1 Base Unit Printer Build Guide
By Shadowfury333.
General Intention
Getting used to building units at a sustainable pace is a critical part of learning to play Immortal well, since while you can build as many units as your current reserve allows, you generally shouldn’t if you want to build other things.
This build is a simple way to practice limiting how much you build in the short term to increase how much you build overall
Build Order
- Altar
- 3x Masked Hunter & Altar
- 3x Masked Hunter
- @ 300 alloy: Altar
- 3x Masked Hunter
Okay, I realize this is a bit facetious, but the important takeaway is that unlike most other RTS games you do not have any in-game limitations on production capacity save your economy and army cap, so you need to be deliberate about managing production in order to maintain consistent production and avoid overspending on units or on army cap for units you can’t afford
As a baseline, you want 3 Masked Hunters per production cycle for every 2 bases worth of income, and since your first base starts with miners and the Elder Vault, you start with that. Each additional base adds 1.5 Masked Hunters per production cycle when upgraded to 8 workers. Similar logic allows you to replace 3 Masked Hunters with 2 Sipari, or 1.5 Zentari.
Generally speaking, you get 500 alloy/minute/base when it’s upgraded, And you want to budget that such that you can afford 300 alloy every ~40 seconds (or about 450 alloy/minute) for each additional Altar or Legion Hall, which leaves 550 alloy/minute from the first base for units, and since Masked Hunters take ~16 seconds to build and cost 50 alloy each, you end up spending that money almost exactly.
From here, you can choose to build 2 per cycle instead of 3 to save for an expansion, or with an expansion (and the extra 250-500 alloy/minute) you can increase that to 4 per cycle and still save for expansions and tech.
The important takeaway is that 3 Hunters or 2 Sipari per production cycle, whatever adds up to 550 alloy/minute or less, is the maximum that is sustainable on the first base. More than that will cut into timing out the Altars such that they finish right when they are needed (which basically means to build the next one as soon as the current one is finished).
Once you get the hang of this, reducing unit production to get tech or expansions, and delaying extra production structures, should feel like a conscious variation, rather than ping-ponging between overproducing units and missing on expansions and hitting army cap, or over-building army cap and ending up short on units.
I hope the above information was helpful.
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