Until you are maxed, you want to get to a point where you have this dynamic between your money and your larva. It is the basic concept of "Do I have enough larva resource to spend this money on?". There are multiple avenues of going about this. A player like FruitDealer will skimp a little bit on the larva-based spending in his mid game, and instead, pump massive amounts of upgrades with their money. Then suddenly in the late mid game, he starts expanding like crazy through the use of his technological advantage, thus resulting in more larva to spend the money on instead of upgrades. Some people get more queens with excess money to aid in creep spread and early defense. The resource of the larva is the linchpin of the zerg race. Maximizing the efficiency of it's availability is the key to any good plan. If you are not capitalizing on full larva production potential, your plan WILL have holes in it, and your money WILL start to stockpile, thus causing you to make misleading decisions, like upgrading or teching when you can't actually afford it (this is due to stagnant larva, which is a RESOURCE). Queens are a very important part of the equation. Having your money get a little bit high as a zerg is perfectly okay, so long as you either a) have a larva production cycle occurring with the potential to spend what you currently possess or b) the appropriate means to tech with excess resources from your larva cycle.
There is lots of stylistic potential for this unique resource that zerg has. I don't think that this theory of the queen's larva inject taking .2 seconds off of a larva spawn could not be applicable due to the very delicate and precise timing window it would require over a VERY extended period of time on multiple hatcheries with results that would be compromised with an inject that occured one energy too soon, or was delayed too long, requiring you to perform the task flawlessly 5 times in a row to make up for one single mis-timing. It is more efficient to just inject asap.
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