Difference between revisions of "Tribal headdress"

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(Destubbing. Adding Analysis re Royalty & Ideology Hats, and overall value proposition. Expanding armor a bit.)
 
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{{infobox main
+
{{Infobox main
 
| name = Tribal headdress
 
| name = Tribal headdress
|image = Tribal headdress.png|Tribal headdress
+
|image = Tribal headdress.png
 
| 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
+
| market value = 35.1
 
| armorbluntfactor = 0.20
 
| armorbluntfactor = 0.20
| armorsharpfactor = 0.20
+
| 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==
+
== Acquisition ==
Tribal headdresses can be crafted 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. Tribal headdresses can only be made by tribal factions.
+
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.
  
 
They can also be [[Trade|purchased]] from [[Tribal]] traders, or obtained from the following [[raider]] kinds:
 
They can also be [[Trade|purchased]] from [[Tribal]] traders, or obtained from the following [[raider]] kinds:
Line 48: Line 53:
 
== Summary ==
 
== Summary ==
 
{{See also|Social Impact}}
 
{{See also|Social Impact}}
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]].
+
{{Apparel Social Impact Note|15}}
  
==Analysis==
+
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.
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.
 
  
=== Social impact ===
+
== Analysis ==
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.
+
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.
  
=== Insulation ===
+
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%.
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.
 
  
=== Protection ===
+
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.
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 Material Table}}
+
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.
 +
 
 +
{{Apparel Stats Table}}
  
 
== Version history ==
 
== Version history ==
* [[Version/0.18.1722|0.18.1722]] - Added.  
+
* [[Version/0.18.1722|0.18.1722]] - Added.
{{nav|clothing|wide}}
+
 
 +
{{Nav|clothing|wide}}
 
[[Category:Clothing]]
 
[[Category:Clothing]]

Latest revision as of 12:37, 26 January 2024

Tribal headdress

Tribal headdress

Elegant traditional garb, often with religious significance. Improves social impact.

Base Stats

Type
GearClothing
Tech Level
Neolithic
Mass
.11 kg
HP
100
Deterioration Rate
2.5
Flammability
100%

Apparel

Insulation Factor - Cold
0.1×
Insulation Factor - Heat
0.15×
Armor Factor - Sharp
0.20
Armor Factor - Blunt
0.20
Armor Factor - Heat
0.20
Clothing For Nudity
False
Lifestage
Child, Adult
Coverage
Head, Left Ear, Right Ear
Layer
Headgear

Creation

Crafted At
Crafting spot / Hand tailor bench / Electric tailor bench
Skill Required
Crafting 4
Work To Make
6,000 ticks (1.67 mins)
Stuff Tags
Fabric
Resources to make
Stuff 50
Technical
Has Quality
True
thingCategories
Headgear
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.

Acquisition[edit]

Tribal headdresses can only be crafted by New Tribes and can made at a Crafting spot, Hand tailor bench, or Electric tailor bench. They require Stuff 50 Stuff (Fabric), 6,000 ticks (1.67 mins) of work, and a Crafting skill of 4. Leathers can't be used to craft tribal headdresses. New Arrivals can never craft tribal headdresses.

They can also be purchased from Tribal traders, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Trader 100% Normal 50-180%
Archer chief 100% Normal 100%
Berserker chief 100% Normal 100%

Summary[edit]

A tribal headdress offers a +15% increase to Social Impact. Note: Social impact predominantly affects the Opinion bonuses and maluses pawn interactions can create, the success chance of SpeechesContent added by the Royalty DLC and some rituals.Content added by the Ideology DLC 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,Content added by the Ideology DLC 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[edit]

Tribal headdresses can be used to increase Social Impact in the very early game, before you have access to a hand tailor bench. Veils 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 ritualsContent added by the Ideology DLC. When used for rituals, only 1 person needs a headdress, and it can be taken off as soon as the ritual is over.

Once you have researched 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%.

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.

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.

