⚠️ Eco v0.14 is coming — the next major update reworks upgrade modules, so some of these numbers will change. They reflect the current version. What’s changing →
  • Simpler tiers: the 1–4 tiered upgrades become a single Basic / Advanced / Modern upgrade each.
  • Permanent upgrades: a module placed in a workstation is permanent — no more swapping lower tiers out as you progress.
  • Power transitions: a module can change a station’s power type/draw (e.g. a Modern upgrade moves a sawmill from mechanical to electrical power).
  • Talent-integrated: modules now use the same bonus/talent system — any talent benefit (power, labor cost, recipe unlocks) can come from a module.
  • Cheaper to upgrade: with the multi-tier parts gone, fully upgrading a workstation costs significantly less.

We’ll update this calculator shortly after the update releases.

HomeSkillsTailoring

Tailoring

Tailoring

Tier 3

Creating new clothes and setting trends. Levels up by crafting related recipes.

Tier3Max level7Unlocks111 recipes

A specialty of Tailor.

Effects

Talents

Notes

Tailoring is a Tier 3 specialty used for creating various clothing and fabric items, such as Builder gear, Cotton Fabric, and Wool Carpets. It is accessed via the Tailor prerequisite and can be leveled up to a maximum of level 7 by crafting related recipes. To progress efficiently, players should maintain a balanced diet and high-quality housing to maximize the skill points needed to invest in this specialty.

Notes are AI-generated and may be imprecise.

Prerequisites

Unlocks recipes