Tailor (Building): Difference between revisions
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|type=[[:Category:Resource Production|Resource Production]] | |type=[[:Category:Resource Production|Resource Production]] | ||
|appearance=1.0.0 | |appearance=1.0.0 | ||
|workers=1 [[tailor]] | |workers=1 [[Tailor (Profession)|tailor]] | ||
}} | }} | ||
{{About|the [[building]]|the profession|Tailor (Profession)}} | |||
[[File:Tailor_menu.jpg|200px|thumb|right|Display menu for the Tailor showing some items that can be created in the game.]] | [[File:Tailor_menu.jpg|200px|thumb|right|Display menu for the Tailor showing some items that can be created in the game.]] | ||
A tailor | A tailor is a structure in which the [[Tailor (Profession)|tailor]] works to craft warm [[clothing]] from [[leather]] and/or [[wool]]. Clothes prevent your [[citizens]] from freezing to death in [[winter]]. | ||
Creating clothes offers advantages to the player as it allows the citizens to stay outside longer and travel further in [[winter]], thus allowing them to be more productive. | Creating clothes offers advantages to the player as it allows the citizens to stay outside longer and travel further in [[winter]], thus allowing them to be more productive. | ||
=== Resource Flow === | |||
Each time a [[Tailor_(Profession)|Tailor]] works at this building, they will turn input resources into [[clothing]] as per the following table. The quantity of resources taken as input, each time the worker crafts, is always the same, but the quantity of [[clothing]] produced with those resources depends on the worker's education status. | |||
{| class="wikitable" | |||
|- | |||
! Process !! Input !! Uneducated Worker Output !! Trading Value Change (Un-edu.) !! Educated Worker Output !! Trading Value Change (Edu.) | |||
|- | |||
| Hide Coats || 2×[[Leather]] || 1×[[Clothing|Hide Coat]] || 5 {{font color|red|loss}} || 2×[[Clothing|Hide Coat]] || 10 profit | |||
|- | |||
| Wool Coats || 2×[[Wool]] || 1×[[Clothing|Wool Coat]] || 5 profit || 2×[[Clothing|Wool Coat]] || 20 profit | |||
|- | |||
| Warm Coats || 2×[[Leather]] + 2×[[Wool]] || 1×[[Clothing|Warm Coat]] || 20 {{font color|red|loss}} || 2×[[Clothing|Warm Coat]] || 10 profit | |||
|} | |||
===Building cost=== | ===Building cost=== | ||
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}} | }} | ||
{{structures}} | {{structures}} | ||
[[Category:Resource Production]] | [[Category:Resource Production]] |
Latest revision as of 03:06, 3 June 2016
This article is about the building. For the profession, see Tailor (Profession).
A tailor is a structure in which the tailor works to craft warm clothing from leather and/or wool. Clothes prevent your citizens from freezing to death in winter.
Creating clothes offers advantages to the player as it allows the citizens to stay outside longer and travel further in winter, thus allowing them to be more productive.
Resource Flow
Each time a Tailor works at this building, they will turn input resources into clothing as per the following table. The quantity of resources taken as input, each time the worker crafts, is always the same, but the quantity of clothing produced with those resources depends on the worker's education status.
Process | Input | Uneducated Worker Output | Trading Value Change (Un-edu.) | Educated Worker Output | Trading Value Change (Edu.) |
---|---|---|---|---|---|
Hide Coats | 2×Leather | 1×Hide Coat | 5 loss | 2×Hide Coat | 10 profit |
Wool Coats | 2×Wool | 1×Wool Coat | 5 profit | 2×Wool Coat | 20 profit |
Warm Coats | 2×Leather + 2×Wool | 1×Warm Coat | 20 loss | 2×Warm Coat | 10 profit |
Building cost
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