• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:10
CEST 03:10
KST 10:10
  • 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
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon97Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?175Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Team Liquid Map Contest #22: Results and Winners
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war Making an Online Broodwar Manager Game [ASL22] Ro16 Preview: Holy Diver
Tourneys
[ASL22] Ro16 Group C [Megathread] Daily Proleagues [ASL22] Ro16 Group B [ASL22] Ro16 Group A
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Stormgate/Frost Giant Megathread Diablo IV [Maplestory Hardcore] Let's Play~!!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4796 users

A Treatise on the Economy of SCII - Page 12

Forum Index > Legacy of the Void
761 CommentsPost a Reply
Prev 1 10 11 12 13 14 39 Next All
I have received requests on how to try the model out: Search "Double Harvesting (TeamLiquid)" by ZeromuS as an Extension Mod in HotS Custom Games to try it out.

Email your replays of your games on DH to: LegacyEconomyTest@gmail.com might have partnership with a replay website soon as well

In Game Group: Double Harvest
ZeromuS
Profile Blog Joined October 2010
Canada13422 Posts
April 12 2015 15:52 GMT
#221
On April 13 2015 00:44 Barrin wrote:
@author of Double Harvest, can we get (A) 4 per harvest (for 4+4=8 per trip) and maybe (B) 4.5 per harvest (for 4.5+4.5=9 per trip) versions, please? super thanks!


I think this would just drop the overall income by 20% if it was 8 per trip. I dont believe mineral patches give 0.5 steps of cargo either.

If you drop overall income by 20% you end up with even harsher returns on fewer bases (on 16 workers) compared to hots. Which would be far too low when comparing to the HotS curve, since Blizz wants closer to hots curve. By dropping the income to 8 you end up with a little over 100 less minerals a minute at 16 compared to standard.

It also barely increases early game income which means the early game side effect of going quicker is lost. So I think if you do that you begin to lose sight of some of the design goals of blizzard taking our goals out of line with theirs wont help us
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
etsharry
Profile Joined February 2013
20 Posts
Last Edited: 2015-04-12 15:54:17
April 12 2015 15:53 GMT
#222
Please correct me if i am wrong:

If i get this correctly the maximum achieveable income with ~70 workers is way higher then right now? What would that mean for the game fex for zerg, they would in some games earn massive income. We could see unseen fast production of units if the opponent doeasnt harass.
Fex a zerg with 7 bases and 56 workers on minerals and 24 on gas would actually be 500*7=3500 min/sec. compared to now 700 * 3.5 = 2450 right?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 12 2015 15:53 GMT
#223
On April 13 2015 00:48 Teoita wrote:
I think it kind of does that - the first few workers are more efficient because they have access to the gold nodes. In that model, you have higher income on 4bases because you have access to more gold nodes. Am i missing anything?

I suppose your right to some extent. The issues are similar to the LotV model in that the gold nodes are going to mine out quicker than the blue nodes (at the proposed 7/4 model it takes about 30% longer to mine out the blue ones). You could change the values on the golds to correct this, but that is kinda weird (having two kinds of gold minerals). The mmpm graph also looks unnatural. I'm not convinced that its necessarily better than DH as a result. DH feels like a very organic solution (so does FRB for that matter) whereas gold nodes and mixed minerals don;t.
Administrator~ Spirit will set you free ~
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
April 12 2015 15:55 GMT
#224
Fair enough that makes sense
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 12 2015 15:56 GMT
#225
On April 13 2015 00:53 etsharry wrote:
Please correct me if i am wrong:

If i get this correctly the maximum achieveable income with ~70 workers is way higher then right now? What would that mean for the game fex for zerg, they would in some games earn massive income. We could see unseen fast production of units if the opponent doeasnt harass.
Fex a zerg with 7 bases and 56 workers on minerals and 24 on gas would actually be 500*7=3500 min/sec. compared to now 700 * 3.5 = 2450

Correct. Assuming the current meta, Zerg being the expanding race would look to take as many bases as possible to maximise the efficiency of their drones. If a zerg can successfully defend 7 bases then yes they could have an insane economy/production rate. But also note that this applies to the other races as well which are generally more cost efficient (but not a hard rule, obviously).
Administrator~ Spirit will set you free ~
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
April 12 2015 15:58 GMT
#226
On April 13 2015 00:53 etsharry wrote:
Please correct me if i am wrong:

If i get this correctly the maximum achieveable income with ~70 workers is way higher then right now? What would that mean for the game fex for zerg, they would in some games earn massive income. We could see unseen fast production of units if the opponent doeasnt harass.
Fex a zerg with 7 bases and 56 workers on minerals and 24 on gas would actually be 500*7=3500 min/sec. compared to now 700 * 3.5 = 2450 right?


