Wind turbines and energy storage build order in Beyond All Reason

Wind is BAR's primary energy source on most maps. Getting windmills and energy storage right early shapes your entire mid-game. Here is the practical layout that experienced players use.

Tags: beyond all reason, wind, energy storage, eco, economy, build order

How many windmills per energy storage

A common question from newer players is how to space windmills relative to energy storage units. The rule of thumb that works in practice: roughly one energy storage for every six windmills gets you stable income without overbuilding storage you cannot fill.

That number shifts with wind conditions. Check the average wind reading on the map info panel. Around 11 to 12 average wind makes wind the most metal-efficient and time-efficient power source on most maps. If wind sits lower, supplement with fusion or tidal where available.

Energy costs to keep in mind

Your first constructor turret runs around 200 energy. Your first energy storage sits around 300 energy. These numbers help you plan how many windmills you need before each one comes online and starts paying for itself.

In team games, you reach T2 energy infrastructure faster thanks to combined metal income. T2 energy construction comes with much better storage-per-energy ratios, which means you can consolidate storage units instead of spreading them thin across the map.

Building eco as you go versus front-loading

Some players front-load economy, building windmills and storage before committing to military structures. Others build eco inline with their army production, reacting to the game state as it unfolds.

Building as you go keeps you more flexible. If wind turns out strong on your map section, you can pivot to unit production sooner and add windmills later. If wind is weak, adding more windmills upfront costs metal you might need for defense. A lot of experienced players prefer adaptive eco, building what the current situation demands rather than following a fixed template.

The downside is that reactive play can leave gaps if you lose track of your energy deficit. Keep an eye on the energy bar, and do not let it dip into negative for more than a few seconds without adding generation.

Windmill spacing and con turret radius

Windmill placement affects two things: energy collection efficiency and protection. Tightly packed windmills share con turret coverage, which matters when enemy scouts probe your base. Spread them too wide and some sit outside your defensive grid.

On Glittertind at around 60 overdrive skill, standard spacing is to place windmills within constructor turret range. Players who space windmills further apart for coverage typically lose some to raid. The trade-off depends on your scout presence and map control.

Wind mechanics behind the numbers

Wind in BAR is modeled as a two-dimensional random variable with north-south and east-west components. The displayed wind speed is the magnitude calculated from those two axes. That is why wind turbines do more than just spin faster at higher wind, they actually turn to track the directional component.

The game simulates wind and saves results in a lookup table for consistent behavior. Minimum and maximum wind values define concentric circles, and the turbine output falls somewhere between them. This produces natural fluctuation you need to plan around with storage buffers.

The creed of champions approach to economy

Economy discipline is one of those things that separates steady teams from chaotic ones. When everybody understands the basics of wind and storage, the team can focus on strategy instead of fighting resource fires.

[Crd] The removal of toxicity, the goal of fun and learning, makes for a refreshing spot to play and spend time. It has also made a game with plenty of complexity a bit less daunting to dive into.

Creed of Champions gives you a space to build that economy discipline in a supportive environment. Better teammates, better games, and players who help each other figure these things out rather than leaving you frustrated.

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