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StarCraft II: The True Cost of a Unit

Blogs > SassySally
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SassySally
Profile Blog Joined August 2010
Canada1 Post
August 07 2010 11:37 GMT
#1
I'm aware of a couple flaws in the following, however they are merely numerical in what aims to be more of a theoretical paper. Enjoy.


The True Cost of A Unit

In the RTS Genre, there are many things to consider. You have to manage your resource gathering, your unit production, the various skirmishes around the map, teching, and whatever else may be thrown your way.

One of the staples of the RTS genre is the cost vs. value of various units. Of course, unfortunately in StarCraft & StarCraft II, the value is constantly shifting depending on the situtation. When faced with Colossi, a squad of marines will be almost worthless, however, when approaching Stalkers, Marines are an invaluable counter. Thus, in a situation where your opponent has massed Stalkers vs. the situation where Colossi are the main opponent, the value of the marine changes.

Traditionally, each unit has a base cost, and this is a static number that can be regurgitated from each and every StarCraft veteran. You say, what is the cost of a marine? Most will say 50 minerals, 0 gas. A keener might even say 50

minerals, 0 gas, and 1 supply.

However, both of these lack the true cost of the unit. For this post, I'll be explaining everything to consider in the cost of a unit, using the bread & butter Terran unit, the Marine, as an example.

To build each unit, you require a certain number of structures & tech. For this example, the Marine requires very little in the ways of tech - solely a Barrack. Thus, Marines cost 150 minerals to even begin production.
As well, you must consider that to construct a Barrack requires time: Possibly the most valuable resource in an RTS as it is, of course, real-time.

To build a Barrack requires 60 precious seconds. Once it is complete, you can begin the production of Marines. Thus, before we've even begun Marine production, we have spent:

150 Minerals
60 Seconds

Now you want to build your first Marine! Fair enough. 50 minerals and 25 seconds later, out comes your very own Tychus Finley ready to wreak havoc on all your opponents!
But wait! There's something else to consider. We mentioned that a Marine costs 1 supply. That must present some additional costs, doesn't it?

Of course it does. A Supply Depot comes in at a sly 100 minerals -- an easily forgotten cost. And it racks in 8 supply power, giving you the potential for 8 more bloodthirsty killing machines.
Right on! But this adds even more to the cost of our Marines! 100 / 8 is 12.5, thus each Marine actually costs 62.5 Minerals to produce.
But wait, we're forgetting about a crucial feature! The Reactor is a new thing in StarCraft II, and helps immensely in Marine production. For a small price of 50 minerals and 50 gas, you can have two production queues pumping Marines simultaneously. Of course, since regular Marines require no gas -- the Reactor brings in the extra 75 minerals of pre-cost, as it requires a Refinery to have been built prior to it's construction.

Building a Reactor also requires time when no Marines are being made to construct itself. In fact, it takes 50 seconds.

So, your pre-build cost has already begun to mount:

225 Minerals
50 Gas
110 Seconds

That's even before you've begun a single Marine! Jeez. Is the Reactor even worth it? Well, you consider it requires an extra 50 seconds to produce, and after the fact your production queue is doubled. So let's take a look at the math behind this -- starting at Barrack completion.

25 seconds after Barrack production -- the Reactorless Barrack has produced 1 marine. The Reactor is still building, thus the Reactored Barrack has produced zero marines; edge: Reactorless Barrack.
50 seconds after Barrack production -- the Reactorless Barrack has produced 2 marines, now. The Reactor just finishes building, and has yet to produce a single Marine; edge: Reactorless Barrack.
75 seconds after Barrack production -- the Reactorless Barrack has produced 3 marines, now. The Reactored Barrack finishes it's first two Marines, but falls short of the other; edge: Reactorless Barrack.
100 seconds after Barrack production -- the Reactorless Barrack has produced 4 marines, now. The Reactored Barrack finishes it's second two Marines, balacing out th two; edge: Tie.
And at all points after the 100 second mark, the Reactored Barrack will produce twice as many units as the non-Reactored. Thus, for the Reactor to be truly valuable, it requires 100+ seconds to come into fruition.
That could possibly be critical time in the defense of a quick Zergling rush.

