Your build really depends on what race your opponent is and what you scout your opponent doing. There's no "best" build order because that would just be no fun. You've got to read and react to your opponent. I'd recommend going over to Teamliquid.net and reading the strategy section.
However, there is an optimal amount of gatherers. You essentially want constant probe production on your main until you reach full saturation and then even past it when you plan on expanding. 3 probes fully saturates a mineral field or vespene geyser and there's 8 mineral field and 2 geysers at your main, so 30 workers is full saturation.
EDIT: I guess I should include a little of my build order, but this should not be a guide to every game. This is just a safe, standard build when playing against an opponent that's playing standard.
9 - Pylon
12 - Gateway
14 - Assimilator
16 - Pylon
~17 - Cyber Core
~19-20 - 2nd Assimilator
It gets you 2 quick gas which P really needs to tech and you should be able to defend against any type of non-all-in push if you micro correctly. From there you can transition into any number of strats (2 gate robo, 3 gate robo, 2 gate stargate, 4 warp gate rush, 3 gate expand, etc.)
EDIT 2: As far as rush v tech, it's really not best to think of the game as that black and white. If you see an opportunity to get a leg up on your opponent, take it, whether it be aggression or tech or expanding. Again, it's all about reading and reacting.
Quote:
Here's what I do in 1v1s.
It's baiscally all the same strat, I just improvise according to what the player is doing.
Pylon at 8.
Gateway at 14 (as gateway pops I send out scout probe)
2nd gateway at 16, then a pylon and 1 gas (sometimes I get gas sooner, but only by a few seconds.)
Pump out 4 zealots, unless enemy is rushing, in which case I build 3rd gateway to pump more zealots to counter.
Pylon
Core at 24 and then pump out 4 stalkers
Robotics bay as soon as core pops, and then 2 obs which one goes to base and one scouts all expansions.
I either then go for colussus or void rays, depending on what enemy is doing.
Then, it's all about microing your units better than his. I'll expand when I feel comfortable that I can counter his force, or at least hold him off.
DTs are also a GREAT way to take out expos. Hit and run. |
9 pylon is really ideal. You can time it to where you don't have to cut probe production at all and I believe with an 8 pylon there is a little window where you don't have probe production. Just a little thing but everything counts.
A 14 gate really leaves you open to a lot of early rushes. It's really strong economically but if they do any sort of early aggression they can cripple you.
Unless you're planning on doing some serious zealot aggression, most get the cyber core around 16-18 supply, depending on the opponent's tech. Delaying the core so much against T opens you up to reaper rush. If a T is reaper rushing me, they usually get the Reaper in my main at about 18-19 food, which means I've got to have a stalker out or halfway done by that point or he's going to get a ton more probe kills than he should. Delaying against Z leaves you open to a roach push because you'll only have zealots out to defend, and zealots get annihilated against roaches. Of course, it's also a good idea to get warp gate tech started as soon as possible.
Not trying to mess with your build at all (if it works for you, then that's great), just saying what I've learned from some experience.