Saturday, 4 April 2015

Warcraft III The Frozen Throne - Strategy Despositorium











The standard building order
comes at the interplay, the
optimization more specifically
of multiple forces.

The force to seek victory and
display skill is the ultimate
universa goal, while within there
small forces can be find:
- the force of max gold
- the force of max army
- the force of predictions
- the force of higher hero levels
finding equilibirum points between
those forces yield the current build
order result and such.

General build order for Orc, Night Elf, Undead and Humans goes
hero altar and population building (food) first.  Followed by the
tier 1 unit structure.  Game begins with 5 workers (or racially
equalvalent) plus 1 townhall for each race.

Though in economic sence, for any cash stashes, it's better
to let the 6th workr, and that is the 1st workr out of the 
townhall or stronghold build the food production building,
the delayed hero comeout may not compensate for that
30 something gold that was unspentable gold.

Ultimately any real-time strategy game, or any strategy
game that matter is a game of optimizing choices.  

Mathematical inquiry can yield right strategies, though
may be difficult for most analysits.  Intuition tends to guide
a whole lot better.  The reason for the diffiulty of mathematical
analysis for Warcraft III is that the door of entry is slightly high.
While the ones passing that entry may yield great analysis,
everybody below would yield null or false intereptations.

Here is an example for that: the math analysis who is amateur-istic
would allocate value of an grunt to 200 gold, while a structure
that does same damage and assuming walks as fast costing 230 gold
would make grunt more worth it.  This isn't right calculation as
the grunt's food cost needs to be taken accounted for, and if wants
to be polished further, unit's hero experience potentialis as well.

Master mathematician would analysis this as: a grunt may not be better
as it gives experience if killed, cannot be built simutaneously with
another grunt at the same barrack, and also costs burrow cost: 160 gold
and 40 wood plus peon's time spent un-lumbering potentially for 3
out of the 10 food.  While building may also be not much better counting
in its peon's labor time, its inability to be salved.


Build order of voodoo lounge coming right around alter's finish time
was dued-to the building time of these two structures.  By the time
a hero is trained inside the alter, voodoo lounge's beginning construction
would arrive at sametime of production finish, allowing the blademaster
hero to purchase salve at first instance.

Time of training a hero is 60 seconds, from the altar, and 
construction time of the orc shop is 60 seconds as well.


One more thing: real-time
strategy is a real-time thing,
like a hockey sport.  Words
such as 30 seconds, 45 seconds
will not be in use by the time
of realplay.  Alternate ones
would be in play.





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