The RTSC Guide to Dawn of War
Part 3: Builders
Builders in Dawn of War are pretty straightforward.
Each race has their own unique version with one or two tricks and unique
attributes, but they all perform the same basic actions. Builders don't
use any Squad cap. They're often a loner, but
in some races they come in squads, usually
reinforcing for free and at a slow rate. Builders
wear infantry_low armour, or "builder
armour". This places them at the bottom of the pecking order
when it comes to other units, especially against anti-infantry units and
artillery.
Building
Building is different is different from repairing.
That's not as stupidly obvious as it sounds: in most RTS games, building
something is identical to repairing something. You assign a worker to
a half built or damaged item in most other RTS games, and its simply a
matter of watching the health bar go up over time.
Dawn of War, if you hadn't already realized,
is not "most other RTS games". The rules for constructing something
are very different to repairing it afterwards.
 |
|
 |
|
Know those BUILDER rules!
|
|
 |
|
 |
|
 |
|
Build
rates are determined by BUILDING. |
|
When you build
something, its the structure's build time
that determines how long things take, not the builder's vital
statistics. The build time is hard coded into every structure in
the game. |
|
 |
|
 |
|
 |
|
It doesn't matter WHO builds it. |
|
Since build
times are determined by the building itself, this basically means
all builders are the same when it comes
to assembling things. Grots, Servitors, Scarabs, Bonesingers, TechPriests
etc all work at exactly the same speed.
That means in team games, there's absolutely no reason why allied
players shouldn't be building each other's stuff. Many team mates
can be saved from Annihilation losses by
building their factories or headquarters in the safety of your own
base - and vice versa. |
|
 |
|
 |
|
 |
|
Build
speed
is capped at TWO builders. |
|
Assigning
any more than TWO guys to a job doesn't
make it go any faster. Extra workers go through the the motions
of building, but they're literally just going through the motions
and wasting your time. Put them to work somewhere else!
For builders than come in squads, like Ork
Gretchlins or Necron Scarabs, this
means a squad's build speed maxes out the moment it has two members
in it. Avoid assigning two worker squads to anything if there's
more than two guys between them - it simply won't go any faster.
|
|
 |
|
 |
|
 |
|
Doubling
up your builders does NOT
double your build speed! |
|
When you double
up your builders, all you get is a 33%
build speed increase to the job at hand.
For example, the Space Marines' Chapel Barracks
takes exactly 45 seconds to assemble with
one builder, and 30 seconds to assemble
with two. Because of this, its actually faster to have two concurrent
builds worked by one worker each than have a pair of builders
working on two jobs in sequence. The individual job will of course
go faster with two, but you lose out over the longer term. |
|
 |
|
 |
|
 |
|
Building
never stops. |
|
Once a build
job is started, the job's progress bar will
inexorably crawl to a conclusion, even if the builder has been disrupted,
knocked away from the construction site or had its morale
busted by something terrible. The progress bar only stops on the builder's
death or if you assign it different orders. |
|
 |
|
 |
|
 |
 |
|
 |
|
Know those REPAIRER rules!
|
|
 |
|
 |
|
 |
|
Repair
rates are determined
by WORKER. |
|
When you repair
something, the rate of repair is determined by the builder's
rate of repair.
Repair rates are measured in health
points repaired per second. For example, the Space
Marine Servitor repairs any structure or vehicle at a steady
30 hp/sec. He'll fix 300hp
of damage to a structure or vehicle in about ten
seconds. |
|
 |
|
 |
|
 |
|
Repair speed
is capped at
THREE builders. |
|
Assigning
more than three guys to a repair job is
a waste of time: all you will see is the extra builders standing
around, doing nothing - and getting in the way of other units. This
can be a problem with excess builder squads, particularly with Grots,
although the number of Grots in a squad has been halved in the DC
1.2 patch. |
|
 |
|
 |
|
 |
|
Repair
rates STACK
with extra builders. |
|
Repair rates
stack with extra builders!
Two builders repair twice as fast, and
three builders three times as fast. Hooray!
For situations where two different races' workers are assigned
to the same job, each worker's repair rate is added together. |
|
 |
|
 |
|
 |
|
It does matter who repairs it! |
|
Since Repair
Cost it is determined by your builder's character stats the
speed of a repair job depends on which race's worker is doing the
work. In team games, you can use this to your team's advantage by
having the better repairers in your team work for players with poor
fixers.
|
|
 |
|
 |
|
 |
|
Repairs costs you resources. |
|
As a general
rule, the Repair Cost is how much it costs
to fully repair a unit, based on its original purchase price. Its
usually expressed as a percentage.
For example, a repair cost of 100% means
that you will consume the equivalent of the original Requisition
and Power cost of the item you're currently
repairing, assuming if you could repair it from 0
hp. At 200% it would cost double
the original purchase price to fully repair. At 50%
you can repair at half the original cost. If the item is constantly
taking damage, then you're constantly drawing on your reserves to
continuously fix it, bleeding away your precious resource stores
and eating into your income.
I don't know who foots the bill when allied workers repair a friendly
building. I've always assumed the guy with the damage footed the
bill. |
|
 |
|
 |
|
 |
|
Repairs
never stop |
|
Like the building
process, once a repair job is started, only the builder's death
or fresh instructions can stop its progress. The job's progress
bar will inexorably crawl to a conclusion, even if the builder
has been disrupted, knocked away from the construction site or had
its morale busted by something terrible. |
|
 |
|
 |
|
 |
|