Difference between revisions of "Caretaker"

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(TLDR; Zero-K Economy in a shellnut for caretaker spammers. Fix it if inaccurate?)
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The '''{{PAGENAME}}''' is a static constructor.{{ Infobox zkunit
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The '''{{PAGENAME}}''' is a static constructor.{{Autoinfobox 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.
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If your starting factory has more [[Economy Guide#Buildpower|Build Power]] available (10 BP + 10 BP per Caretaker) than your overall '''Metal/s''' income, an extra caretaker would not have the resources needed to speed up production once your stored metal runs out. A high Build Power factory can even start competing for resources with other constructors, slowing their production. This can be avoided by putting extra caretakers on low priority, allowing you to be able to better cope with sudden influxes of metal.
  
 
''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}}

Latest revision as of 01:27, 18 May 2024

The Caretaker is a static constructor.

Caretaker
(staticcon)
Construction Assistant, builds at 10.0 m/s
Caretaker staticbuilder
Stats
Cost 180
Hit Points 500
Vision Radius (elmo) 380
Abilities
Construction
Build Power 10
Weapons
None

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.

Tips and Strategies[edit]

When using a Caretaker to assist your starting factory, having one Caretaker for each 10 Metal income is enough to make full use of your Economy in the early game. Before building a second caretaker, it's better to raise your metal income with Metal Extractors and Overdrive.

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.

If your starting factory has more Build Power available (10 BP + 10 BP per Caretaker) than your overall Metal/s income, an extra caretaker would not have the resources needed to speed up production once your stored metal runs out. A high Build Power factory can even start competing for resources with other constructors, slowing their production. This can be avoided by putting extra caretakers on low priority, allowing you to be able to better cope with sudden influxes of metal.

Remember that you cannot spend more resources than you actually have.