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Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]].  Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the "[[Tainted]]" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
 
Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]].  Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the "[[Tainted]]" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
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== Tech level ==
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Informally, specific items of clothing are often referred to as falling into one of two categories: Tribal clothing, or Industrial clothing, based on the [[Research]] necessary to craft them, and they are both pretty much self-explanatory.
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Below are lists of clothing for the core game; [[Downloadable content|DLC]]'s will add additional items.
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==== Tribal clothing ====
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No research is necessary for these items:
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: {|width="350"
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|
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* [[tribalwear]]
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* [[tribal headdress]]*
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|
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* [[veil]]
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* [[war mask]]*
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|}
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:: * '''Note''' that [[Scenario_system#Crashlanded|Industrial colonies]] (including [[Scenario system#The Rich Explorer|Rich Explorer]] starts) can never craft tribal headdresses and war masks, although they can [[trade]] for and use them.
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==== Industrial clothing ====
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{{See also|Research#Complex clothing{{!}}Complex clothing}}
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Researching Complex Clothing unlocks these 10 items (plus [[hand tailor bench]]es and (once Electricity has been researched) [[electric tailor bench]]es). Industrial colonies begin with complex clothing already researched.
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: {|width="500"
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|
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* [[duster]]
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* [[jacket]]
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* [[parka]]<br><br>
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|
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* [[bowler hat]]
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* [[cowboy hat]]
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* [[hood]]
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* [[tuque]]
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|
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* [[t-shirt]]
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* [[button-down shirt]]
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* [[pants]]<br><br>
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|}
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: (Note: In the context of Research, this is more properly a "medieval" technology, putting a x67% penalty on Research Speed for Tribal colonies that effectively changes the 600 point goal to a 900 point goal.  Outside of Research-specific contexts, "Tribal/Industrial" clothing is the default distinction.)  <!-- [[Complex clothing]] redirects here, so this small note re "Research", altho' not directly related to "clothing", is most approp here (since, as it stands, it has nowhere else to go).  Meanwhile, the terms "Tribal clothing" and "Industrial clothing" ~are~ used widely, both in forums and on this wiki. -->
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=== Noble apparel ===
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{{See also|Research#Noble apparel{{!}}Noble apparel}}
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{{#ask: [[Type2::Clothing]] [[Required Research::Noble apparel]] | format=ul }}
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=== Royal apparel ===
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{{See also|Research#Royal apparel{{!}}Royal apparel}}
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{{#ask: [[Type2::Clothing]] [[Required Research::Royal apparel]] | format=ul }}
  
 
== Manufacturing clothing ==
 
== Manufacturing clothing ==

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