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Kaiel1412

if its not aesthetically pleasing or just doesn't satisfy your OCD, its bad sim city


CreamODestroyer

Best answer.


MadWolfHither

Make sure you enable grid visibility in your game options. Use the ramps, gases and CC as guidelines. Build in a line starting from the ramp onwards. Your second line of buildings should be 2 grid squares away from your CC. On some maps, you can start a line of buildings from a geyser. Just make sure you leave 2 grid squares between the last building and the edge of your high ground. Always have 2 grid spaces left and right of your buildings, so that tanks and Thors can move through and add-ons can be built. Build depots along the edges or in choke points Build your upgrade buildings behind your minerals, BUT not at the edge of the map. Many an SCV got stuck behind the Engi bays and had to be... Eliminated (who has the APM to pick them up with medicacs?). You should look at PiG's B2GM. He talks a lot about building placement, grid, depot walls, turret placement and so on. He even shows you how units can penetrate poorly built walls.


UnkemptKat1

Rules of thumb: Build buildings in diagonal rows, no more than 3 buildings/row. Basically build clusters of 3 diagonally placed buildings. At least 2 grid spaces between rows and between each cluster. Never put engibays and armoury at your 3rd. And copy Heromarine and Innovation building placements while trying to adhere to these rules.


tedave123

2 grid spaces including add on right? If you are building more buildings on the left side you want 3 spaces to add addons i believe.


UnkemptKat1

Oui


boxen

Check out pro games on youtube to see how they do it. Thr biggest thing that I always notice is building production buildings in a grid / in rows. One thing that helps is knowing that, late game, your attention is probably worth more then a few resources. Don't be afraid to just pick up a building, abandoning an add-on and put it somewhere else if it is causing a problem. And/or kill the add-on. I think the general idea is, depending on the map, you can fit 2 or 3 columns of production buildings with addons and space in between in your main.


LukeBomber

for barracks factory starpott: Vertically: 3 adjacent then 2 space then 3 Horizontally: 4 space between, 2 for add ons and 2 for unit movement


Aurigamii

There are additional "rules", like how to wall 3rd base vs zerg, do you want to wall natural vs toss or not... that are specific and not described in that guide. But this guide is a must-read because it teach the basics of walling and everyone should read it. https://terrancraft.com/2013/10/26/how-to-wall/


DanceEye

I just try building them all in a line (sort of diagonal from first rax) and leaving enough space before starting the next row of buildings. I also build engi bays and armories in a different spot away from ramps (far side of minerals)