First off, that's why I don't play big maps or turtle maps. You build for 30 minutes and then whoever does <xyz> first wins (makes a nuke, t3 arty, telesnipe, whatever). It's a 45 minute game for 5 minutes of action and very little critical thought. There are fewer things to counter and you usually lose because you didn't build <specific defense> or only eco'd 98% as efficiently as your opponent.
But if you enjoy them, then you stated the problem yourself:
Darth_Google wrote:I build t1 units and then realise im behind in eco.
The crux of FAF is this:
1. Make the minimum number of units necessary to increase your eco faster than your opponent.
2. When you have enough eco to make something that can kill your opponent before they can counter it (which will be possible since you have more eco than them), do so.
On small maps, t1 matters because there's much less travel time. As the maps grow larger or more turtly, you need to focus more on stronger and faster units that will still be effective after their travel time -- or have little to no travel time at all, like t3 air, t3 arty, and units that can teleport. Those units are more expensive, so more of your mass should go into building your eco until you can afford them, but don't make them until you need them or you're spending mass that could go into
yet more eco.If you'll never use it, don't make any t1 at all. If you do and realize you don't need it, ctrl+k it and reclaim it.