• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:01
CET 16:01
KST 00:01
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool40Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 518 Radiation Zone The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Soulkey's decision to leave C9 JaeDong's form before ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro24 Preview Pt1: New Chaos ASL21 General Discussion
Tourneys
[ASL21] Ro24 Group A [Megathread] Daily Proleagues ASL Season 21 LIVESTREAM with English Commentary [BSL22] Open Qualifiers & Ladder Tours
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
U4GM Tips Counter Enemy Gadgets Fast in Black Ops rsvsr How to Keep Reward Chains Rolling in Monopol u4gm What to Do First in MLB The Show 26 Spring
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1529 users

Towards a good SC bot - P1 - Economy (1/2)

Blogs > imp42
Post a Reply
imp42
Profile Blog Joined November 2010
398 Posts
Last Edited: 2016-09-04 09:45:39
August 23 2016 18:40 GMT
#1
Towards a good StarCraft bot - Part 1 - "Economy (1/2)"

Summary:
+ Show Spoiler +
This post examines StarCraft economy from a static perspective. How much units can be produced given some income in minerals and gas? This is important, because it limits the solution space. The post concludes with a formula to calculate all possible combinations for Terran. It does not take into account time.


Introduction:
Before any attempt is made at creating a good StarCraft bot, we must thoroughly understand the mechanics of the game. Here, I discuss the mechanisms defining what a player can produce given his available resources. To draw an analogy between chess and StarCraft: In chess there are a total of 32 pieces. You start out with 16 pieces each and the number of pieces on the board can only decrease. It is quite easy to teach this knowledge to an AI. But in StarCraft, it is a problem on its own. Units can be produced. Furthermore, what can be produced depends on what has been produced in the past.

In Economics, there is a concept called the “Production Possibilities Frontier”. It defines what a given economy is maximally able to produce in terms of a combination of different goods. Typically, it is illustrated using a two-goods economy and it is assumed that there is a marginal cost per unit because of the law of diminishing returns. That is, each additional unit is worth less than the previous one (if you’re hungry, you might pay 5$ for your first slice of pizza. But probably won’t even want to pay 1$ for the 10th slice, because you are too full). This leads to production possibilities frontiers looking like this:

[image loading]

As can be seen, the depicted economy can either produce 10 computers or 100 books or any combination within the area defined by the border line. If the combination is on the border line it is a maximal production. Examples: 40 books and 6 computers is not maximal, but 60 books and 8 computers is. I both economics and StarCraft we want to be on the border line = on the production possibilities frontier. This translates to having few resources in the bank and producing as many units as possible.

But StarCraft is a bit more complicated than this.
1. There is not one single currency, but two (minerals and gas – there is no way to trade one for the other).
2. There are not two goods, but between 12 and 14, depending on race (counting producible units in Brood War).
3. there is no direct marginal cost. At least not as long as we ignore time.
4. the income we are allowed to spend is not constant, but it 1) increases over time and 2) depends on what we produce (workers increase income, all other units don’t).

As pointed out in part 0 of this series, my approach is to simplify, simplify, simplify. Point 4 is really complicated and probably requires differential equations to solve, so I leave it out for now. furthermore, it is often useful and simpler to focus on the upper bound of economies. An upper bound does not define what you can produce, but it guarantees that it is impossible to produce more than the upper bound.

I start really easy by examining one currency and one unit, no buildings, or supply cost: Just SCVs.

Just SCVs

1. “Given x minerals, how many SCVs can I produce?”

OK, this is really quite easy. An SCV costs 50 minerals. Up to 49 minerals the answer is zero, from 50 to 99 it is one, and so on. Mathematically: round(x / 50). Note that just x / 50 (without rounding) also represents an upper bound, albeit a less precise one.

Anyways, let’s raise the bar just a little bit:

SCVs and vultures

2. “Given x minerals, how many SCVs and / or vultures can I produce?”

