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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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OK, just so people can uderstand why we need (or why it is best) to slot the barrracks into the build queue soon, I'll explain now:
Apolyton is a 4 turn Enk/Settler pump or a two turn Enk/Worker pump, so we need the barracks to make vet Enks. However, before we even get it onto that cycle, we need to pump out some workers to improve the land.
First of all, let me lay down some rules: Mr. Rush Job and Million Dollar Worker have to stay up north to make 89 productive, mining and roading. This next settler that we build is going to wander off and claim iron. That iron is useless if we don't have a worker to connect it, though. That is where one worker comes from. We also need a couple more workers to get the city site after that productive, so that is another two workers, at least.
The advantage of building the barracks early is that we can build it starting at pop 4.0, as ET stated yesterday, finish it in four turns, when our pop is at 6.0, and then produce the workers that we need, winding down in pop to a stable pump (we need to start all the cycles at Size 5.0 in Apolyton).
If we did not build the barracks, and built Enks instead, to act as fillers in the build queue, we will end up with alot (and I mean alot) of reg enks, and when it is time to start pumping more settlers, we would still have to use 4 turns to build the granary. So we don't lose any time that put into build the barracks now, and it rewards us by giving us one vet enk to defend any settler we build.
If we started building troops (ie one Enk is OK, but more than that is inefficient) the moment we finished the barracks, we would hit size 7, and any extra food we produce we lose when we shrink back to below size 7. Ineffiecient, to say the least.
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