• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:43
CEST 15:43
KST 22:43
  • 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
Serral wins Maestros of the Game 236ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
BSL Season 22 Full Overview & Conclusion5BSL Season 22 Full Overview & Conclusion5Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon445.0.16 Hotfix (June 30) - Balance + Bug Fixes40
StarCraft 2
General
Most successful SC2 players of Q2 2026 AquaTrail-(I've Tested) My 90 Day Honest Experienc https://www.facebook.com/Power.Pro.Genius.USD/ Serral wins Maestros of the Game 2 MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event GSL CK #5 Race War HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10 Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion BSL Season 22 Full Overview & Conclusion ASL 22 Proposed Map Pool Starcraft vs Retro Category on Twitch
Tourneys
[ASL22] Wildcard Qualifier [Megathread] Daily Proleagues IPSL Spring 2026 Top 4! Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Summer Games Done Quick 2026! Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5105 users

"Expand or Else" Economics

Forum Index > Legacy of the Void
Post a Reply
1 2 3 4 5 7 8 9 Next All
HewTheTitan
Profile Joined February 2015
Canada331 Posts
Last Edited: 2015-04-12 00:20:56
April 09 2015 19:00 GMT
#1
Will the current economy solution in LotV encourage or discourage laddering?

There can be positive and negative incentives to promote certain behaviours. Both increase the incidence of the behavior, but negative ones create stress and lead to avoidance. I’m concerned that the lotv economic solution will create more stress and scare people away from the community.

Basic Argument

In WoL and HotS there was more or less a 3 mining base cap to your economy. There wasn’t an incentive to expand, it was often counterproductive.

Starbow, FRB(6m/1hg etc), and double-mining tried to solve this problem, partially, by reducing the number of workers needed to saturate a base. There was a reward, a “positive incentive” to expand more. This is a case of “expand and get a cookie!”

LotV solves the problem by punishing players for not expanding quickly enough. If you reach X minutes in game and do not have enough bases, your income will decrease significantly. This is a case of “expand or else!”

It’s the difference between fighting for an expansion to get ahead, to get an edge; and fighting for an expansion to keep from becoming crippled.

So What?

A lot of players find laddering to be stressful. The game has an unfortunate reputation for it. Whether you, the reader, finds that to be the case or not, it is still important for the health of the community to address this sort of thing.

(Regardless, both are far better than the 3 base cap)

My Perspective
I sort of like the idea that SC2 is stressful and anxiety inducing. It makes me feel like it can toughen me up by persevering. So, selfishly, I like the current solution.

However, from the other side of things, I have only one gamer friend who will play sc2 with me because the others are too stressed out by it!

TLDR
You can encourage players to expand via rewards (FRB) or punishments(lotv). Which do you think is preferable, and will the lotv punishments scare off players?

update: A new article on SC2's economics by TL
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2015-04-09 19:16:55
April 09 2015 19:15 GMT
#2
Even disregarding any pressure/discouragement on laddering, the "expand or die" system is just poorly designed and does nothing to address the true issues of the SC2 economy. All it does is bandaid-force "action", taking away the strategy aspect of the game. As much as I love cool mechanics, there should be a balance. Many people have proposed far better solutions for the SC2 economy.
T P Z sagi
bypLy
Profile Joined June 2013
757 Posts
April 09 2015 19:35 GMT
#3
it makes a faster action paces game, with fights below 200 supply
dala
Profile Joined August 2010
Sweden477 Posts
April 09 2015 19:53 GMT
#4
The reward you talk about in Starbow/BW is just an illusion. If the opponent expands and gets the boost in the economy you also have to expand to not fall behind.

I really like the idea of the change. The game play will be more diversified where you can harrass your opponent to death. In WoL and HotS most game ends in one player crushing the opponent in one major battle. The death ball syndrom.

I think having halv the patches with reduced capacity is the perfect balance to promte expansion. Initially a base funktion just as before, but after some time it turns into a BW base which saturates with fewer workers. This way the balance of how much production can be supported by a base is the same at the beginning of the game.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-04-09 19:55:38
April 09 2015 19:54 GMT
#5
The reward you talk about in Starbow/BW is just an illusion. If the opponent expands and gets the boost in the economy you also have to expand to not fall behind.


How many BW games have you watched? It was typical of the immobile race to stay on fewer bases as the difference between a 2 base vs 3 base or 3 base vs 4 base wasn't as significant.

The real difference in income rate first came when you started to be on +2 bases compared to the opponent. But since an immobile race couldn't defend that many bases, he would instead stay on fewer bases and be more aggressive.