The chart for an income of 1000 minerals looks like this:

[image loading]

We can produce any combination between 20 SCVs and 13 vultures, as long as we stay on the blue line (i.e. we don’t spend more than 1000 minerals). The reason it looks a bit like a stair is because a vulture costs 1.5x as much as a SCV. It therefore doesn’t matter whether we produce 11 or just 10 SCVs, we still can only produce 6 vultures with the remaining minerals.

Mathematically, we solve x * 50 + y * 75 <= 1000. x = number of SCVs, y = number of vultures
Economically speaking, we can trade 1 vulture for 7/5 SCVs, or the other way around, we can trade 1 SCV for 5/7 vultures.

Still too easy for you? Let’s look at all 13 units then.

All 13 units

Now, it’s not really feasible to plot a graph anymore, since the production space is 13-dimensional. However, fortunately the mathematical equation is still simple:
x1*c1 + x2*c2 + x3*c3 + x4*c4 + x5*c5 + x6*c6 + x7*c7 + x8*c8 + x9*c9 + x10*c10 + x11*c11 + x12*c12 + x13*c13 <= Income
where xi denotes the amount of unit i and ci the cost of the unit i. Income = available minerals.

The result is a valid upper bound that actually applies to the game. However, it is imprecise. The reasons:
- We did not account for production buildings and supply depots
- We did not consider gas cost

So let’s do gas cost first. This simply turns cost and income into a 2-dimensional variable. Instead of cost = 50 we now write cost = (50,0) indicating 50 minerals and 0 gas. Instead of Income = 1000 minerals we now write Income = (m, g).
The constraint above: x1*c1 + … x14 * c14 <= Income must now be written twice. Once for minerals and once for gas.

1) x1*cm1 + … x14 * cm14 <= minerals income
2) x1*cg1 + … x14 * cg14 <= gas income

Now, let’s account for production buildings and supply depots.

a) Production buildings

Production buildings are easy. In economics terms, they just represent a fixed cost, as opposed to the variable cost of the unit. So instead of stating “total cost = number of units * cost of unit” the equation now states “total cost = number of units * cost of unit + fixed cost”
I briefly list the equation for all Terran units considering their technology tree, to not lose touch with StarCraft
Note that I list the cost of a required building on the tech tree only once (lazy...).

List of variable and fixed cost for each Brood War Terran unit, accounting for tech tree requirements:
+ Show Spoiler +
Cost of SCVs = x * (50,0)

Cost of marines = x * (50,0) + (150,0)
requirements: barracks (150,0)

Cost of firebats = x * (50,25) + (300,0)
requirements: barracks, academy (150,0)

Cost of medics = x * (50,25) + (300,0)
requirements: barracks, academy

Cost of ghosts = x * (25,75) + (800,400)
requirements: barracks, factory, starport, academy, science facility, covert ops (50,50)

Cost of Vulture = x * (75,0) + (350,100)
requirements: barracks, factory (200,100)

Cost of Siege tank = x * (150,100) + (400,150)
requirements: barracks, factory, machine shop (50,50)

Cost of Goliath = x * (100,50) + (450,150)
requirements: barracks, factory, armory (100,50)

Cost of Wraith = x * (150,100) + (500,200)
requirements: barracks, factory, starport (150,100)

Cost of Dropship = x * (100,100) + (550,250)
requirements: barracks, factory, starport, control tower (50,50)

Cost of Science Vessel = x * (100,225) + (650,400)
requirements: barracks, factory, starport, control tower, science facility (100,150)

Cost of Battlecruiser = x * (400,300) + (650,400)
requirements: barracks, factory, starport, science facility, physics lab (50,50)

Cost of Valkyrie = x * (250,125) + (650,300)
requirements: barracks, factory, starport, control tower, armory

This list does not account for synergies. The total cost of 1 marine is 200 minerals, the total cost of 1 vulture is 425 minerals and 100 gas. However, the total cost of 1 marine + 1 vulture is 475 minerals and 100 gas, because only 1 barracks is needed.



Let's account for supply cost:

b) Supply depots

Supply makes matters worse. Not only do we have to factor in an additional 100 minerals every 8 supply, but now we also have to introduce further constraints and account for supply cost of all units. The mineral cost of supply is supply * 12.5 (supply / 8 depots, costing 100 minerals each).

