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It's actually quite easy once you get the initial build orders down......
The true test comes in switching it up when necessary. Good players can even 'FAKE' build orders - ie planting a forward Spire as a Zerg player to make your Terran opponent think you're going Mutalisks, then denying the midgame scout and switching to Lurkers, thus nullifying the anti-air the Terran player builds....
If your early scout spots that your Zerg opponent has gone for a fast expo hatchery with no breeding pool, you absolutely HAVE to expand aswell, or you will lose to the Zerg player's Macro economy build....
obviously it gets a lot more complicated......
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