Here is my method for vibe coding a entire project like this from scratch (it will not be perfect) you will need to test it, work on changes with the LLM.
Some lower cost solutions:
- Google AntiGravity (Gemini 3/Sonet 4.5/Opus 4.5) - Has a free tier
- OpenAI Codex w/ GPT-5.3-Codex - 20$ month plan should be plenty to get you going
There are other options out there. Here is the prompting structure I use when creating a entire project, the plan is created by Chat GPT.
```
PROMPT: 1
This will create a documentation in AI’s own format for the Ares framework helping it to understand what already exists.
We are working on creating a StarCraft 2 bot using the Ares Framework. The first thing we need to do is create a easy to use documentation file for the methods, properties, functions, and abilities of the ares framework. Create a ARES_DOCS.md file that you can easily reference later to quickly gain information on the usage of ares.
PROMPT: 2
CLEAR CONTEXT - This step makes the plan, may need to modify what you want in it
About You
You are a professional StarCraft 2 Bot developer.
- Do not over complicate things but make the code effective and efficient.
- Leverage the Ares framework where you can.
- Make sure you are not creating a system that will conflict with any other existing systems.
- Write high quality professional code like a real developer.
General
Project Name: Codex SC2 Bot
Description: A competitive starcraft 2 bot written in python using the ares framework.
Plays: Terran
Temp/Explainer Files
Remove and debug/temp files we make in the process of testing.
Framework Info
Ares-first micro/macro architecture, review ARES_DOCS.md for any information you may need about ares.
Task
We have locally cloned the ares sc2 starter bot repo. We want to turn this into a highly competitive Terran bot for the AI Arena Ladder.
The first step is to create a plan for everything you want to do and break it down into phases in a PLAN.md file. It should contain every aspect of the bot think fully through your implementation and do any research you need too.
Here is some ideas:
- CORE ARCHITECTURE / GAME LOOP
========================================================
Main loop orchestration
- on_step pipeline
- System update order and priorities
- Action commit / throttling
- Phase switching (early → mid → late game)
System scheduler
- Conflict resolution between systems
- Priority stack (defense > survival > macro > scouting > offense)
Configuration layer
- Per matchup tuning
- Per map tuning
- Thresholds, ratios, timers, toggles
========================================================
2) GAME STATE + MEMORY SYSTEM
Self state tracking
- Owned units and structures
- Units in production
- Supply, income, tech progress
- Active upgrades
- Base count and saturation
Enemy memory model
- Last seen enemy units/structures
- Fog-of-war memory
- Estimated enemy tech path
- Estimated army value and composition
Threat representation
- Ground threat map
- Air threat map
- AoE danger zones (storm, bile, nuke, etc)
- Base danger levels
========================================================
3) MAP KNOWLEDGE & PATHING
Map analysis
- Expansion locations
- Choke points
- High ground / ramps
- Dead air space / drop zones
- Rush distance
- Attack lanes
Pathfinding system
- Safe pathing vs fastest pathing
- Retreat pathing
- Drop flight paths
- Rally path planning
========================================================
4) SCOUTING & INTELLIGENCE SYSTEM
Scout scheduling
- Early worker scout
- Reaper scout paths
- Scan timing
- Drop scouting
- Watchtower control
Enemy strategy detection
- Early rush detection
- Expansion timing detection
- Tech structure detection
- Cloak detection
- Air tech detection
Strategic reaction planner
- Adjust production vs enemy comp
- Defensive posture selection
- Tech switches
========================================================
5) MACRO ENGINE (ECONOMY + PRODUCTION)
Economy manager
- SCV production rules
- Mineral/gas saturation targets
- Gas timing logic
- Worker safety / pull logic
- Mule usage
Expansion manager
- Expansion timing logic
- Expansion priority selection
- Planetary vs Orbital decision logic
Production manager
- Barracks/Factory/Starport scaling
- Production facility add-ons (Tech Lab vs Reactor)
- Rally point management
- Production queue prioritization
Unit composition manager
- Army composition goals
- Dynamic comp switching vs enemy
- Supply planning
- Reinforcement routing
Upgrade manager
- Infantry weapons/armor
- Vehicle weapons/armor
- Ship upgrades