Assuming someone can defend 7 bases at once yes, their income would be way way higher. That's a big "if" though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ZeromuS
Profile Blog Joined October 2010
Canada13422 Posts
April 12 2015 16:00 GMT
#227
I think its worth trying it with the closer to current model, then maybe drop the minerals if we find its too much, and if only Zerg is a huge advantage, you play with inject - their macro mechanic which could be snowball inducing in the DH model.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
April 12 2015 16:01 GMT
#228
On April 13 2015 01:00 ZeromuS wrote:
I think its worth trying it with the closer to current model, then maybe drop the minerals if we find its too much, and if only Zerg is a huge advantage, you play with inject - their macro mechanic which could be snowball inducing in the DH model.


I explained further what happens with the drones can you confirm that it's intentional?
I will make Yogg Saron priest work...
Whitewing
Profile Joined October 2010
United States7483 Posts
April 12 2015 16:04 GMT
#229
On April 13 2015 01:00 ZeromuS wrote:
I think its worth trying it with the closer to current model, then maybe drop the minerals if we find its too much, and if only Zerg is a huge advantage, you play with inject - their macro mechanic which could be snowball inducing in the DH model.


There are other knobs to turn besides just inject as well, it's not a difficult fix per-say.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
ZeromuS
Profile Blog Joined October 2010
Canada13422 Posts
April 12 2015 16:09 GMT
#230
On April 13 2015 01:01 Ovid wrote:
Show nested quote +
On April 13 2015 01:00 ZeromuS wrote:
I think its worth trying it with the closer to current model, then maybe drop the minerals if we find its too much, and if only Zerg is a huge advantage, you play with inject - their macro mechanic which could be snowball inducing in the DH model.


I explained further what happens with the drones can you confirm that it's intentional?


You interrupted the mining cycle of 1 and replaced him with 2.

If i read that correctly its exactly what happens in the model and is in a way intended since we dont have access to the AI to set and maintain priority on worker 1 to stay on the mineral node and bounce number 2 instead of number 1.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Grovbolle
Profile Blog Joined July 2011
Denmark3815 Posts
April 12 2015 16:12 GMT
#231
For reference - here are your bar charts with 0 as the starting point

[image loading]

[image loading]
Lies, damned lies and statistics: http://aligulac.com
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
April 12 2015 16:23 GMT
#232
On April 13 2015 01:09 ZeromuS wrote:
Show nested quote +
On April 13 2015 01:01 Ovid wrote:
On April 13 2015 01:00 ZeromuS wrote:
I think its worth trying it with the closer to current model, then maybe drop the minerals if we find its too much, and if only Zerg is a huge advantage, you play with inject - their macro mechanic which could be snowball inducing in the DH model.


I explained further what happens with the drones can you confirm that it's intentional?


You interrupted the mining cycle of 1 and replaced him with 2.

If i read that correctly its exactly what happens in the model and is in a way intended since we dont have access to the AI to set and maintain priority on worker 1 to stay on the mineral node and bounce number 2 instead of number 1.


Ah ok, I would strongly suggest that they do set priority on the already mining worker I would assume this also changes the efficiency so probably making it 4/4 minerals mined would set it more inline.
I'm probably just too hung up on that for it to be worth the effort.
I will make Yogg Saron priest work...
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 12 2015 16:31 GMT
#233
On April 12 2015 22:23 Ovid wrote:
Show nested quote +
On April 12 2015 20:49 Teoita wrote:
While that's true, you have to remember that managing worker counts across all bases for the whole game becomes much more important, so i think it's a good tradeoff in the end. I agree losing early game worker micro isn't great though.


Either lalush extension mod is bugged or there's a big flaw with this model. I tried force pairing workers and what I found was sometimes (after the first mining packet) if you force a worker to mine that patch the worker will force the one that was halfway through mining off of the patch. I then tried to replicate that without having clicked anything and I noticed very rarely but it does happen sometimes that the workers automatically override the others.
I assume this isn't intentional?



