Fabric
- thingCategories
- ApparelNoble
- tags
- Cape, Royal, RoyalTier2, RoyalTier5
The Cape is a clothing item added in the Royalty DLC. Nobles of Acolyte rank and above require either one of these, or either a Prestige or Eltex robe, to consider themselves properly dressed and avoid a negative moodlet. Moral guides (introduced in Ideology DLC) can also similarly require them.
Acquisition
As a complicated garment, Capes can only be made at tailor benches, and requires that Complex Clothing has been researched. A Cape requires 80 of any textile, and 16,020 ticks (4.45 mins) of work.
It can also be found on Imperial Nobles, for sale at traders and as a quest reward.
Analysis
Statistically, Capes are identical to Dusters. Like dusters, capes are great hot-weather garments, and either item is necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding 60 °C (140 °F) at the peak of summer. Again, like a duster, capes provides reasonable sharp damage protection when made of tough materials, and can be paired with a flak vest for a strong early and mid game armor set.
They are usually seen as preferable to jackets, since they provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160). Insulation wise, capes offer significantly better insulation from heat (85% vs. 30%), but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft. In cold biomes, parkas are usually preferable. While parkas offer less armor (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)
Compared to dusters, capes have the same stats, but require longer to craft. In colonies without nobles, there is little reason to chose them over dusters besides aesthetics. However, in colonies with nobles which will likely already require capes, switching means production can be simplified to a single type of outer layer for all pawns, reducing redundancy at the cost of additional crafting time.
Material table
Material | Sharp | Blunt | Heat | Item HP | Insulation - Cold | Insulation - Heat | Market Value |
---|---|---|---|---|---|---|---|
Bearskin Cape | 33.6% | 7.2% | 45% | 260 | -12 °C (-21.6 °F) | +17 °C (30.6 °F) | 330 |
Birdskin Cape | 20.1% | 4.2% | 45% | 200 | -6 °C (-10.8 °F) | +8.5 °C (15.3 °F) | 200 |
Bluefur Cape | 24.3% | 7.2% | 45% | 260 | -12 °C (-21.6 °F) | +13.6 °C (24.5 °F) | 240 |
Camelhide Cape | 24.3% | 7.2% | 45% | 260 | -9.6 °C (-17.3 °F) | +20.4 °C (36.7 °F) | 240 |
Chinchilla fur Cape | 20.1% | 4.2% | 45% | 200 | -18 °C (-32.4 °F) | +13.6 °C (24.5 °F) | 580 |
Dog leather Cape | 24.3% | 7.2% | 45% | 260 | -8.4 °C (-15.1 °F) | +13.6 °C (24.5 °F) | 220 |
Dread leather Cape | 38.1% | 7.2% | 45% | 260 | -12 °C (-21.6 °F) | +10.2 °C (18.4 °F) | 340 |
Elephant leather Cape | 33.6% | 7.2% | 45% | 300 | -8.4 °C (-15.1 °F) | +10.2 °C (18.4 °F) | 250 |
Foxfur Cape | 24.3% | 6.3% | 45% | 200 | -12 °C (-21.6 °F) | +13.6 °C (24.5 °F) | 340 |
Guinea pig fur Cape | 20.1% | 4.2% | 45% | 120 | -22.8 °C (-41 °F) | +15.3 °C (27.5 °F) | 460 |
Heavy fur Cape | 37.2% | 7.2% | 45% | 300 | -18 °C (-32.4 °F) | +11.9 °C (21.4 °F) | 320 |
Human leather Cape | 19.2% | 7.2% | 45% | 260 | -7.2 °C (-13 °F) | +10.2 °C (18.4 °F) | 395 |
Lightleather Cape | 16.2% | 4.2% | 45% | 200 | -7.2 °C (-13 °F) | +10.2 °C (18.4 °F) | 210 |
Lizardskin Cape | 24.3% | 8.1% | 45% | 200 | -7.2 °C (-13 °F) | +10.2 °C (18.4 °F) | 225 |
Panthera fur Cape | 27.9% | 7.2% | 45% | 260 | -9.6 °C (-17.3 °F) | +20.4 °C (36.7 °F) | 300 |
Patchleather Cape | 13.5% | 5.7% | 27% | 200 | -5.4 °C (-9.7 °F) | +7.65 °C (13.8 °F) | 178 |
Pigskin Cape | 19.2% | 7.2% | 45% | 260 | -7.2 °C (-13 °F) | +10.2 °C (18.4 °F) | 210 |
Plainleather Cape | 24.3% | 7.2% | 45% | 260 | -9.6 °C (-17.3 °F) | +13.6 °C (24.5 °F) | 225 |
Rhinoceros leather Cape | 38.7% | 7.2% | 45% | 300 | -8.4 °C (-15.1 °F) | +11.9 °C (21.4 °F) | 395 |
Thrumbofur Cape | 62.4% | 10.8% | 45% | 400 | -20.4 °C (-36.7 °F) | +18.7 °C (33.7 °F) | 1180 |
Wolfskin Cape | 30.6% | 7.2% | 45% | 260 | -14.4 °C (-25.9 °F) | +13.6 °C (24.5 °F) | 300 |
Alpaca wool Cape | 10.8% | 0% | 33% | 200 | -18 °C (-32.4 °F) | +13.6 °C (24.5 °F) | 360 |
Bison wool Cape | 10.8% | 0% | 33% | 200 | -15.6 °C (-28.1 °F) | +10.2 °C (18.4 °F) | 275 |
Cloth Cape | 10.8% | 0% | 5.4% | 200 | -10.8 °C (-19.4 °F) | +15.3 °C (27.5 °F) | 178 |
Devilstrand Cape | 42% | 10.8% | 90% | 260 | -12 °C (-21.6 °F) | +20.4 °C (36.7 °F) | 500 |
Hyperweave Cape | 60% | 16.2% | 86.4% | 480 | -15.6 °C (-28.1 °F) | +22.1 °C (39.8 °F) | 780 |
Megasloth wool Cape | 24% | 0% | 33% | 200 | -20.4 °C (-36.7 °F) | +10.2 °C (18.4 °F) | 275 |
Muffalo wool Cape | 10.8% | 0% | 33% | 200 | -16.8 °C (-30.2 °F) | +10.2 °C (18.4 °F) | 275 |
Sheep wool Cape | 10.8% | 0% | 33% | 200 | -15.6 °C (-28.1 °F) | +8.5 °C (15.3 °F) | 275 |
Synthread Cape | 28.2% | 7.8% | 27% | 260 | -13.2 °C (-23.8 °F) | +18.7 °C (33.7 °F) | 380 |
Assuming Normal quality, for the effect of other qualities, see Quality.
Version History
- 1.2.2753 - Added.