I'm not sure it makes sense to practice gamesense. Pun intended.
To get a sense of where the game state is, you must first understand the game, what is possible in the game, then you must get a sense and try to predict what your opponent is doing and is capable of doing.
I don't like to try and guess what my opponent is doing.
Rather I prefer to either:
1. Scout the actual state of my opponents base, units and resources
or
2. I prefer to force my opponent to react to me so that I dictate the terms of the state of the game.
You can read more about that here:
How to Raid and Why You Always ShouldDealing with paranoiaHow many scythes can your opponent have made without you noticing?
How many scythes has your opponent snuck through your lines?
How many scythes are standing right next your factory right now?
In some games, I will build extra Lotus turrets in my base for fear of Scythes even though the enemy never made any Scythes in that game.
It would be ridiculous to prepare for a Scythe in your base, the moment it could have been rushed out from the factory and reached your base.
It would be ridiculous to keep every mex and every con safe from an invisible threat, that could come from anywhere at any time.
One of the easiest way to deal with this is thinking in terms of opportunity costs.
A Scythe is worth about 2-4 raiders. If an unsuspected Scythe kills a con and prevents you from expanding, your raiders can likely also prevent the enemy from expanding or at least slow down their expansion enough to offset the loss of your con. Raiders also generally get favorable trades against Scythes, so if the Scythes reveal themselves too close to your raiders, you can run them down with your raiders and kill them costeffectively.
Cloaks are arguably the most annoying match-up in this sense, because you can never be quite sure, if the enemy has made Scythes, Imps, Phantoms, or have a bunch of Reavers walking down on your factory in the cover of a Conjurers cloak field.
Even if none or those units are used or any of those tactics are employed, consider them in your opportunity cost analysis.
Avoiding an Imp hitting a bunch of your raiders can simply be countered by spreading out your raiders when you advance, but that comes in the cost of slower movement across the map and not having the concentrated fire that you want when you engage the enemy.
You can considered the opportunity costs of your opponent as well.
If you send your raiders to the enemy base early in the game, and notice that the enemy is expanding slowly, or don't have enough units to defend their expansion, you might suspect that there is something going on.
Maybe the enemy is sending Scythes into your base or maybe the enemy has a group of raiders sneaking along to the edge of the map to surprise you and do crippling damage.
I also agree with what


Unicorn_cats wrote.