So, now we have considered most of the cost of a Marine. But what of the value?
Let's take a look at a few examples:

In a bunker, the Marines are fortified with an extra 400 collective hit points for a cheap 100 minerals @ 40 seconds build time. This provides a static place where each marine could be said to obtain a bonus of 100 hit points (although this is not entirely true due to the nature of the focus fire, however in theory it makes the concept simpler), giving it a total 145 hit points. With 4x6 damage, as well (this accounting for no upgrades being performed as they add cost that is getting pedantic to calculate) So this is like a large, static marine with 580HP, doing 24 damage per shot (with a small cool-down in comparison to most units, in fact: the missile turret fires at the same speed of the Marine, and the Auto-Turret is only marginally faster). Thus, you can see the value against Zerglings and/or Banelings, with only 35 hit points. The additional 5 range verses the melee range gives them plenty of time to shoot one or two down before the battle even begins, and then the 580 (theoretical) hit points and 24 continual damage can end a fight quite nastily in your favor. Of course, there are additional things to consider, such as run-bys that leave your static Marines to require

pulling-out and moving, severely lowering their hit points while maintaining their effective firepower.

However, marines in a bunker are extremely vulnerable to, say, Hydralisks with the Range upgrade. This puts their range at 6, leaving them to win uncontested in a flat-ground brawl.

A good example of the power of a bunker to even a fight is 4 Marines in Bunker vs. Roaches.

Roaches have a miniscule range (3) and a long cool-down (2.0) versus a Marine's range (5) and cool-down (0.86)
This means that a Marine can fire thrice in a little longer than a Roach fires once. So, four Marines firing three times does 72 damage, and a roach firing once does 16. This means in two cycles, a Roach takes 144 damage and the Bunker takes 32 (approximate) and as Roaches have 145 Hit Points, they will die after approximately two "rounds" of combat (the extra damage will occur during the Range gap of 5 to 3). Thus, four Marines in a Bunker vs. four Roaches is a rough win for the Marines: Because, after two rounds of combat, the first Roach is killed -- reducing the Roach team's effective combat damage per round from 64 to 48. In these first two rounds, the bunker incurs 128 damage. One roach dies. After two more rounds, the second roach dies -- and the bunker incurs an additional 96 damage, bringing the total to 224. In two more rounds, the third Roach dies -- and the Bunker takes 64 additional damage. The total damage is 288. After the final two rounds, the bunker takes it's final 32 damage, and the fourth roach dies -- the bunker standing tall with 80 remaining hit points. And, considering that the Marines are relatively cheap compared to Roaches (which on top of their 75/25 & 2 population [25 extra minerals for supply] + 200 Spawning Pool + 150 Roach Warren, and 65+55 seconds for the construction) the fight made even with a simple 100 mineral bunker makes this knowledge invaluable. Right on, right? Plus, SCVs can repair bunkers while the fight goes on, and increase the combat effectiveness of the squad as a whole.

I haven't even touched on Stimpaks and Combat Shields, and already the Marine seems a little deeper already.
Thanks for bearing with me as I ramble, and I hope you took something from this, and understand a little better the true cost and value of a unit, and can start exploring (maybe not as indepth or maybe more-so than I have here) your own possibilities that lie within StarCraft II: Wings of Liberty.

~SassySally


**
kyzers0ze
Profile Blog Joined March 2009
Singapore1073 Posts
August 07 2010 12:04 GMT
#2
I thought that has always been the case.

Take for example reaver rushing in broodwar. Protoss has to inflict significant amount of damage because if it fails, protoss wasted 600 minerals, 300 gas and 6 supply.

Not to mention probe cutting to get it out faster.
8==========))
sLiniss
Profile Blog Joined May 2009
United States849 Posts
August 07 2010 12:08 GMT
#3
Yeah... true value. I think if you clean this up a bit, it could serve well as a liquidpedia page. This might be very very valuable to noobies who just started getting into RTS/SC.
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 07 2010 13:47 GMT
#4
good write up. very informative.
stafu
Profile Blog Joined January 2009
Australia1196 Posts
August 07 2010 13:49 GMT
#5
Really good read, thanks Look forward to some more!
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
August 07 2010 18:21 GMT
#6
this could be condensed into three or four sentences

for instance: 4 marines in a bunker > 4 roaches without repair. tells you everything you need to know on that subject.
Moderatormy tatsu loops r fuckin nice
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 07 2010 18:26 GMT
#7
Ive never understood why people add the cost of a supply building onto the unit, you have to maket hem anyway, so does that make every unit you have go up by 12.5 minerals? but if a tank is 3 supply is it suddenly 37.5 minerals? Should blizz just add every unit with 12.5 minerals per supply and do away with depots entirely?

Otherwise it was an okay read
Artillery spawned from the forges of Hell
101TFP
Profile Blog Joined May 2010
420 Posts
August 07 2010 23:18 GMT
#8
You can't just add the cost of the supply depot to every marine you make.

