Strategy on start - builders to build

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Stratego (dev)
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Strategy on start - builders to build

Post by Stratego (dev) » Sat Feb 10, 2018 8:25 pm

i had never time to figure out what is the best practice to start when u have no ambidextry.

beside starting the ambidextry

a) start more buldings (as starting cost the same with or without ambidextry) and finish them after ambidextey is compketed (if so how many buildings?)
b) finish the first building to start producing in it (as u do when u have ambidextry)
c) or something that is a mix?

so the point: having the optimal thing in the early game

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makazuwr32
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Re: Strategy on start - builders to build

Post by makazuwr32 » Sat Feb 10, 2018 8:58 pm

i prefer first few turns to train more units rather than research ambidextria because with 1-2 workers this will not make big differences but when you have 4-5 workers and some laborers that this tech comes in handy.
And because of that i prefer to build fast first building and others incoming to faster begin producing.
Sometimes i begin to reseach it at 4 or 6 turn only.

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LordOfAles
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Re: Strategy on start - builders to build

Post by LordOfAles » Sun Feb 11, 2018 8:07 am

I preffer training workers in spawned tc, and then research ambidextria in next occupied tc, and i always fill factories first, defenses second.
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Stratego (dev)
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Re: Strategy on start - builders to build

Post by Stratego (dev) » Sun Feb 11, 2018 8:57 am

The point in question ment to be: which better
A) start many unfinished factories while we dont have ambidextry
B) or finishing first factory without anbidextry and then start the next factory

There is no question about training more laborers or not - that is a different aspect.

And also i suggest measurements proving which is better

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LordOfAles
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Re: Strategy on start - builders to build

Post by LordOfAles » Sun Feb 11, 2018 11:57 am

B)
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Stratego (dev)
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Re: Strategy on start - builders to build

Post by Stratego (dev) » Sun Feb 11, 2018 12:23 pm

ok, but is it based on measuring or you say what you use to do?

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Re: Strategy on start - builders to build

Post by Sunrise Samurai » Sun Feb 11, 2018 12:30 pm

I find wasting worker turns for the sake of faster unit production worthwhile. Unit production is more important in early game, where one archer, spearman, or whatever one turn sooner can make a large difference in posturing and expansion fighting.
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Re: Strategy on start - builders to build

Post by LordOfAles » Sun Feb 11, 2018 5:14 pm

Stratego (dev) wrote:ok, but is it based on measuring or you say what you use to do?
Measuring, this way you will build troops soomer, which is very important in early game
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Re: Strategy on start - builders to build

Post by Stratego (dev) » Sun Feb 11, 2018 5:36 pm

troops in first 4-5 turns are important only on very small maps.

my question was only about the economy part, which worthy, we should not talk about troops here, only production amounts on eg. the 5-6-7-8 th turn, the prroduction direnction (troops or not) is depends on strategy, my question if way out of scope of any strategy, i wandered pure facts which is worthy.

eg. a result can be:

version a: in 10th turn u have 4 biuldings + 10 production points
version b: in 10th turn u have 4 biuldings + 16 production points


but, ok i will measure myself :)

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Re: Strategy on start - builders to build

Post by Stratego (dev) » Sun Feb 11, 2018 6:23 pm

ok here is my first measure, i neglected everything, and focused only the "economicality"

1st TEST: assumed 4 TC around -> 4 buildings as target, no ambidextry at start, max starting units - so 2 workers
"A"-approach (starting many unfinished buildings): on 6th turn (where game says 6th - idk if the counter is good or not - there is a report on it)
- 4 buildings ready (1 archery, 1 stable, 1 blacksmith, and 1 barracks - i think all have same hp so there could also be 4 archeries instead)
- ambidextry invented (started on first turn)
- 6 productions points on ready factories (TC does not count here, only the finished factories)
- 1 builder action remained

"B"-approach (finishing all buildings as they are built): on 6th turn
- 4 buildings ready (1 archery, 1 stable, 1 blacksmith, and 1 barracks)
- ambidextry invented (started on first turn)
- 9 productions points on ready factories (TC does not count here, only the finished factories)
- 0 builder action remained
(actually ambidextry was ready when i had only 2 buildings yet)

so at this setup B approach is better (since 1 worker action can not compete with 3 extra production).


- i think we need the same test with only 1 worker

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