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the Phlegethon build, another post that doesn’t matter

I’ve been exploring build orders in which zerg uses the extractor trick repeatedly to make its first two buildings at 10 supply before the overlord. I was looking for a build as finely tuned as the Styx opening, but for 3 hatcheries. Here is the best one I found. I call it the Phlegethon build, parallel to the Styx, and I compare it to a more standard 3 hatch ling build.

stepStyxPhlegethon3 hatch ling
15 x drone (9 total)4 x drone
2extractor trickoverlord
3spawning poolhatchery4 x drone (12 total)
4drone (9 total)extractor trickhatchery
5overlordoverlordspawning pool
63 x zerglingspawning pool3 x drone
74 x drone
8hatcheryhatchery
9extractorextractor
103 x zergling6 x zergling6 x zergling
11metabolic boostmetabolic boost
12zerglingszerglings

I inserted blank steps on the left and right to show how parallel the builds are. Phlegethon’s overlord before spawning pool gets the needed extra drones with minimal loss of time and pulls ahead in minerals compared to overlord after pool. It’s possible to make either 3 or 4 drones after the spawning pool; there is little difference in timings, but the 4 drone version is slightly superior in keeping down its larva count in the runout. The third hatchery starts slightly before the spawning pool finishes, and taking gas delays the first pair of zerglings by around 2 seconds. If for some reason you want zerglings right now instead of zergling speed later, I think it’s reasonable to insert as many as 5 pairs of zerglings before the extractor (but it delays speed a lot in return for getting zerglings a little earlier).

You could say that 4 pool is a one hatchery member of the Styx family. It ends up with 3 drones and produces zerglings constantly from 1 hatchery. Styx ends up with 7 drones and produces speed-upgraded zerglings constantly from 2 hatcheries starting from the 7th pair of zerglings. Phlegethon and 3 hatch ling both end up with 11 drones and produce constantly from 3 hatcheries. Each member of the family has one more hatchery than the last, so that it starts zergling production later but produces at a higher rate. All have a good drone count for constant production.

Now to compare them. Was my clever trickery worth it? The Styx timings are from the data for my post on timing the Styx build. The Phlegethon and 3 hatch ling timings are from single test runs with variants optimized the same way, no scouting and all hatcheries in the main.

itemStyxPhlegethon3 hatch ling
first lings326745804520
speed finishes595567696594

The standard 3 hatch ling build is superior in every way that matters. Phlegethon gets its second hatchery faster, but is slower in every other respect; the margins are not large, but they are definite. I draw lessons: 1. Standard builds are standard for a reason. Somebody considered all these possibilities years ago. 2. If you’re aiming for a given drone count, get as many as possible up front. The early drone catches the minerals.

I’ll graph the production curves another time. The 3 hatchery builds produce zerglings 1.5 times as fast as Styx, so they will surpass it after a while despite starting later. Whether that is better or worse in the game will depend on what the opponent is doing. We can expect that later members of the family will have decreasing results as they take ever longer to catch up. Also an over-large zergling army gains in strength less than it gains in numbers, because zerglings don’t have range and the ones in back can’t fight.

So—can anyone find a better build that has the same goal of constant speedling production from 3 hatcheries, or is 3 hatch ling optimal? There is reason to suspect that the Styx build is optimal for its goal. I don’t know any better way to prove it than exhaustive search.

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Bytekeeper on :

Great post! I was thinking in similar vein:
Getting the tightest builds for hydras and mutas.

I also strongly agree with the learned lession 2.
Also, every "step" in zerg macro seems to require the player to build up a drone count up front and then stop building drones completely.
It's one of the ways zerg differs extremely from the other races.

MarcoDBAA on :

Haha, nice start. Impressive games vs Iron and Locutus.

Tricked the competition into believing the bot is just a one trick pony, well played. Mutas and Hydras indeed...

Jay Scott on :

I had forewarning: When Steamhammer was hand-configured to play anti-Styx openings, Styx won games using a ZvZ hydralisk build instead. I think most people did not notice, though.

Bytekeeper on :

Thanks! Actually, I added those builds over a week ago but they were mostly executed really bad on BASIL and it learned to to use them at all at first.

It's doing better now :) (although, as expected I found some serious bugs which fortunately didn't impact gameplay as much as they should).

The main reason for adding more builds was to win against anti-Styx builds - AntigaZ proved a good training ground.

The hydra and muta builds are "standard"- builds. I also added a 9734 build which fails to mine gas properly sometimes...

Dan on :

"Phlegethon gets its second hatchery faster" -- If it also gets the third hatchery faster, that's a significant gain

I'd also posit there's room for a hatch-hatch-pool version (maybe suicidal in ZvZ, but valid in other matchups). IIRC Swarm runs a 12 hatch 13 hatch 12 pool 11 gas version in ZvT. But I didn't look into whether, say, 12 hatch 11 hatch variants had advantages.

Jay Scott on :

No, the third hatchery is later.

I did write a 10 hatch 10 hatch pool opening. I didn’t time it. I’m not sure it makes sense.

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