Or if you do, you have to consider the fact that the supply becomes free again when the marine dies.
Following the OP logic, you would get 12.5 minerals back every time a marine bites the dust.
The next marine doesn't need it's own 1/8 supply depot.
People get what they get, this has nothing to do with what they deserve.
Clerseri
Profile Joined June 2010
Australia150 Posts
August 08 2010 03:54 GMT
#9
I think a couple of posters above missed the point. The point wasn't to say 4 marines in bunker > 4 roaches, it was to show the reasons why this is the case and allow you to think about how you could play with the equation in future. A bunker costing 100 minerals compared to 200 minerals for your 4 marines might look like a big investment, but when you realise that the barracks prereq is a sunk cost, it requires no additional supply and can be built while marines are producing, cutting out the time aspect, it actually looks like a much smaller investment than some other way to combat the roaches.

And converting supply > minerals is a way of attempting to standardise the resource. 1 supply is not equal to 12.5 minerals, but you could argue, certainly in the early game, it's equivalent. In a way, you DO get that money back when your units die. If you have 4 marines left alive in a corner somewhere you've forgotten about doing nothing they ARE costing you money because they're forcing you to build supply earlier than you should have to.

Of course, supply has other issues (how likely you are to get supply blocked, supply cap) that don't apply to straight minerals so the conversion isn't perfect, but it's a way of showing hidden costs. When roaches were nerfed from 1 supply to 2 supply, you now (if building straight roaches) have to build twice as many overlords. There's a tangible, mineral cost in the early game that has increased.
Fantasy will be the next big thing in SC2.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
August 08 2010 04:13 GMT
#10
There seem to be several independent analyses in the post.

Cost and investments of marines, in which mining time for building is neglected.

Time for reactor to catch up. Why not add in refinery costs?

Battle math

---

The latter seems out of place and distracts readers from the costs questions. I'd rather discuss the costs questions, because it's more interesting.

First, unless you do CC engineering bay builds, you have to build that initial barracks, so it's kind of silly to consider its costs, as it's not comparable to tech buildings. Second, it's a sunken cost for the rest of the game, and every unit you build from it decreases this "average investment cost". Similarly, supply is "reusable" if your units die.

Eventually you need to produce enough buildings to build as fast as you mine, so perhaps it's a question of choosing between different buildings. For example, if you don't 1 rax FE, then you're choosing between barracks barracks or barracks factory.

Also consider giving up mining time: before semi-saturation, the building scv will give up a noticable amount of resources, whereas the reactor does not. So pre and post-saturation, which is better, building additional barracks or building reactors.
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
August 08 2010 05:38 GMT
#11
If you want to get further in depth, consider the cost of an SCV not mining while its making both a barracks and a depot, and the time it takes to walk to and from the building position. I think a lot more things come in to play regarding cost than we care to think about, and for good reason. I appreciate the writeup, but some things are better left not thinking about .

Some things that are worth thinking about, however, are when and when not a reactor becomes worth it (as you've stated,) compared to potential "average" (not a perfect judge) rush times or some such. Also, in regards to bunkers, when to judge when they are necessary for their cost, including the knowledge that they will also eventually be salvaged (aka: It might cost 100 now, but I'll get most of that back later.) Also, in regards to a bunker of marines vs a roach, remember to calculate the roaches armor in to the damage.

I find that when I play zerg I consider a lot of strange things, too. Such as, my buildings are cheap because they cost a drone to make. One could say that costs you an additional 50 minerals, and there is truth to that, but it also costs you every mineral that drone would mine during the rest of his lifetime. Now, such a statement is not at all to suggest that you should not build buildings, but rather food for thought.

You might build 3 spine crawlers to clear up some food, use some larva, spend some money, and provide yourself defense. If you've built those crawlers unnecessarily, then you've lost 3 larva (potential army or further drone/income growth), 300 minerals, and the minerals that those drones could have been mining while they're busy being tentacles in the ground.

As I said, food for thought. In the end, what's most important is that you make rational decisions when necessary (and irrational decisions never.) There may be a lot of math behind the game, and a lot of it may be running around the mind of a 400apm gosu korean who has learned to cut every corner to maximize performance. In the end, however, I'm not sure it matters to most people, albeit being an interesting topic!
beep beep boop
Cambium
Profile Blog Joined June 2004
United States16368 Posts
August 08 2010 05:46 GMT
#12
more importantly, what you need to consider is the opportunity cost...
When you want something, all the universe conspires in helping you to achieve it.
darklordjac
Profile Joined July 2010
Canada2231 Posts
August 08 2010 06:28 GMT
#13
I will probably never use this information, but it was an interesting read.
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