The additional constraints therefore are:

1) x1*s1 + … x14 * s14 <= max supply, where si is the supply cost of unit i
2) x1*c1 + … x14 * c14 <= income – (x1*s1 + … x14 * s14)*12.5

Note that 2) can be written as x1*(c1+S1*12.5) + … + x14*(c14+S14*12.5) <= income

Let’s wrap it up by stating the final equation for an upper bound of the PPF, considering mineral cost, gas cost, supply cost, and technology tree for Terran units:

Income(minerals,gas) >=
#SCVs * (50+12.5,0) + #marines * (50+12.5,0) + #firebats * (50+12.5,25) + #medics * (50+12.5,25) + #ghosts * (25+12.5,75) + #vultures * (75+25,0) + #siegetanks * (150+25,100) + #goliaths * (100+25,50) + #wraiths * (150+25,100) + #dropships * (100+25,100) + #science vessels * (100+25,225) + #battle cruisers * (400+75,300) + #valkyries * (250+37.5,125) + (1050,600)

Supply constraint:
200 = #SCVs * 1 + #marines * 1 + #firebats * 1 + #medics * 1 + #ghosts * 1 + #vultures * 2 + #siegetanks * 2 + #goliaths * 2 + #wraiths * 2 + #battlecruisers * 6 + #valkyries * 3

Conclusion:

The real challenge in StarCraft economy is the fact, that income increases over time and depends on what has been produced in the past (If I made more SCVs in the past, I will have a larger income now). This post examined the static view only. However, it is a necessary preliminary work for the next post to come, which will examine income over time.

Both concepts together will then allow us to provide a reasonable upper bound of what each player can possible have produced at any given time in the game.

Disclaimer: I double checked numbers, but did calculations manually – there might be some typos
Data was retrieved from http://wiki.teamliquid.net/starcraft/Technology_tree and http://wiki.teamliquid.net/starcraft/Units



****
50 pts Copper League
Endymion
Profile Blog Joined November 2009
United States3701 Posts
August 23 2016 19:38 GMT
#2
since you're writing terran AI, how are you going to factor travel time into your mineral/gas projections when you're accounting for the cost of producing a building? each time you build a building you'll have a fairly random start point for an SCV, as well as a difficult to determine from an AI perspective construction site for the building. are you just going to go with an average time and work on the complicated algorithms related to building placement later, or are you going to do it before??? because if you don't account for it your build orders will always be off by like (x*8)*2 where x is the number of buildings you have constructed, leading to some pretty material impacts on your builds, especially if you're building your AI to think off of flawed logic
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Kau *
Profile Joined March 2007
Canada3500 Posts
August 23 2016 19:44 GMT
#3
I think there's a miscalculation for the cost of ghost's prerequisite buildings?

How does knowing what a player can have at any time in the game help?
Moderator
Endymion
Profile Blog Joined November 2009
United States3701 Posts
August 23 2016 19:52 GMT
#4
On August 24 2016 04:44 Kau wrote:
I think there's a miscalculation for the cost of ghost's prerequisite buildings?

How does knowing what a player can have at any time in the game help?


it's the same idea as when you're playing as a human.. if you're scouting a terran in BW at like 22 supply as a zerg, you can count his marines and say "hmm, okay, if he has 8 marines then he has 2 or 3 rax that he built at standard timings" which gives you insight into his built, allowing you to more accurately adapt your build to kill whatever his build is moving towards.. if you're an AI, you can count exactly how much minerals and gas worth of buildings and structures you have seen, and get an even more accurate picture of the information that you haven't seen yet.. as you get later in the game information tells you less and less because there are more possible leadups from the past, but it's pretty common early game (and one of the strongest strengths of AI in rts).
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2016-08-23 20:26:55
August 23 2016 20:25 GMT
#5
--- Nuked ---
imp42
Profile Blog Joined November 2010
398 Posts
August 24 2016 09:52 GMT
#6
On August 24 2016 04:44 Kau wrote:
I think there's a miscalculation for the cost of ghost's prerequisite buildings?

How does knowing what a player can have at any time in the game help?