Stats table

Feature Toggle
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Tribal headdress Tribal headdress Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Material
    Awful Alpaca wool Alpaca wool 4.32% 0% 13.2% 100 -2.4 °C (-4.3 °F) +1.92 °C (3.5 °F) 106 Silver
    Awful Bison wool Bison wool 4.32% 0% 13.2% 100 -2.08 °C (-3.7 °F) +1.44 °C (2.6 °F) 78 Silver
    Awful Cloth Cloth 4.32% 0% 2.16% 100 -1.44 °C (-2.6 °F) +2.16 °C (3.9 °F) 48 Silver
    Awful Devilstrand Devilstrand 16.8% 4.32% 36% 130 -1.6 °C (-2.9 °F) +2.88 °C (5.2 °F) 148 Silver
    Awful Hyperweave Hyperweave 24% 6.48% 34.56% 240 -2.08 °C (-3.7 °F) +3.12 °C (5.6 °F) 235 Silver
    Awful Megasloth wool Megasloth wool 9.6% 0% 13.2% 100 -2.72 °C (-4.9 °F) +1.44 °C (2.6 °F) 78 Silver
    Awful Muffalo wool Muffalo wool 4.32% 0% 13.2% 100 -2.24 °C (-4 °F) +1.44 °C (2.6 °F) 78 Silver
    Awful Sheep wool Sheep wool 4.32% 0% 13.2% 100 -2.08 °C (-3.7 °F) +1.2 °C (2.2 °F) 78 Silver
    Awful Synthread Synthread 11.28% 3.12% 10.8% 130 -1.76 °C (-3.2 °F) +2.64 °C (4.8 °F) 111 Silver
    Poor Alpaca wool Alpaca wool 5.76% 0% 17.6% 100 -2.7 °C (-4.9 °F) +2.16 °C (3.9 °F) 159 Silver
    Poor Bison wool Bison wool 5.76% 0% 17.6% 100 -2.34 °C (-4.2 °F) +1.62 °C (2.9 °F) 117 Silver
    Poor Cloth Cloth 5.76% 0% 2.88% 100 -1.62 °C (-2.9 °F) +2.43 °C (4.4 °F) 72 Silver
    Poor Devilstrand Devilstrand 22.4% 5.76% 48% 130 -1.8 °C (-3.2 °F) +3.24 °C (5.8 °F) 220 Silver
    Poor Hyperweave Hyperweave 32% 8.64% 46.08% 240 -2.34 °C (-4.2 °F) +3.51 °C (6.3 °F) 355 Silver
    Poor Megasloth wool Megasloth wool 12.8% 0% 17.6% 100 -3.06 °C (-5.5 °F) +1.62 °C (2.9 °F) 117 Silver
    Poor Muffalo wool Muffalo wool 5.76% 0% 17.6% 100 -2.52 °C (-4.5 °F) +1.62 °C (2.9 °F) 117 Silver
    Poor Sheep wool Sheep wool 5.76% 0% 17.6% 100 -2.34 °C (-4.2 °F) +1.35 °C (2.4 °F) 117 Silver
    Poor Synthread Synthread 15.04% 4.16% 14.4% 130 -1.98 °C (-3.6 °F) +2.97 °C (5.3 °F) 166 Silver
    Normal Alpaca wool Alpaca wool 7.2% 0% 22% 100 -3 °C (-5.4 °F) +2.4 °C (4.3 °F) 210 Silver
    Normal Bison wool Bison wool 7.2% 0% 22% 100 -2.6 °C (-4.7 °F) +1.8 °C (3.2 °F) 157 Silver
    Normal Cloth Cloth 7.2% 0% 3.6% 100 -1.8 °C (-3.2 °F) +2.7 °C (4.9 °F) 97 Silver
    Normal Devilstrand Devilstrand 28% 7.2% 60% 130 -2 °C (-3.6 °F) +3.6 °C (6.5 °F) 295 Silver
    Normal Hyperweave Hyperweave 40% 10.8% 57.6% 240 -2.6 °C (-4.7 °F) +3.9 °C (7 °F) 470 Silver
    Normal Megasloth wool Megasloth wool 16% 0% 22% 100 -3.4 °C (-6.1 °F) +1.8 °C (3.2 °F) 157 Silver
    Normal Muffalo wool Muffalo wool 7.2% 0% 22% 100 -2.8 °C (-5 °F) +1.8 °C (3.2 °F) 157 Silver
    Normal Sheep wool Sheep wool 7.2% 0% 22% 100 -2.6 °C (-4.7 °F) +1.5 °C (2.7 °F) 157 Silver
    Normal Synthread Synthread 18.8% 5.2% 18% 130 -2.2 °C (-4 °F) +3.3 °C (5.9 °F) 220 Silver
    Good Alpaca wool Alpaca wool 8.28% 0% 25.3% 100 -3.3 °C (-5.9 °F) +2.64 °C (4.8 °F) 265 Silver
    Good Bison wool Bison wool 8.28% 0% 25.3% 100 -2.86 °C (-5.1 °F) +1.98 °C (3.6 °F) 196 Silver
    Good Cloth Cloth 8.28% 0% 4.14% 100 -1.98 °C (-3.6 °F) +2.97 °C (5.3 °F) 121 Silver
    Good Devilstrand Devilstrand 32.2% 8.28% 69% 130 -2.2 °C (-4 °F) +3.96 °C (7.1 °F) 370 Silver
    Good Hyperweave Hyperweave 46% 12.42% 66.24% 240 -2.86 °C (-5.1 °F) +4.29 °C (7.7 °F) 590 Silver
