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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| name = Caretaker
 
| name = Caretaker
 
| defname = staticcon
 
| defname = staticcon
| description = Static Constructor, Builds at 10 m/s
+
| description = Construction Assistant, Builds at 10 m/s
 
| image = http://manual.zero-k.info/unitpics/staticcon.png
 
| image = http://manual.zero-k.info/unitpics/staticcon.png
 
| icontype = staticbuilder
 
| icontype = staticbuilder

Revision as of 21:08, 14 March 2020

The Caretaker is a static constructor.

Caretaker
(staticcon)
Construction Assistant, Builds at 10 m/s
staticcon.pngstaticbuilder
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

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.

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.