So there is a actually a mathematical phenomena that explains why BW players took expansions at a different rate.
DSK
Profile Blog Joined February 2015
England1110 Posts
April 09 2015 19:55 GMT
#6
I foresee some sort of rule (like the rocket equation, or when playing BW, when taking a fourth base you must build a great wall of China) or timing to be figured out where "At X minutes you MUST expand in order to continue with normal production, upgrading etc or else you will be in constant economic deficit" and so on, and then the meta including that in its wiles - whereby players would try and disrupt this expansion timing/process, and do so with much more urgency than we would typically find in HotS or WoL.

If the current change does stay with LotV, I reckon we'd see maps with a smattering of standard HotS mineral lines in the same vein as gold expansions.
**@ YT: SC2POVs at https://www.youtube.com/c/SC2POVsTV | https://liquipedia.net/starcraft2/SC2POVs @**
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-04-09 20:03:30
April 09 2015 19:56 GMT
#7
--- Nuked ---
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
April 09 2015 20:23 GMT
#8
On April 10 2015 04:53 dala wrote:
The reward you talk about in Starbow/BW is just an illusion. If the opponent expands and gets the boost in the economy you also have to expand to not fall behind.

I really like the idea of the change. The game play will be more diversified where you can harrass your opponent to death. In WoL and HotS most game ends in one player crushing the opponent in one major battle. The death ball syndrom.

I think having halv the patches with reduced capacity is the perfect balance to promte expansion. Initially a base funktion just as before, but after some time it turns into a BW base which saturates with fewer workers. This way the balance of how much production can be supported by a base is the same at the beginning of the game.

It feels horrible to play. You constantly feel broke and any base that is denied or destroyed is utterly disastrous
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Acrofales
Profile Joined August 2010
Spain18358 Posts
Last Edited: 2015-04-09 20:35:56
April 09 2015 20:33 GMT
#9
Devil's advocate here, but shouldn't "being at max economy" be a luxury, and not a right? That's kinda the way LotV economy seems to work: you need to get used to NOT being at max economy and adjust your builds to that.

The reason you feel "broke" now is because you have not adjusted from WoL/HotS to LotV economy builds yet.

People are still expecting to be able to throw down tech/production buildings, upgrade units and build a max number of units at the same time. The LotV economy forces you to choose. Builds are simply not adjusted to that (yet) and therefore you try to do too much and feel like you're broke. Then blame the new economy instead of the not-yet-new builds.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 09 2015 20:38 GMT
#10
--- Nuked ---
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
April 09 2015 20:39 GMT
#11
It's a pretty gigantic nerf to defensive/slower styles of play. When you start hearing "Mineral field depleted" while taking a fast third...I don't know, it just feels way too frantic right now.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2015-04-09 20:42:22
April 09 2015 20:40 GMT
#12
On April 10 2015 05:23 KrazyTrumpet wrote:
Show nested quote +
On April 10 2015 04:53 dala wrote:
The reward you talk about in Starbow/BW is just an illusion. If the opponent expands and gets the boost in the economy you also have to expand to not fall behind.

I really like the idea of the change. The game play will be more diversified where you can harrass your opponent to death. In WoL and HotS most game ends in one player crushing the opponent in one major battle. The death ball syndrom.

I think having halv the patches with reduced capacity is the perfect balance to promte expansion. Initially a base funktion just as before, but after some time it turns into a BW base which saturates with fewer workers. This way the balance of how much production can be supported by a base is the same at the beginning of the game.

It feels horrible to play. You constantly feel broke and any base that is denied or destroyed is utterly disastrous


Yup. In the case of LotV economy, you are expanding against the system instead of expanding to gain something against your enemy. That and it limits the slower, more strategical methods of playing. Mechanical action is great, but it is bad if the the system voids strategy.
T P Z sagi
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
April 09 2015 20:50 GMT
#13
I do have to add that while the economy feels really off, the constant engagements all over the place are definitely making the game more interesting. I just hope Blizzard can find a way to satisfy the desire to still have defensive/slower styles of play as well.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
PineapplePizza
Profile Joined June 2010
United States749 Posts
April 09 2015 20:51 GMT
#14
Why is using Brood War's economy model not an option?
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-04-09 21:07:13
April 09 2015 21:05 GMT
#15
On April 10 2015 05:40 purakushi wrote:
Show nested quote +
On April 10 2015 05:23 KrazyTrumpet wrote:
On April 10 2015 04:53 dala wrote:
The reward you talk about in Starbow/BW is just an illusion. If the opponent expands and gets the boost in the economy you also have to expand to not fall behind.

I really like the idea of the change. The game play will be more diversified where you can harrass your opponent to death. In WoL and HotS most game ends in one player crushing the opponent in one major battle. The death ball syndrom.

I think having halv the patches with reduced capacity is the perfect balance to promte expansion. Initially a base funktion just as before, but after some time it turns into a BW base which saturates with fewer workers. This way the balance of how much production can be supported by a base is the same at the beginning of the game.