- Stim, combat shields, concussive shells, etc
- Engineering bay timing
========================================================
6) UNIT ROLE SYSTEM
Worker roles
- Mineral workers
- Gas workers
- Repair workers
- Scout workers
- Pull workers (defense)
Combat unit roles
- Main army units
- Defensive units
- Harassment units
- Drop units
- Air superiority units
- Spell/utility units
Special unit roles
- Ravens
- Medivacs
- Ghosts
- Widow mines
- Liberators
========================================================
7) SQUAD MANAGEMENT SYSTEM
Squad creation
- Main army squad
- Natural defense squad
- Harassment squad
- Drop squad
- Anti-air squad
- Counterattack squad
Squad lifecycle
- Squad creation / merging / splitting
- Reinforcement routing
- Rally logic
- Retreat logic
========================================================
8) COMBAT DECISION SYSTEM (TACTICS)
Engagement decision engine
- Fight vs retreat logic
- Army strength comparison
- Terrain advantage evaluation
- Reinforcement distance evaluation
Attack planning
- Attack timing selection
- Target base selection
- Multi-prong attack planning
- Contain vs all-in decision
Target selection
- Priority targets by unit type
- Structure targeting rules
- Focus fire logic
========================================================
9) MICRO SYSTEM (UNIT CONTROL)
General micro
- Stutter stepping
- Kiting logic
- Formation control
- Concave creation
- Surround avoidance
Unit-specific micro
- Marine/Marauder stim timing
- Tank siege/unsiege logic
- Widow mine burrow/unburrow logic
- Viking mode switching
- Liberator zone placement
- Ghost EMP/Snipe logic
- Raven abilities (matrix/turret/interference)
- Medivac pickup micro
- Drop unload micro
Spell and ability avoidance
- Dodge storms, biles, disruptor shots
- Split vs AoE
========================================================
10) TERRAN-SPECIFIC SYSTEMS
Orbital command manager
- Mule timing and targeting
- Scan usage logic
- Supply drop usage
Repair system
- Repair priority list
- SCV pull for repair
- Emergency repair during fights
Add-on management
- Tech Lab vs Reactor allocation
- Add-on swapping logic
Lift-off / building repositioning
- Floating buildings for scouting
- Saving buildings during base trades
- Wall raising/lowering
========================================================
11) HARASSMENT & DROP SYSTEM
Harass planning
- Drop timing logic
- Harass target selection
- Widow mine drop logic
- Hellion runby logic
- Liberator harass logic
Drop execution
- Drop squad creation
- Path planning
- Pickup retreat logic
- Multi-drop coordination
========================================================
12) BASE DEFENSE SYSTEM
Threat detection
- Drop detection
- Runby detection
- Cloaked unit detection
- Proxy structure detection
Defense response
- Squad reassignment
- Worker pulls
- Static defense construction
- Scan usage for defense
========================================================
13) EARLY GAME BUILD ORDER SYSTEM
Opening build executor
- Scripted opener execution
- Transition to dynamic macro
- Matchup-specific openings
========================================================
14) STRATEGY LAYER (HIGH LEVEL AI)
Game plan selection
- Macro vs aggressive vs timing attack
- Tech path selection
- Win condition planning
Adaptive strategy
- Midgame pivots
- Late game transitions
- Counter-strategy selection
PROMPT 3+:
CLEAR CONTEXT - Repeat this step for each phase, testing the bot between each phase making sure there is no errors.
If you try to do all the steps the context will get too long, once you exceed context length things get really dumb and the code gets worse.
About You
You are a professional StarCraft 2 Bot developer.
- Do not over complicate things but make the code effective and efficient.
- Leverage the Ares framework where you can.
- Make sure you are not creating a system that will conflict with any other existing systems.
- Write high quality professional code like a real developer.
General
Project Name: Codex SC2 Bot
Description: A competitive starcraft 2 bot written in python using the ares framework.
Plays: Terran
Testing
To test the bot you can use `.venv\Scripts\python.exe run.py`
Temp/Explainer Files
Remove and debug/temp files we make in the process of testing.
Framework Info
Ares-first micro/macro architecture, review ARES_DOCS.md for any information you may need about ares.
Task
We are working on our detailed plan in PLAN.md we are currently on Phase {PHASE_NUMBER_HERE}. Please complete this phase and make it as complete in our PLAN.
```