Thanks, I fixed Ghost fixed cost. Great find!

As others pointed out, a good approximation of the PPF helps judging strength of enemy force as well as BO based on limited scouting information. I'd say it is mostly useful the first 5 minutes.

Remember also that to an AI it is not obvious that there can't be a Battlecruiser out the first 30 seconds :p
You need to somehow create that knowledge. The PPF is one way to accomplish this.
50 pts Copper League
imp42
Profile Blog Joined November 2010
398 Posts
August 24 2016 10:00 GMT
#7
On August 24 2016 04:38 Endymion wrote:
since you're writing terran AI, how are you going to factor travel time into your mineral/gas projections when you're accounting for the cost of producing a building? each time you build a building you'll have a fairly random start point for an SCV, as well as a difficult to determine from an AI perspective construction site for the building. are you just going to go with an average time and work on the complicated algorithms related to building placement later, or are you going to do it before??? because if you don't account for it your build orders will always be off by like (x*8)*2 where x is the number of buildings you have constructed, leading to some pretty material impacts on your builds, especially if you're building your AI to think off of flawed logic


Building time and travel time are very valid concerns. I have planned to account for them as follows:

Travel time: I just take a factor, such as say 3 seconds, and increase it by a small amount for every additional building.

Building time is much more relevant IMO, because an SCV building is an SCV not mining. Let's say you loose 5 minerals travelling to build a barracks. Actually building it looses you another 80 minerals (build time is 80 seconds).

The calculations might be off for some cases, but I intend to compare calculations with actual game data and then adjust coefficients in the calculations until it fits well.
50 pts Copper League
Endymion
Profile Blog Joined November 2009
United States3701 Posts
August 24 2016 10:13 GMT
#8
On August 24 2016 19:00 imp42 wrote:
Show nested quote +
On August 24 2016 04:38 Endymion wrote:
since you're writing terran AI, how are you going to factor travel time into your mineral/gas projections when you're accounting for the cost of producing a building? each time you build a building you'll have a fairly random start point for an SCV, as well as a difficult to determine from an AI perspective construction site for the building. are you just going to go with an average time and work on the complicated algorithms related to building placement later, or are you going to do it before??? because if you don't account for it your build orders will always be off by like (x*8)*2 where x is the number of buildings you have constructed, leading to some pretty material impacts on your builds, especially if you're building your AI to think off of flawed logic


Building time and travel time are very valid concerns. I have planned to account for them as follows:

Travel time: I just take a factor, such as say 3 seconds, and increase it by a small amount for every additional building.

Building time is much more relevant IMO, because an SCV building is an SCV not mining. Let's say you loose 5 minerals travelling to build a barracks. Actually building it looses you another 80 minerals (build time is 80 seconds).

The calculations might be off for some cases, but I intend to compare calculations with actual game data and then adjust coefficients in the calculations until it fits well.

building time is important because it's a larger amount of time, but it's wholly predictable.. however, saying you have a 3 second travel time for an SCV on 투혼 going from your main to ramp or natural to create a rax is going to be drastically different than building a depot right next to your minerals.. imo the easiest way is to just tell the AI where the best place to put buildings for each starting point is, but that kinda screws you if you need to play python instead of FS or something.. either way i think it's going to make it hard to be efficient without writing actual builds into it
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
imp42
Profile Blog Joined November 2010
398 Posts
August 24 2016 10:28 GMT
#9
On August 24 2016 19:13 Endymion wrote:
Show nested quote +
On August 24 2016 19:00 imp42 wrote:
On August 24 2016 04:38 Endymion wrote:
since you're writing terran AI, how are you going to factor travel time into your mineral/gas projections when you're accounting for the cost of producing a building? each time you build a building you'll have a fairly random start point for an SCV, as well as a difficult to determine from an AI perspective construction site for the building. are you just going to go with an average time and work on the complicated algorithms related to building placement later, or are you going to do it before??? because if you don't account for it your build orders will always be off by like (x*8)*2 where x is the number of buildings you have constructed, leading to some pretty material impacts on your builds, especially if you're building your AI to think off of flawed logic


Building time and travel time are very valid concerns. I have planned to account for them as follows:

Travel time: I just take a factor, such as say 3 seconds, and increase it by a small amount for every additional building.

