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{{Rewrite|reason=Appears to be defined in core, but requires Royalty or Biotech to be present? Verify and rewrite/retag accordingly}}
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{{Royalty}}<onlyinclude>{{infobox main
{{Royalty}}
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|name = Cape
{{Infobox main
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|image = Cape.png|Cape
| name = Cape
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|description = "A long cape of elegant design. It hangs over one side of the torso."
| image = Cape.png
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|type = Gear
| description = A long cape of elegant design. It hangs over one side of the torso.
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|type2 = Clothing
| type = Gear
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|hp = 200
| type2 = Clothing
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|work to make = 16000
| tech level = Medieval
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|resource 1 = Stuff
| hp = 200
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|resource 1 amount = 80
| production facility 1 = Hand tailor bench
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|stuff tags = Leathery, Fabric
| production facility 2 = Electric tailor bench
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|marketvalue  = 250
| work to make = 16000
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|insulationheatfactor = 0.85
| work speed stat = General Labor Speed
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|insulationcoldfactor = 0.6
| resource 1 = Stuff
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|armorsharpfactor= 0.3
| resource 1 amount = 80
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|armorbluntfactor= 0.3
| stuff tags = Leathery, Fabric
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|armorheatfactor= 0.3
| insulationheatfactor = 0.85
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|coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
| insulationcoldfactor = 0.6
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|layer = Outer
| armorsharpfactor = 0.3
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|mass base = 2.0
| armorbluntfactor = 0.3
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}}</onlyinclude>
| armorheatfactor = 0.3
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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.
| lifestage = Adult
 
| clothing for nudity = True
 
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
 
| layer = Outer
 
| mass base = 2.0
 
| has quality = true
 
| thingCategories = ApparelNoble
 
| tags = Cape, Royal, RoyalTier2, RoyalTier5
 
| tradeTags = Clothing
 
}}
 
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 ==
{{Acquisition}}
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As a complicated garment, Capes can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], and requires both [[Research#Complex Clothing|complex clothing]] & [[Research#Noble Apparel|Noble Apparel]] to be researched in order to be constructed. A Cape requires 80 of any textile, and 16000 units of work.
 
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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.
 
  
 
== Analysis ==  
 
== Analysis ==  
Statistically, capes are identical to [[duster]]s. 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 {{Temperature|60}} at the peak of summer.  
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Statistically, Capes are identical to [[Duster]]s. 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.  
 
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 [[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 preferable if the temperature is low enough that capes are insufficient.  While parkas offer only two thirds the armor and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)
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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 60% more work to craft with a resulting higher market value. In colonies without [[noble]]s, there is little reason to choose them over dusters besides aesthetics or to train crafting while also producing potentially useful items, as high quality capes can be worn, and of greater market value than a regular duster. If there is no need to roll for high quality apparel for wear and [[Research#Noble apparel|Noble Apparel]] has been researched, [[corset]]s and [[formal vest]]s are more material efficient as training objects.
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Compared to dusters, capes have the same stats, but require longer to craft and require additional research. 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.
  
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. 
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{{Apparel Material Table}}
  
Lastly, unlike dusters, they can be chosen as desired apparel in certain [[Ideoligion|Ideoligious]] roles.
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== Version History ==
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*1.2.2753 - Added.
  
{{Apparel Stats Table}}
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[[Category:Clothing]]
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[[Category:Royalty]]
  
== Version history ==
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{{nav|clothing|wide}}
* [[Version/1.2.2753|1.2.2753]] - Added.
 
* ? - no longer requires Noble Clothing research <!-- did it ever or was that just a mistake weve had forever? if it wasn't it was likely removed in the 1.3 updates, not necessarily 1.3.3066-->
 
 
 
{{Nav|clothing|wide}}
 
[[Category:Clothing]]
 

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