Build order
Encyclopedia
In strategy computer games, of both the turn-based
and real-time
varieties, a build order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal. They are analogous to chess opening
s, in that a player will have a specific order of play in mind, however the amount the build order, the strategy around which the build order is built or even which build order is then used varies on the skill, ability and other factors such as how aggressive or defensive each player is.
Often, the name of a build order usually reflects two key aspects therein:
Evidence of this can be found in the following examples:
Strategy computer games typically offer a player many choices in which structures to build, units to train, and which technologies to research. Each technology that a player researches will open up more options, but may or may not, depending on the computer game the player is playing, close off the paths to other options. A tech tree
is the representation of all possible paths of research a player can take. Analysis of the tech tree leads to specific paths that a player can take to optimally advance specific strategic or tactical goals. These optimized paths are build orders.
For example, a player who plans to launch an attack by air may only build the structures necessary to construct air units and may research only the technologies which enhance the capabilities of air units. The order in which to build those structures and research those technologies is known as a build order.
Build orders often involve significant timing issues. This applies to both turn-based and real-time strategy games. In turn-based games, specific buildings and technologies will take a specific number of turns to complete. A build order may involve waiting until specific turns to begin building the next building or researching the next technology. In real-time strategy games, timing may be even more crucial. To execute an optimal rush, a player will not only have to know exactly what to build or research but also when to do so. If the build order is altered in any way, the units or structures may not be produced as quickly. The delay may mean the difference between a game win and a game loss.
Experienced players of strategy games will memorize build orders, as it gives them a significant advantage over players who are not familiar with build orders.
Build orders involve all forms of resource management, including unit production and control. The loss of a unit or the over-production of another may delay or change the course of a build order. Complex build orders that involve a combination of key units may fail completely due to improper unit control, despite correct development of buildings and technology research.
Turn-based strategy
A turn-based strategy game is a strategy game where players take turns when playing...
and real-time
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....
varieties, a build order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal. They are analogous to chess opening
Chess opening
A chess opening is the group of initial moves of a chess game. Recognized sequences of opening moves are referred to as openings as initiated by White or defenses, as created in reply by Black. There are many dozens of different openings, and hundreds of named variants. The Oxford Companion to...
s, in that a player will have a specific order of play in mind, however the amount the build order, the strategy around which the build order is built or even which build order is then used varies on the skill, ability and other factors such as how aggressive or defensive each player is.
Often, the name of a build order usually reflects two key aspects therein:
- The desired goal of the entire build order.
- The key management decisions involved in the build order.
Evidence of this can be found in the following examples:
- Six-Pool Rush (StarCraftStarCraftStarCraft is a military science fiction real-time strategy video game developed by Blizzard Entertainment. The first game of the StarCraft series was released for Microsoft Windows on 31 March 1998. With more than 11 million copies sold worldwide as of February 2009, it is one of the best-selling...
) - Six-Pool being the management decision, rush implying production of zerglings quickly. - Rule Of Ten (Warhammer 40,000: Dawn of WarWarhammer 40,000: Dawn of WarWarhammer 40,000: Dawn of War is a military science fiction real-time strategy video game developed by Relic Entertainment based on Games Workshop's popular tabletop wargame Warhammer 40,000. It was released by THQ on September 20, 2004 in North America...
) - Ten being the desired production goal of infantry units. - Oranos 4:30 (Age of Mythology: The TitansAge of Mythology: The TitansAge of Mythology: The Titans is a real-time strategy computer game expansion pack of Age of Mythology. It was developed by Ensemble Studios and released on October 21, 2003....
) - 4:30 being the desired time to reach tech level 2. - 4ES (Company of HeroesCompany of HeroesCompany of Heroes is a real-time strategy computer game developed by Relic Entertainment. It was released on September 12, 2006, and was the first title to make use of the Games for Windows label. A standalone expansion, Opposing Fronts, was released on September 25, 2007. A second standalone...
) - 4ES standing for 4 Engineers and a Sniper (a unique American opening); Fast Armored Car (the objective being to get an Armored Car before the opponent has reach the same tech level - Wehrmacht); Riflestall (the objective being to use the power and flexibility of Riflemen squads to hold off the opponent before pulling out higher-tech units - American); Piospam (the objective being to produce large numbers of Pioneers and nothing else - until higher tier - Wehrmacht).
Strategy computer games typically offer a player many choices in which structures to build, units to train, and which technologies to research. Each technology that a player researches will open up more options, but may or may not, depending on the computer game the player is playing, close off the paths to other options. A tech tree
Tech tree
In strategy computer games, the technology tree or tech tree is a hierarchical visual representation of the possible sequences of upgrades a player can take, by means of research. The diagram is tree-shaped in the sense that it branches at certain intervals, allowing the player to choose one...
is the representation of all possible paths of research a player can take. Analysis of the tech tree leads to specific paths that a player can take to optimally advance specific strategic or tactical goals. These optimized paths are build orders.
For example, a player who plans to launch an attack by air may only build the structures necessary to construct air units and may research only the technologies which enhance the capabilities of air units. The order in which to build those structures and research those technologies is known as a build order.
Build orders often involve significant timing issues. This applies to both turn-based and real-time strategy games. In turn-based games, specific buildings and technologies will take a specific number of turns to complete. A build order may involve waiting until specific turns to begin building the next building or researching the next technology. In real-time strategy games, timing may be even more crucial. To execute an optimal rush, a player will not only have to know exactly what to build or research but also when to do so. If the build order is altered in any way, the units or structures may not be produced as quickly. The delay may mean the difference between a game win and a game loss.
Experienced players of strategy games will memorize build orders, as it gives them a significant advantage over players who are not familiar with build orders.
Build orders involve all forms of resource management, including unit production and control. The loss of a unit or the over-production of another may delay or change the course of a build order. Complex build orders that involve a combination of key units may fail completely due to improper unit control, despite correct development of buildings and technology research.
External links
- For Master of Orion IIMaster of Orion IIMaster of Orion II: Battle at Antares is a 4X turn-based strategy game set in space, designed by Steve Barcia and Ken Burd, and developed by Simtex, who developed its predecessor Master of Orion. The PC version of the game was published by Microprose in 1996, while the Apple Macintosh version was...
(especially research): - For Civilization IVCivilization IVSid Meier's Civilization IV is a turn-based strategy, 4X computer game released in 2005 and developed by lead designer Soren Johnson under the direction of Sid Meier and Meier's studio Firaxis Games. It is the fourth installment of the Civilization series...
(research only):