Building time is much more relevant IMO, because an SCV building is an SCV not mining. Let's say you loose 5 minerals travelling to build a barracks. Actually building it looses you another 80 minerals (build time is 80 seconds).

The calculations might be off for some cases, but I intend to compare calculations with actual game data and then adjust coefficients in the calculations until it fits well.

building time is important because it's a larger amount of time, but it's wholly predictable.. however, saying you have a 3 second travel time for an SCV on 투혼 going from your main to ramp or natural to create a rax is going to be drastically different than building a depot right next to your minerals.. imo the easiest way is to just tell the AI where the best place to put buildings for each starting point is, but that kinda screws you if you need to play python instead of FS or something.. either way i think it's going to make it hard to be efficient without writing actual builds into it


I agree, but remember that the calculations mostly serve the purpose of estimating what the opponent could possibly have. And since I examine upper bounds I have to consider shortest possible travel time.
This becomes relevant e.g. when you are zerg and want to know the maximum number of marines the opponent could possibly have by the time you walk into his base.

Also, I will start with only 1 matchup on 1 map, so I can adjust coefficients for travel time to accomodate for the map, if necessary.
A topic I haven't touched yet: a machine learning mechanism will be able to adjust all results based on actually observed numbers.
50 pts Copper League
Endymion
Profile Blog Joined November 2009
United States3701 Posts
August 24 2016 10:56 GMT
#10
ah okay sorry i missed that part, i thought you were using this as a core system for writing build order logic as well, as an estimation you're right that losing 8 minerals here and there probably won't make a difference in ai vs ai
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#79
WardiTV831
OGKoka 127
Rex112
IntoTheiNu 16
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 227
ProTech161
Rex 112
Trikslyr19
MindelVK 8
StarCraft: Brood War
Calm 10842
Bisu 3941
Horang2 1592
Jaedong 1568
Shuttle 934
Larva 638
Hyuk 619
BeSt 564
Stork 481
Mini 460
[ Show more ]
Soma 378
Light 378
Leta 243
Rush 227
Snow 194
Backho 119
ggaemo 103
Pusan 97
PianO 61
Sea.KH 59
[sc1f]eonzerg 57
Dewaltoss 51
Shinee 51
ToSsGirL 34
Nal_rA 32
Shine 31
910 30
Movie 30
Free 24
Aegong 21
IntoTheRainbow 19
soO 19
zelot 19
Hm[arnc] 18
sorry 17
GoRush 17
ajuk12(nOOB) 17
Noble 14
Terrorterran 11
Dota 2
Gorgc6305
League of Legends
Reynor76
Counter-Strike
fl0m3791
Fnx 2207
byalli1578
shoxiejesuss820
kennyS494
Other Games
singsing2162
hiko807
B2W.Neo694
XBOCT467
Beastyqt411
Lowko405
Happy225
OGKoka 127
Sick80
Mew2King61
oskar54
Organizations
Dota 2
PGL Dota 2 - Main Stream42
StarCraft: Brood War
Kim Chul Min (afreeca) 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 28
• poizon28 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV316
• lizZardDota2119
• Noizen38
League of Legends
• Nemesis2909
Upcoming Events
Monday Night Weeklies
1h 59m
Sparkling Tuna Cup
18h 59m
Afreeca Starleague
18h 59m
Soulkey vs Ample
JyJ vs sSak
Replay Cast
1d 17h
Afreeca Starleague
1d 18h
hero vs YSC
Larva vs Shine
Kung Fu Cup
1d 19h
Replay Cast
2 days
KCM Race Survival
2 days
The PondCast
2 days
WardiTV Team League
2 days
[ Show More ]
Replay Cast
3 days
WardiTV Team League
3 days
RSL Revival
4 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
4 days
Platinum Heroes Events
4 days
BSL
5 days
RSL Revival
5 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
5 days
BSL
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
Light vs Calm
Royal vs Mind
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2026-03-22
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.