    Good Megasloth wool Megasloth wool 18.4% 0% 25.3% 100 -3.74 °C (-6.7 °F) +1.98 °C (3.6 °F) 196 Silver
    Good Muffalo wool Muffalo wool 8.28% 0% 25.3% 100 -3.08 °C (-5.5 °F) +1.98 °C (3.6 °F) 196 Silver
    Good Sheep wool Sheep wool 8.28% 0% 25.3% 100 -2.86 °C (-5.1 °F) +1.65 °C (3 °F) 196 Silver
    Good Synthread Synthread 21.62% 5.98% 20.7% 130 -2.42 °C (-4.4 °F) +3.63 °C (6.5 °F) 275 Silver
    Excellent Alpaca wool Alpaca wool 9.36% 0% 28.6% 100 -3.6 °C (-6.5 °F) +2.88 °C (5.2 °F) 315 Silver
    Excellent Bison wool Bison wool 9.36% 0% 28.6% 100 -3.12 °C (-5.6 °F) +2.16 °C (3.9 °F) 235 Silver
    Excellent Cloth Cloth 9.36% 0% 4.68% 100 -2.16 °C (-3.9 °F) +3.24 °C (5.8 °F) 145 Silver
    Excellent Devilstrand Devilstrand 36.4% 9.36% 78% 130 -2.4 °C (-4.3 °F) +4.32 °C (7.8 °F) 445 Silver
    Excellent Hyperweave Hyperweave 52% 14.04% 74.88% 240 -3.12 °C (-5.6 °F) +4.68 °C (8.4 °F) 705 Silver
    Excellent Megasloth wool Megasloth wool 20.8% 0% 28.6% 100 -4.08 °C (-7.3 °F) +2.16 °C (3.9 °F) 235 Silver
    Excellent Muffalo wool Muffalo wool 9.36% 0% 28.6% 100 -3.36 °C (-6 °F) +2.16 °C (3.9 °F) 235 Silver
    Excellent Sheep wool Sheep wool 9.36% 0% 28.6% 100 -3.12 °C (-5.6 °F) +1.8 °C (3.2 °F) 235 Silver
    Excellent Synthread Synthread 24.44% 6.76% 23.4% 130 -2.64 °C (-4.8 °F) +3.96 °C (7.1 °F) 330 Silver
    Masterwork Alpaca wool Alpaca wool 10.44% 0% 31.9% 100 -4.5 °C (-8.1 °F) +3.6 °C (6.5 °F) 530 Silver
    Masterwork Bison wool Bison wool 10.44% 0% 31.9% 100 -3.9 °C (-7 °F) +2.7 °C (4.9 °F) 390 Silver
    Masterwork Cloth Cloth 10.44% 0% 5.22% 100 -2.7 °C (-4.9 °F) +4.05 °C (7.3 °F) 240 Silver
    Masterwork Devilstrand Devilstrand 40.6% 10.44% 87% 130 -3 °C (-5.4 °F) +5.4 °C (9.7 °F) 740 Silver
    Masterwork Hyperweave Hyperweave 58% 15.66% 83.52% 240 -3.9 °C (-7 °F) +5.85 °C (10.5 °F) 1180 Silver
    Masterwork Megasloth wool Megasloth wool 23.2% 0% 31.9% 100 -5.1 °C (-9.2 °F) +2.7 °C (4.9 °F) 390 Silver
    Masterwork Muffalo wool Muffalo wool 10.44% 0% 31.9% 100 -4.2 °C (-7.6 °F) +2.7 °C (4.9 °F) 390 Silver
    Masterwork Sheep wool Sheep wool 10.44% 0% 31.9% 100 -3.9 °C (-7 °F) +2.25 °C (4.1 °F) 390 Silver
    Masterwork Synthread Synthread 27.26% 7.54% 26.1% 130 -3.3 °C (-5.9 °F) +4.95 °C (8.9 °F) 555 Silver
    Legendary Alpaca wool Alpaca wool 12.96% 0% 39.6% 100 -5.4 °C (-9.7 °F) +4.32 °C (7.8 °F) 1060 Silver
    Legendary Bison wool Bison wool 12.96% 0% 39.6% 100 -4.68 °C (-8.4 °F) +3.24 °C (5.8 °F) 785 Silver
    Legendary Cloth Cloth 12.96% 0% 6.48% 100 -3.24 °C (-5.8 °F) +4.86 °C (8.7 °F) 485 Silver
    Legendary Devilstrand Devilstrand 50.4% 12.96% 108% 130 -3.6 °C (-6.5 °F) +6.48 °C (11.7 °F) 1485 Silver
    Legendary Hyperweave Hyperweave 72% 19.44% 103.68% 240 -4.68 °C (-8.4 °F) +7.02 °C (12.6 °F) 2360 Silver
    Legendary Megasloth wool Megasloth wool 28.8% 0% 39.6% 100 -6.12 °C (-11 °F) +3.24 °C (5.8 °F) 785 Silver
    Legendary Muffalo wool Muffalo wool 12.96% 0% 39.6% 100 -5.04 °C (-9.1 °F) +3.24 °C (5.8 °F) 785 Silver
    Legendary Sheep wool Sheep wool 12.96% 0% 39.6% 100 -4.68 °C (-8.4 °F) +2.7 °C (4.9 °F) 785 Silver
    Legendary Synthread Synthread 33.84% 9.36% 32.4% 130 -3.96 °C (-7.1 °F) +5.94 °C (10.7 °F) 1110 Silver

    For the full effects of qualities, see Quality.

  • Version history[edit]