This build works on any map and is extremely safe against early agression.
You dont have to go 100% by the book but having 6 sentrys will let you defend against larger force and still come on top.
You can mix it up with hallucination,faster robo,blink or even stargate but have the general feeling when to expand.
9 pylon 13 gate 14 gas 18 core 19 gas
zealot and sentrys
+2 gates when you have the minerals
6 sentrys +1 zealot move out build nexus add forge and 4th gate and pylon at your natural
build 1 cannon (vs speedling harrass and detection for burrowed roaches)
+1 attack and armor upgrades.
add robo asap and build 1-2 observer
make whatever gateway army you can afford
get 2-4 immortals after the observers if you see he has alot of roaches
add robo bay (colossi if no mutas) and twilight council (+2+2 upgrades and blink for mutas/broodlords)
take your 3rd base if theres no massive 2 base all in coming.
after your 3rd is up add +4 gates and some cannons to defend.
mass up gateway army + colossi and keep your upgrades running.
take your 4th base when your main is about to dry out.
add addinational tech (dt,ht,stargates) as you see fit.
dt's is the best choice because you have the ground attack/armor upgrdes. when they get detection up on every base you can morph them into archons wich deal and take sick damage vs bio and zerg kinda lack mech units so they are never bad.
Chronoboost is probably the best macro mechanic in the game. We can use it for better economy , faster tech or more army.
Spend your chrono boost on tier 2 buildings,probes ,forge upgrades and warp gate tech.
Move around with your army as much possible (take control of xel naga towers , destroy creep tumors , kill scouting lings/overlords) This forces zerg to make army units instead of drones.
You dont need to attack to harrass zerg you only need to show him/her that you might attack.
Every protoss unit is a support unit they dont work very well on their own but when you mix them you have army that can deal with anything but we cant get good mix of units out of 1 base so we must expand.
If we tech out of 1 base we are pretty much stuck with that tech tree be it robo,twilight or stargate.
When you get maxed out 200/200 and your minerals start to skyrocket up to 3k~ just add 10 more gateways and when the big battle starts you can warp in ~40 food army instantly on the battlefield.
Cheap if not almost free expanding with protoss.
Nexus costs 400 minerals doesnt need a builder and gives +10 supply and more chronoboost
so basicly its only 300 minerals because it gives +10 supply
Zerg hatchery 300+50 for drone and only 2 supply.
Sure zerg doesnt need that many buildings but +1 hatch 2 queens spawning pool,roach warren,lair and speed for both units doesnt come cheap. I include the speed upgrades because without them the units are just plain useless. The benefits of not needing multipe buildings only shows at the very late game when they can pop multipe ultralisks or morph broodlords.
Protoss spending on 2 base
4 gates - 600
cybercore - 150
warp gate research - 100
1 robotics facility - 300
nexus - 300
Zerg spending on 2 base
Spwaning pool - 250
roach warren - 200
2x quuens - 300
hatchery - 350
ling speed - 200
roach speed - 200
Lair - 250
Zerg needs to spend just as much if not even more on buildings / tech to fight against protoss so playing a macro game against zerg doesnt seem too bad just remember to build and chronoboost your probes alot untill you have around 70 probes.
The comparison might not be 100% fair but it gives the big picture.
Hope you get something out of it GL & HF.