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{{Infobox main
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{{infobox main
 
| name = Tribal headdress
 
| name = Tribal headdress
|image = Tribal headdress.png
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|image = Tribal headdress.png|Tribal headdress
 
| description = Elegant traditional garb, often with religious significance. Improves social impact.
 
| description = Elegant traditional garb, often with religious significance. Improves social impact.
 
| type = Gear
 
| type = Gear
 
| type2 = Clothing
 
| type2 = Clothing
| tech level = Neolithic
 
 
| hp = 100
 
| hp = 100
 
| deterioration = 2.5
 
| deterioration = 2.5
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 4
 
| skill 1 level = 4
| market value = 35.1
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| market value = 35.1
 
| armorbluntfactor = 0.20
 
| armorbluntfactor = 0.20
| armorsharpfactor = 0.20
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| armorsharpfactor = 0.20
 
| armorheatfactor = 0.20  
 
| armorheatfactor = 0.20  
 
| insulationcoldfactor = 0.1
 
| insulationcoldfactor = 0.1
 
| insulationheatfactor = 0.15
 
| insulationheatfactor = 0.15
 
| mass base = .11
 
| mass base = .11
| lifestage = Child, Adult
 
 
| coverage = Head, Left Ear, Right Ear
 
| coverage = Head, Left Ear, Right Ear
 
| layer = Headgear
 
| layer = Headgear
| has quality = true
 
| countsAsClothingForNudity = false
 
 
| thingCategories = Headgear
 
| thingCategories = Headgear
 
| defaultOutfitTags = Worker
 
| defaultOutfitTags = Worker
| tradeTags = BasicClothing
 
 
}}
 
}}
 
The '''tribal headdress''' is a tribal [[clothing]] item that covers the head. It provides a +15% increase to [[Social Impact]], minimal armor for the head and ears, and modest insulation.
 
The '''tribal headdress''' is a tribal [[clothing]] item that covers the head. It provides a +15% increase to [[Social Impact]], minimal armor for the head and ears, and modest insulation.
  
== Acquisition ==
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==Acquisition==
 
Tribal headdresses can only be crafted by [[Scenario_system#New Tribe vs New Arrivals|New Tribes]] and can made at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. [[Leathers]] can't be used to craft tribal headdresses. [[Scenario_system#New Tribe vs New Arrivals|New Arrivals]] can never craft tribal headdresses.
 
Tribal headdresses can only be crafted by [[Scenario_system#New Tribe vs New Arrivals|New Tribes]] and can made at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. [[Leathers]] can't be used to craft tribal headdresses. [[Scenario_system#New Tribe vs New Arrivals|New Arrivals]] can never craft tribal headdresses.
  
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== Summary ==
 
== Summary ==
 
{{See also|Social Impact}}
 
{{See also|Social Impact}}
{{Apparel Social Impact Note|15}}
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Tribal headdresses offer a 15% increase to [[Social Impact]]. '''Note''': Social impact predominately affects the [[Social|Opinion]] bonuses and maluses pawn interactions can create, the success chance of [[Titles#Speeches|Speeches]]{{RoyaltyIcon}} and some [[ritual]]s{{IdeologyIcon}}. It does '''NOT''' affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]], nor does it affect [[prisoner]] recruitment, beyond slightly hastening how quickly the prisoners like the warden, as that is instead dependent on [[Negotiation Ability]].
  
 
When worn by a [[slave]],{{IdeologyIcon}} a tribal headdress increases the rate that [[suppression]] is lost by 10% per day. This stacks additively with all other forms of suppression loss rate offsets.
 
When worn by a [[slave]],{{IdeologyIcon}} a tribal headdress increases the rate that [[suppression]] is lost by 10% per day. This stacks additively with all other forms of suppression loss rate offsets.
  
== Analysis ==
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==Analysis==
Tribal headdresses can be used to increase [[Social Impact]] in the very early game, before you have access to a [[hand tailor bench]]. [[Veil]]s cost less material, they take less work to make, they protect just as much against bullets, insulate better against temperature, and they cover the entire face, whilst the tribal headdress only covers the head and ears. Social Impact increases [[opinion]] impact (positive and negative), and boosts the qualify of certain [[ritual]]s{{IdeologyIcon}}. When used for rituals, only 1 person needs a headdress, and it can be taken off as soon as the ritual is over.
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Headwear generally serves one or more of three purposes: [[Social Impact]], [[Insulation]], and [[Apparel#Protection|Protection]]. The tribal headdress only real distiguishing features over most other headwear is being craftable at a [[crafting spot]], and offering a +15% to social impact, however even there it has a only small niche. The social impact bonus can be useful, even in the early game, however once better headwear has been researched, there is little reason to ever craft them again unless a [[quest]] requests specifically them or a specific aesthetic is desired.
  
