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− | The '''{{PAGENAME}}''' is a static constructor.{{ | + | The '''{{PAGENAME}}''' is a static constructor.{{ Infobox zkunit |
+ | | name = Caretaker | ||
| defname = staticcon | | defname = staticcon | ||
+ | | description = Static Constructor, Builds at 10 m/s | ||
+ | | image = http://manual.zero-k.info/unitpics/staticcon.png | ||
+ | | icontype = staticbuilder | ||
+ | | cost = 180 | ||
+ | | hitpoints = 500 | ||
+ | | sight = 380 | ||
+ | | abilities = | ||
+ | {{ Infobox zkability construction | ||
+ | | buildpower = 10 | ||
+ | }} | ||
}}==Description== | }}==Description== | ||
The most cost-effective source of buildpower, the Caretaker is ideal for increasing the output of factories or automatically repairing nearby defenses. It cannot start any construction projects itself, however. | The most cost-effective source of buildpower, the Caretaker is ideal for increasing the output of factories or automatically repairing nearby defenses. It cannot start any construction projects itself, however. | ||
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Once your factories are producing units and your metal supplies are still rising, that is a good sign that your economy can support an extra Caretaker. | Once your factories are producing units and your metal supplies are still rising, that is a good sign that your economy can support an extra Caretaker. | ||
− | + | For an economy that has more '''Build Power''' in its factory (10 BP + 10 per Caretaker) than '''Metal/s''' income from Economy structures, additional caretakers will not have a source of metal to build with. In this case, another caretaker will not help you build any faster when your stored metal runs out. A high Build Power factory can even start competing for resources with other constructors, slowing their production. | |
''Remember that you cannot spend more resources than you actually have.'' | ''Remember that you cannot spend more resources than you actually have.'' | ||
{{Navbox buildings}} | {{Navbox buildings}} |