Cobbler/Shoemaker
#1


Cobbler/Shoemaker makes various shoes to warm people.



<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_05/village-cobbler_l.jpg.9126e39c175846c4350df6e3abd7f7b6.jpg" data-fileid="2254">[img]<fileStore.core_Attachment>/monthly_2017_05/village-cobbler_l.thumb.jpg.d574d9c7480e798a0f5ce0e2aec4e4c7.jpg[/img]</a>

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#2

lovely idea seems sensible since we have tailors [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> 

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#3

Quote:
On 6/8/2017 at 3:22 AM, portiadavenport said:




lovely idea seems sensible since we have tailors [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> 




Unfortunately, we don't have shoes. We have clothes for the tailors to make, but citizens don't wear shoes.


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#4

Why not have shoes - or even hats - and let them count as "other clothing"?  Might be nice to have a cobbler or milliner.

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#5

We always wanted to do a shormaker, but there was never a good use for shoes, other than as a trade item. We could totally make them a clothing item, but then the people would think they were fully clothed after they put their shoes on, and nothing else.

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#6

maybe rags + shoe = a winter cloth ?

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#7

This leads back to an idea I had a while ago of having a more advanced clothing option of a bundle of things, hat + shoe + jacket = full clothing or something along those lines. Unfortunately, we only have 3 levels of clothing in game - no clothing, clothing, warm clothing. So it is very limited in terms of making more useful value to the clothing other than expensive trade items that are used at the same rate as much less expensive winter clothing

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#8


I could see how shoes could have been introduced into the game but I'm not sure it is worth it. As @Ketchup and @Necora mention, shoes could be included in recipes for warmer clothing. Also, Military Supplies, instead of being delivered to the Quartermaster by a stealth submarine in the middle of the night (which isn't a bad thing at all) could have been made using a combination of items such as Boots, Uniforms, Muskets, Hardtack, etc.  




Here's one way Clothing could be expanded:




Clothing - 1 item used wool, leather, cotton, linen, silk, buffalo hides (from Bison instead of Leather); reeds + feathers is the exception




Warm Clothing: 2 items used, could include the above plus shoes, hats, etc.




Uniforms:  Counts as Warm Clothing (or is even a separate item.  Mmade at Fort - replaces “Full Livery” at the Fort):  boots + wool, leather + wool, etc.




Fine Clothing: Can count as “Warm Clothing” but the real value is for trade.  Reduce the profit margin on clothing and make these higher priced, higher profit items for trade.


  • Buffalo Robes from Buffalo Hides + Cloth

  • Fine Leather Jacket from Cured Leather + Silk

  • Full Suit from Shoes + Coat + Hat

  • Ball Gowns from Silk + Shoes + Hat

[img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



 


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#9

Quote:
On 9/16/2017 at 8:35 PM, Kralyerg said:




We always wanted to do a shormaker, but there was never a good use for shoes, other than as a trade item.




Would it be possible for shoes to give a small walking speed bonus? Maybe you couldn't equip shoes for each individual citizen like clothing or tools, but perhaps a minor, universal bonus could be given once the cobbler is established.


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#10

Interesting ideas, but sorry - only roads can increase walking speed. And there is no way to create a mod that gives a universal bonus.

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