Once you have researched [[Research#Complex clothing|Complex clothing]], there is even less purpose for this item. The [[hood]] offers the same protection, somewhat better heat insulation, costs the same amount of material and work to make, and offers +20% Social Impact instead of +15%.
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=== Social impact ===
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The primary core-only competitor for social impact are the [[bowler hat]] and the [[hood]], which are superior to the headdress by almost every measure.  The bowler is identical in social impact (both +15%), requires significantly less work ({{Ticks|{{Q|Bowler hat|Work To Make}}}} vs. {{Ticks|{{P|Work To Make}}}}), significantly fewer materials ({{Q|Bowler hat|Resource 1 Amount}} vs. {{P|Resource 1 Amount}}) to craft, and can be made with crafted from leather, while offering better insulation from heat ({{%|{{Q|Bowler hat|Insulation Factor - Heat}}}} vs. {{%|{{P|Insulation Factor - Heat}}}}). The hood provides 5% more social impact (20% vs 15%), requires the same work and resources to craft, and can be made with crafted from leather, while offering somewhat better insulation from heat ({{%|{{Q|Hood|Insulation Factor - Heat}}}} vs. {{%|{{P|Insulation Factor - Heat}}}}). The only advantages the headdress provides over the other options is that it can be crafted at crafting spot, and thus made without researching [[Research#{{Q|Hand tailor bench|Required Research}}|{{Q|Hand tailor bench|Required Research}}]]. Thus, if the social impact bonus is useful prior to this point, the tribal headress may be useful, but it should be replaced by one of the other options with a larger buff when feasible.
  
Ideally, you should not be using a tribal headdress for combat, but if you have no other materials, then it offers ''some'' sort of protection. It is better to swap to some sort of helmet when engaging in battle. A steel [[simple helmet]] beats a [[hyperweave]] headdress, the best material of headdress, of the same quality. If you have spare hyperweave leftover, it's likely better to use it on the more protective veil instead.
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=== Insulation ===
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In terms of insulation, the tribal headdress is again inferior to the many of the other options headwear options such as the bowler hat, hood, and [[cowboy hat]]. However, it is superior in insulation to the [[war mask]] and [[veil]], the only other headwear capable of being crafted prior to researching [[Research#{{Q|Hand tailor bench|Required Research}}|{{Q|Hand tailor bench|Required Research}}]], thus again, it has a niche in providing additional insulation prior to that project being complete, but should be replaced by one of the other options with a better insulation when feasible.
  
Thus, the tribal headdress has a very small niche: when you have access to fabric AND when you need a Social Impact boost, but before you have access to Complex Clothing. You may also want to use a tribal headdress if you obtain a particularly great / high quality one for protection in the early game.
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=== Protection ===
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Finally, almost all clothing headwear gives equally dismal armor protection, and helmets of some sort should be used instead when armor is called for. Even if a pawn uses the social impact, ideally they would transition to a helmet before combat. That said, even of the clothing options, the [[broadwrap]]{{IdeologyIcon}} and [[headwrap]]{{IdeologyIcon}} both provide superior armor and similar or better coverage. The lack of research requirement does not save the headdress here however - as the both the [[war mask]]s and [[veil]] give superior protection and coverage and can also be crafted as a crafting spot. The war mask will only be superior to headdresses not made of [[synthread]], [[devilstrand]], or [[hyperweave]], assuming the same [[quality]], but will retain the superior coverage. Note however that these resources will likely only be available once better helmets are researched anyway, so this is a minor concern. The veil however will always be superior for a given material and quality, while also being significantly cheaper ({{Q|Veil|Resource 1 Amount}} vs. {{P|Resource 1 Amount}}) to craft.
  
{{Apparel Stats Table}}
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{{Apparel Material Table}}
  
 
== Version history ==
 
== Version history ==
* [[Version/0.18.1722|0.18.1722]] - Added.
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* [[Version/0.18.1722|0.18.1722]] - Added.  
 
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{{nav|clothing|wide}}
{{Nav|clothing|wide}}
 
 
[[Category:Clothing]]
 
[[Category:Clothing]]

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