Tailor Archive
Thread: Self Sufficient Tailor
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CrimsonRyoko
Fri Aug 01, 2003 1:07 pm
#1
Is any other specific tree required to be 100% self sufficient as a Tailor? Aside from maybe Architect Factories for well, Factories?
SnowLeeper
Fri Aug 01, 2003 1:15 pm
#2
As a basic tailor, You'll need scouting for harvest and novice markman to kill for hides.
You'll also want ENG IV and Survey IV for resources. And finally, if you want a store you'll need Business III (vendors).
You'll also want ENG IV and Survey IV for resources. And finally, if you want a store you'll need Business III (vendors).
CrimsonRyoko
Fri Aug 01, 2003 1:21 pm
#3
Ok cool, i was just afraid i might run into the happy little requirements here that DE's have, like Personal Armor IV, and Buildings I just to be able to make things ourselves.
So tailors are generally single tree based besides factory components, good ![]()
Thanks for the reply.
SueDenim
Fri Aug 01, 2003 1:24 pm
#4
I suppose there is one minor exception to 100% self-sufficiency in everything a tailor might possibly want to make: Bio-Engineers can make things that are optional components for some tailored goods.
SueDenim
Fri Aug 01, 2003 1:36 pm
#6
I'm a bit confused on their working/non-working status myself at the moment. But in either case, I think they're non-essential (but "nice to have") for tailors.
SnowLeeper
Fri Aug 01, 2003 1:57 pm
#7
That was my take, too. They are in the realm of "nice to have." I only listed the "basic" tailor essentials.
Saryio
Fri Aug 01, 2003 5:18 pm
#8
I rather enjoy being a Master Artisan/Master Architect/Master Tailor (well for the titles at least) but now I'm pretty bored with the game
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