Terran how many buildings per base




















UltrA vs KwarK. Apprentice Esports Events. Liquipedia Results Completed. Ultimate Battle: Snow vs Soma. SAHSC 4. X-Cup Fall - Qual. RCG Shinhan Tank Proleague S5. CWCL Season 2. BWCL Season ASL Season WTL Winter. X-Cup Fall - Quals.

Pinnacle Fall Series 2. BW Jeez Weekly Ultimate Battle: Soma vs Rush. IEM Katowice DHM: Last Chance King of Battles 2. DH Masters Winter: Finals. Community Clash League S3. IEM Winter EPL Conference Season V4 Festival Budapest WePlay Academy League S2. DH Open November PGL Major Stockholm ByuN 2. Dark 4. Solar 5. Nerchio 7. INnoVation Rain 2. Flash 3. EffOrt 4. I have previously proposed adding attention as another dimension of mechanics , but I will keep this article concise to discuss only macro.

Micro will be discussed in another article, and I will also elaborate on how that is related to macro and micro later in that article. Mechanics to Starcraft is like stamina to a ball game. You need to have a minimum standard for other factors to be relevant for discussion, as all techniques, tactics, or strategies are developed based on this requirement.

I will use basketball for example. You can discuss about how to fake and get past a defender all you want, but it is irrelevant if you can barely move after several minutes of basic movements.

Going back to Starcraft, an early expand build will always have better worker production than a one base tech build, and this is based on the assumption that both players can macro at a certain level. The same applies when an early all-in can be defended if the response is correct, and this also assumes that the player has the required micro level to execute the defence.

However, mechanics is the alpha, but not the omega. I always see players given the feedback to improve on mechanics when they ask for help by posting replays, and sometimes they are even advised to practice by building only Barracks and Marines to improve mechanics.

While this is a fair feedback to a certain extent, it is not exactly helpful unless that player does not have the minimum requirement to play the game.

Realistically, you can always improve your mechanics, as it can never be perfect. Mechanics is something that you will improve all the time along with other skills in Starcraft, and it is not a definite prerequisite for other skills once you have reached a minimum level. A good way to visualise it is that, you have your best and worst standard, and then there is a mean.

Below image shows what I want mean. I use Player C as the base comparison. More importantly, the distance between the best and the worst is small, as it shows the expected consistency of a pro. Player B is what a good non-pro player looks like. The distance of the best and worst show that it is hard to be more consistent than a pro due to the amount of practice. Player D is probably what most of us look like in general. We are not that consistent, but we usually perform closer to our best than to our worst.

Our worst happens, but not as often as our best happens. My personal worst is so low that I forget the first Supply Depot, but it rarely happens. Player F is basically a new player. The above demonstration explains why I often get frustrated at myself for performing poorly.

I believe it is important to bring this up before I actually discuss about macro and micro. Macro, or macromanagement, is the ability to manage the economy well.

This includes, and not limits to, mining, spending mineral and gas, avoiding supply block. It is almost always better to constantly do these few things. You cannot truly recover the opportunity cost lost of not spending the resources. For example, as a Terran, you have bank up minerals now, so you want to spend it by saturating your production buildings with unit production and build more production buildings.

Although this is arguably the best option at that point of time, you are still in a worse situation than you would be if you have spent the minerals earlier. Generally, the only time to not intentionally spend the mineral and gas is in the extreme late game situation, whereby both players are maxed-out and more than enough production buildings to re-max the supply. A niche example is to save mineral, gas, and larvas for Spire to complete in order to make a certain number of Mutalisks.

In my opinion, the three base paradigm is the most important concept for macro in Starcraft II, as it directly affects important macro decisions like when to expand and how many workers to have.

This concept is so fundamental to our current understand of Starcraft II that, a map is generally considered unacceptable if it does not fit the three base paradigm.

Three base paradigm refers to the phenomenon that the most efficient state of economy is three fully saturated mining bases. It gives you the best balance between resource gathering rate and resource expenditure rate. The rule of thumb to have three mining bases allows you to have a good worker to army ratio. You would have too many workers with four saturated mining bases that you do not have a sizable army when you are at max supply. This then leads to the question of how many workers you have in total before you stop producing more.

Thus, the three base paradigm concept affects the two most important thing in our macro, and they are the number of bases and number of workers we should have. The three base paradigm directly affects the number of bases we should take at the same time, and as the name implies, it is best to have three bases in general. When we watch a professional game, you often hear the casters say a player is taking a fast third base, but you have never heard of a player taking a fast fourth base.

Fundamentally, even though all else equal you want to have as many bases as possible, there is no benefit in having the fourth base. This is because a base is rather meaningless unless you can mine from it, and hence, it is about the number of active mining bases you have that matters and not just the number of bases itself. When you examine different builds and strategies of any race, you can tell they are all based on the three base paradigm.

This fourth Hatchery allows Zerg to have more production power, but it does not directly increase mining rate. With this distribution, your income will be? You can find the math behind the income per SCV in this article. Below is the amount of resources used to produce your army, assuming that all buildings are continually producing units.

What this means is that continually producing units from all buildings costs? This upgrade increases the cargo space available in Bunkers, Command Centers and Planetary Fortresses. Once triggered it cannot be halted. Performing air defense duties for Terran bases, the Missile Turret is able to detect hidden enemies as well.

Detector: The Missile Turret unit can detect the presence of burrowing, cloaked and hallucinated enemy units. The Sensor Tower can provide Terran players with important intel on enemy troop movements otherwise obscured by the fog of war.



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