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===Employment=== | ===Employment=== | ||
− | All constructed buildings except for Homes and Barracks provide 20 jobs which are automatically filled by unemployed peasants. Each employed peasant produces 2.7 platinum per hour | + | All constructed buildings except for Homes and Barracks provide 20 jobs which are automatically filled by unemployed peasants. Each employed peasant produces 2.7 platinum per hour. |
If you have more peasants than jobs, unemployed peasants do not provide any platinum. This is called having a job ''underrun''. Due to the large military required by most [[attackers]] and [[converters]], this is a problem more often faced by [[explorers]]. | If you have more peasants than jobs, unemployed peasants do not provide any platinum. This is called having a job ''underrun''. Due to the large military required by most [[attackers]] and [[converters]], this is a problem more often faced by [[explorers]]. | ||
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==Homes vs Barracks== | ==Homes vs Barracks== | ||
− | As a general rule, when you reach over 20% total population bonus, homes are better than | + | As a general rule, when you reach over 20% total population bonus, homes are better than barracks. 20% increase on 30 is 36. |
− | Barracks are most commonly used by [[attackers]] playing [[races]] with low, no, or negative population bonus such as [[ | + | Barracks are most commonly used by [[attackers]] playing [[races]] with low, no, or negative population bonus such as [[Merfolk]], [[Dark Elf]], and [[Human]]. However, many switch to building homes once they have reached 20% population bonus. |
− | Player playing races with land dependent units, such as [[ | + | Player playing races with land dependent units, such as [[Gnome]] and [[Sylvan]], are almost never seen building barracks because they need the land for their specific land type and because they are often played with strategies that utilize primarily efficient, elite units. |
==See Also== | ==See Also== | ||
* [[Draft rate]] | * [[Draft rate]] | ||
* [[Production]] | * [[Production]] |