Clearly it would not be fully automated for a long time. But I’d rather have some horrendous base building logic than have to check in and make decisions about the best place to put my roads and extensions, for example.
You can do basic build automation in a light version. For example: set a flag you use for the center of a standard blueprint of main buildings. And just place extensions every second tile in a chess pattern around it.
- Or looking back what do you wish you had planned ahead for?
It took me a long time until I mined minerals. But mining minerals and selling them is quite easy to get working. You can just save the credits you earn and be happy later on.
- The amount of things to consider is substantial and I’m not even totally clear about what’s most important at each RCL ?
In the beginning you can focus on energy handling. Increase the amount of energy harvested. Try to put all excess energy into the controller. And then try to optimize that process in term of energy lost for creeps and stuff.
- Are there particular design patterns or concepts that you’ve found work well for you?
State machines. If you use remembered states for your creeps, you will avoid running in a ton of silly bugs. Try to use states for all roles, even the simpler ones. Even basic stuff like 'getting energy from the storage' works best if the task is remembered.