Clothes: Difference between revisions
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The [[Tailor]] is the only building that produces {{Icon|Clothes}}. It requires a steady supply of {{Icon|Wool}} from [[Sheep]]-type [[Field|Fields]] and a small ongoing {{Icon|Tools}} cost. | The [[Tailor]] is the only building that produces {{Icon|Clothes}}. It requires a steady supply of {{Icon|Wool}} from [[Sheep]]-type [[Field|Fields]] and a small ongoing {{Icon|Tools}} cost. | ||
== Production | == Production chains == | ||
=== Clothing Trade | === Clothing Trade chain === | ||
{{Chain|Wool|Field|Wool|Tailor|Clothes|Market Stall|Coin|title=Clothing Trade Chain}} | {{Chain|Wool|Field|Wool|Tailor|Clothes|Market Stall|Coin|title=Clothing Trade Chain}} | ||
| Line 64: | Line 64: | ||
</div></div> | </div></div> | ||
== Other | == Other sources == | ||
{{Icon|Clothes}} can be purchased from other players through the [[Market]] (up to {{formatnum:{{BuildingData|name=market|data=marketStorage}}}} capacity) or the [[Port]] (up to {{formatnum:{{BuildingData|name=port|data=marketStorage}}}} capacity). Buying {{Icon|Clothes}} directly is an alternative to establishing the full Sheep-to-Tailor production chain. | {{Icon|Clothes}} can be purchased from other players through the [[Market]] (up to {{formatnum:{{BuildingData|name=market|data=marketStorage}}}} capacity) or the [[Port]] (up to {{formatnum:{{BuildingData|name=port|data=marketStorage}}}} capacity). Buying {{Icon|Clothes}} directly is an alternative to establishing the full Sheep-to-Tailor production chain. | ||
== Affected | == Affected by == | ||
{{Icon|Clothes}} production is affected only by the all production modifier, which applies to every production building in the settlement including the [[Tailor]]. Since the Tailor is a refined and manufactured category building (not food or resources), it is not affected by food production or goods production modifiers. | {{Icon|Clothes}} production is affected only by the all production modifier, which applies to every production building in the settlement including the [[Tailor]]. Since the Tailor is a refined and manufactured category building (not food or resources), it is not affected by food production or goods production modifiers. | ||
Latest revision as of 05:58, 10 March 2026
Clothes are a resource in Project Rebearth, produced by the Tailor from
Wool. They function as a premium trade good, fetching a significantly higher
Coin rate when sold at a Goods Market Stall compared to food-based stalls.
Overview
[edit]The Tailor converts 50
Wool/day into 50
Clothes/day, consuming 0.1
Tools/day in the process. It requires 10 workers.
Clothes are then sold at a Goods Market Stall, which converts 1
Clothes/day into 0.5
Coin/day, making it ten times more profitable per unit than a standard food stall.
The full production chain starts with Sheep raised on a Field, which produce
Wool. That
Wool feeds the Tailor, and the resulting
Clothes are sold at a Goods Stall for
Coin. This chain requires significant worker investment at the Tailor stage but rewards players with the highest per-stall
Coin income available through Market Stalls.
Production
[edit]The Tailor is the only building that produces
Clothes. It requires a steady supply of
Wool from Sheep-type Fields and a small ongoing
Tools cost.
Production chains
[edit]Clothing Trade chain
[edit]Sheep on a Field produce
Wool (and
Food) at 0.005/m² per day. The Tailor converts 50
Wool/day into 50
Clothes/day (10 workers), and a Goods Market Stall sells 1
Clothes/day for 0.5
Coin/day. This chain is particularly valuable because the Goods Stall yields ten times the
Coin per unit compared to the food stalls (0.05/day each).
Consumption
[edit]| Building | Output | Workers | Notes | |
|---|---|---|---|---|
| Goods Market Stall | -1/day | +0.5 |
— | 10x more profitable than food stalls |
The Goods Market Stall is the only building that consumes
Clothes. It converts 1
Clothes/day into 0.5
Coin/day.
Storage
[edit]Other sources
[edit]
Clothes can be purchased from other players through the Market (up to 1,000 capacity) or the Port (up to 5,000 capacity). Buying
Clothes directly is an alternative to establishing the full Sheep-to-Tailor production chain.
Affected by
[edit]
Clothes production is affected only by the all production modifier, which applies to every production building in the settlement including the Tailor. Since the Tailor is a refined and manufactured category building (not food or resources), it is not affected by food production or goods production modifiers.
| Effect | Source | Multiplier | Type |
|---|---|---|---|
| All production | New Town Boost | 2 | Automatic (4 days) |
| Great Federation | 1.1 | Alliance type | |
| Science League | 0.8 | Alliance type |