Alternative, more flexible and relative approach for build orders?

Hi!

As a 800 ELO player, I have many struggles, but one is with build orders. Not in executing them, but in being flexible with them. And this strict ruling is a bit confusing for me, because I'm more focused on building the buildorder then playing the game. This is my personal problem, I know.

And I don't mean that I don't know about buildorders, but most are presented in a way that I'm just not good at getting my head around - and I know this is a personal thing, for sure.

On the other hand, I love numbers (I'm a SpiritOfTheLaw-Fanboy).

I thought "What would I need personally?" and came up with an idea. My question is: Has someone already done this? This alternative approach to buildorders?

So instead of having a strict receipe like "6 vills on boar, 4 on wood, next lures boar...", I would like to have informations like this (examples!):

  • "To support a constant knight-output (and nothing else), you need X vills on farms and Y on wood per stable, as well as X on gold"
  • "One miner creates X stone per minute in game"
  • "X vills per Y farms to not run out of wood for farms."

With such informations, I could (in theory!) build my strategy like this: "I need two stable to produce knights, so I sort my vills that and that way. I additionally want to advance to castle in X minutes, so I must overproduce food, so I add more farms..."

Another thing that this would help me with is in preventing overbooming in one ressource. For example, I'm so afraid of running out of wood, that I overboom in woodchopping and then have something like 2000 wood, 800 food, 400 gold and 0 stone. Dysbalanced, if you are not persian going for crossbows...

Has anyone ever encountered such lists?

I'm well aware that this wouldn't solve all problems of mine and that there is a huge chaos factor and hidden variables in such scenarios... But I would benefit psychologically from such information :-)

submitted by /u/RemyZeno
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