It feels horrible to play. You constantly feel broke and any base that is denied or destroyed is utterly disastrous


Yup. In the case of LotV economy, you are expanding against the system instead of expanding to gain something against your enemy. That and it limits the slower, more strategical methods of playing. Mechanical action is great, but it is bad if the the system voids strategy.


Could we please use the term diversity instead of strategy? The thing that is changed here is that defensive/immobile units aren't viable anymore, but there are still lots of strategy in the game, and I don't agree with the consensus that immobile compositons per definition require more strategic thinking than mobile styles.
Acrofales
Profile Joined August 2010
Spain18358 Posts
Last Edited: 2015-04-09 21:15:44
April 09 2015 21:11 GMT
#16
On April 10 2015 05:51 PineapplePizza wrote:
Why is using Brood War's economy model not an option?

Brood War's economy was limited in different ways (generally the lack of production facilities/"macro mechanics" in comparison to SC2), so builds were slower.

There is not that much difference between BW and HotS economy, except that in HotS you can get there a hell of a lot faster. The only one that really changed is Zerg, who no longer need all those extra hatcheries all over the place.

I guess the lower saturation count per base is what you're aiming at? Imho, that's a bad model, because it slows down the game.
Snotling
Profile Joined August 2011
Germany885 Posts
April 09 2015 21:37 GMT
#17
So, in starbow, you get more income for more expansions, and in Lotv youn get less income for less expansions. The one is good and the other one is bad.

That seems to be very subjektive to me. At least i cant see a difference for getting a reward for more expansions, and getting punishend for less. In a 1v1 game, the outcome should be literally the same......
HewTheTitan
Profile Joined February 2015
Canada331 Posts
Last Edited: 2015-04-09 21:39:41
April 09 2015 21:39 GMT
#18
It's stupid and definitely not what I had in mind for FRB (Fewer Resources per Base). A better term would be LIB (Lesser Income per Base). Note that a version of 6m had 2000 minerals per patch. More later.


Barrin, did I misrepresent your ideas? I will edit the OP if you like. Please let me know, I know that a particular income curve was your goal. I just mentioned 6m in the context of the 3 base mining cap.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
April 09 2015 21:40 GMT
#19
On April 10 2015 04:15 purakushi wrote:
Even disregarding any pressure/discouragement on laddering, the "expand or die" system is just poorly designed and does nothing to address the true issues of the SC2 economy. All it does is bandaid-force "action", taking away the strategy aspect of the game. As much as I love cool mechanics, there should be a balance. Many people have proposed far better solutions for the SC2 economy.


Yeah i agree with this unfortunately.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
HewTheTitan
Profile Joined February 2015
Canada331 Posts
Last Edited: 2015-04-09 21:44:44
April 09 2015 21:43 GMT
#20
I foresee some sort of rule (...) or timing to be figured out where "At X minutes you MUST expand in order to continue with normal production, upgrading etc or else you will be in constant economic deficit" and so on, and then the meta including that in its wiles - whereby players would try and disrupt this expansion timing/process, and do so with much more urgency than we would typically find in HotS or WoL.


I like that aspect of the current system a lot actually, really throws a million wrenches into a set build and forces your to adapt constantly. Rewards understanding and improvisation.
1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
SC Evo League
12:00
SEL S3 Ladder Invitational
ByuN vs Classic
Cure vs Solar
IntoTheiNu 1047
LiquipediaDiscussion
CranKy Ducklings
10:00
Sea Duckling Open #147
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 818
Rex 161
MindelVK 42
StarCraft: Brood War
Britney 26221
Shuttle 1222
Hyuk 1166
Mini 1021
Horang2 742
Jaedong 456
BeSt 403
Stork 209
Soma 187
Last 179
[ Show more ]
ggaemo 148
EffOrt 119
Larva 92
soO 51
sorry 43
ToSsGirL 33
sSak 27
Sexy 18
IntoTheRainbow 13
GoRush 13
Rock 10
Dota 2
Gorgc9435
Dendi778
XaKoH 466
XcaliburYe142
LuMiX0
Counter-Strike
zeus205
Other Games
gofns19220
FrodaN3526
singsing2408
DeMusliM590
Lowko472
Pyrionflax270
KnowMe112
Organizations
Other Games
gamesdonequick29021
StarCraft: Brood War
lovetv 18
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP14
• Response 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
IPSL
2h 17m
Dragon vs Ret
Patches Events
2h 17m
RSL Revival
19h 17m
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
20h 17m
IPSL
1d 2h
Bonyth vs Hawk
GSL
1d 21h
Replay Cast
2 days
WardiTV Weekly
2 days
The PondCast
3 days
Replay Cast
4 days
[ Show More ]
CrankTV Team League
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
RSL Revival
6 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
6 days
Liquipedia Results

Completed

Escore Tournament S3: W2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
ASL Season 22: Wild Card Qualifier
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
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

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.