Life as a Build Order SC2
Life as a Starcraft II Build Order
Hey reader, it’s Allie nice to feel your eyeballs! Also, feel free to ask questions or give constructive criticism. I appreciate others’ thoughts :)
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Starcraft II is a Real-Time Strategy game that dropped in 2010 at this point. I played the game around release and thought it was okay. I started playing again around 2023 because the hype, at least for spectatorship of the game, has resurged with popular figures like uThermal and Winter etc.
In Starcraft II, you balance a continuous rock, paper, scissors game of offense, defense, and economy. Generally, offense is beaten by defense, defense is beaten by economy, and economy is beaten by offense. Really cool stuff!
Since learning to play the game competitively (I mean simply on the ranked ladder), the concept of a “build order” in Starcraft II has been on my mind. In this post, I’ll be applying the idea of a build order to my personal routine. This is with the hope that I can create more value with my time, even over long periods.
Build Order Basics for Starcraft 2 According to blizzard guides.com:
… a build order is a set of instructions on the order and timing of buildings and units you construct. The timings are usually timed by your supply count. At a set time you should have X supply, and when you have X supply you know its time to build a given building or unit. Its a set of orders and instructions.
Figuratively, a build order is the refinement of an idea. At first you know what you want to do, but you don’t know exactly how to work it into your strategy without sacrificing too much else. You don’t know when you’ll have the
[resources]
to spare, when you need to start mining gas to time everything perfectly, and you don’t want to go into it without a plan. So you create a build order.
Basically, a build order is a heuristic/guide that provides one a stepwise sequential plan of action that can be iterated or operated on to suit a need. In Starcraft II, the need for a build order is usually to make the most efficient use of limited resources and time in order to outlast your opponent.
Important note: the build order isn’t a set of instructions to follow with no mistakes like a computer does. In the game of Starcraft II (called SC2 from here) There’s a sort of adversarial loop that you’re acting out with your opponent. Based on their reactions to your play, you might need to adapt. I believe this is the core of the fun and gameplay variety, which may not apply the same way to a “real life build order”.
Some core ideas of a build order I’ve identified are:
- Structure - making it easier to execute and practice
- Flexibility - allows a build to be iterated on when mistakes are identified
Here is an example of a relatively basic build order in Starcraft II which works in every matchup:
Supply Timings | Timings | Unit To Build | Notes |
---|---|---|---|
13 | 0:13 | Overlord | Overlords add to your maximum supply |
17 | 0:52 | Hatchery | Natural, basically build a base/Hatchery at the mineral and gas location that you spawn near |
18 | 1:08 | Extractor | Lets you harvest vespene gas with workers from a geyser |
17 | 1:15 | Spawning Pool | Allows the production of the basic Zerg unit, the Zergling and its upgrades. Also allows a Queen to be built at the Hatchery |
19 | 1:42 | Overlord | |
20 | 2:06 | Queen | Responsible for early ground/air defense and for producing many units from each Hatchery |
20 | 2:07 | Queen | |
24 | 2:08 | Zergling | Act as scouting units and early defense |
25 | 2:09 | Zergling | |
28 | 2:18 | Metabolic Boost | Makes Zerglings infinitely more useful with a significant speed boost |
32 | 2:48 | Hatchery | Take the next closest base |
31 | 2:49 | Overlord | After this overlord, we make overlords with every batch of army units we produce so we can have room for the next batch |
31 | 2:59 | Queen | |
48 | 4:03 | Baneling Nest | Or earlier / whenever natural is saturated. Allows Zerglings to morph into powerful AOE suicide units called Banelings |
47 | 4:11 | Extractor | |
47 | 4:23 | Zergling | Round of safety lings |
62 | 4:48 | Evolution Chamber x2 | Mainly allows stat upgrades for army units |
62 | 4:50 | Lair | Tech upgrade for the Hatchery, allows higher tier units |
76 | 5:15 | Hatchery x2 | Macro Hatcheries - > Non-stop lings |
85 | 5:56 | Zerg Ground Armor Level 1, Zerg Melee Weapons Level 1 | Use Evolution Chambers for Melee and Ground armor since Zerglings and Banelings are melee units |
85 | 5:58 | Centrifugal Hooks | Faster Banelings, similar to Metabolic Boost |
85 | 6:10 | Hatchery | Fourth base |
85 | 6:12 | Hatchery | Fifth base -> Keep building hatcheries as you float minerals |
This is a well-tested generalized Zergling-Baneling build by PiG, a relatively popular SC2 content creator and coach. I won’t go through each instruction of the build order, but I left notes that are more accessible for someone that hasn’t played SC2 or RTS.
You may notice the supply timings don’t include workers (Drones for Zerg), the units responsible for your entire economy in SC2. I believe it’s expected that you’re constantly producing workers until you’ve fully saturated your bases. Building workers is what makes the supply count grow (about 1 worker every 12 seconds) when the build doesn’t tell you to make a unit that costs supply.
In essence, implementing this build gets you, by ~6 minutes, a speedy upgraded army that you can use to smash your opponent or transition into other technology (flexible). Hopefully it’s reasonable that this is relatively easy to practice. If you mess up, you can see your replay and address weaknesses.
That being said, how can this be applied to a real life routine? Especially when the “game” doesn’t have clear victory conditions like SC2 does?
My victory condition is something like Eudaimonia. If I genuinely believe I tried my best and that I’ll be alright sowing these seeds for the future, that is the closest thing I can imagine to victory. For me this implies a few things:
- I’ll be proud of myself professionally
- I’ll be proud of myself personally
- I’ll be content suffering in the pursuit of self-love, life affirmation
For the first iteration of this idea, here is a sort of build order for the beginning of the day. Time starts when I wake up.
Timings (24h) | Conditions | Category | Action | Notes |
---|---|---|---|---|
8:00 | If not incredibly tired | Professional/Personal | Get out of bed | Obviously it varies when I go to sleep or when I wake up as well as sleep quality, not a strict timing. |
8:10 | If I feel greasy | Professional/Personal | Freshen up in the bathroom | This might look like brushing my teeth, waste disposal or washing my face |
8:15 | If my dog is around | Personal | Take doggo outside to use the bathroom and wipe his feet coming back | Sometimes I listen to music on my phone while walking around |
8:25 | If I need to meet people today or my body feels unclean | Professional/Personal | Shower, deodorant, moisturizer | |
9:00 | If I have the mental resources to work on these | Professional | Algorithmic practice (LeetCode), Language learning (Farsi, ASL), Typing practice (Touch typing, VIM) | I have a set of “dailies” that I usually do. I try not to force it in-case I hate doing it the next day. Long-term > short-term |
12:00 | If I have an active project | Professional/Personal | Work on a project, also feed dog | Currently it’s a romhack for Pokemon Mystery Dungeon |
15:00 | If the house isn’t fully tidy | Personal | Dedicated chore/space cleaning/exercise/dog play/bathroom time | Might be dishes, laundry, vacuum, treadmill etc |
17:00 | If dinner isn’t being made | Personal | Plan Dinner for 19:00 | |
19:00 | Personal | Eat Dinner | ||
19:30- | Personal | Do whatever |
Leaving that first implementation, I’ll try it out and report back soon. Surely this won’t be the same over time, especially as my responsibilities change with employment, preference, and death.
Thanks for reading, best wishes o7 خدا حافظ !
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