If I'm correct, that's the double harvest model. In the double harvest model, the workers go through 2 cycles of mining of 5 minerals each, and if a worker comes up to the patch while another is mining, it's entirely possible that they will kick them off the mineral patch and start mining before the other worker has time to mine a full 10 minerals. This is the intention of the double harvest model and part of the reason why it doesn't has as high of a curve as the double mining model (double the mining time for 10 minerals). It's supposed to make the mining overall less efficient unless you have a 1:1 ratio of workers to nodes.
StrategyAllyssa Grey <3<3
Endymion
Profile Blog Joined November 2009
United States3701 Posts
Last Edited: 2015-04-12 16:37:43
April 12 2015 16:36 GMT
#234
if they make this change i'll come back to sc2

edit~ amazing write up, ty tl strat
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
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
April 12 2015 16:40 GMT
#235
On April 13 2015 01:31 SC2John wrote:
Show nested quote +
On April 12 2015 22:23 Ovid wrote:
On April 12 2015 20:49 Teoita wrote:
While that's true, you have to remember that managing worker counts across all bases for the whole game becomes much more important, so i think it's a good tradeoff in the end. I agree losing early game worker micro isn't great though.


Either lalush extension mod is bugged or there's a big flaw with this model. I tried force pairing workers and what I found was sometimes (after the first mining packet) if you force a worker to mine that patch the worker will force the one that was halfway through mining off of the patch. I then tried to replicate that without having clicked anything and I noticed very rarely but it does happen sometimes that the workers automatically override the others.
I assume this isn't intentional?



If I'm correct, that's the double harvest model. In the double harvest model, the workers go through 2 cycles of mining of 5 minerals each, and if a worker comes up to the patch while another is mining, it's entirely possible that they will kick them off the mineral patch and start mining before the other worker has time to mine a full 10 minerals. This is the intention of the double harvest model and part of the reason why it doesn't has as high of a curve as the double mining model (double the mining time for 10 minerals). It's supposed to make the mining overall less efficient unless you have a 1:1 ratio of workers to nodes.


That doesn't make sense, Worker 2 coming to mine will still bounce and keep the 1:1 ratio, but kicking the harvester already mining off doesn't make sense and only wastes every so often the 5 minerals already harvested.
I will make Yogg Saron priest work...
kochanfe
Profile Joined July 2011
Micronesia1338 Posts
April 12 2015 16:41 GMT
#236
Wow... really GREAT analysis and write-up. I sooo hope Blizzard wises up and implements this exactly as its recommended here. Seems as though it would truly be a great fix to so many of the problems that people have been complaining about for the past five years!
"The flame that burns twice as bright burns half as long." - Lao Tzu
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2015-04-12 16:56:47
April 12 2015 16:47 GMT
#237
On April 13 2015 00:53 Plexa wrote:
Show nested quote +
On April 13 2015 00:48 Teoita wrote:
I think it kind of does that - the first few workers are more efficient because they have access to the gold nodes. In that model, you have higher income on 4bases because you have access to more gold nodes. Am i missing anything?

I suppose your right to some extent. The issues are similar to the LotV model in that the gold nodes are going to mine out quicker than the blue nodes (at the proposed 7/4 model it takes about 30% longer to mine out the blue ones). You could change the values on the golds to correct this, but that is kinda weird (having two kinds of gold minerals). The mmpm graph also looks unnatural. I'm not convinced that its necessarily better than DH as a result. DH feels like a very organic solution (so does FRB for that matter) whereas gold nodes and mixed minerals don;t.


Yeah, having access to more bases means that more of your 24 nodes will be gold, returning 7 minerals per trip, as opposed to blue ones returning 4 per trip (in the version that most closely matches HotS per-saturated-base values)

At the theoretical limit, with 24 gold nodes on 8 bases, you'd be mining 136% of the minerals mined by someone saturating 3 bases with the same number of workers. On a more realistic upper limit of 6 bases to 3, you'd still have a 22% advantage.

Alternatively you could ditch 12 workers (or take four gases) and still match your 3 base opponent's mineral income.

I get that the graphs don't look as 'organic', but from a design perspective I'd argue that the simple clarity of "These patches are better and by expanding player X has more of them than player Y with the same worker count" is more understandable and accessible.

EDIT: Also, Blizzard's attitude to making unit AI look worse is well-established, which makes me very doubtful DH will ever fly. So even if salt'n'pepper blue/gold bases aren't as "good", the fact they achieve quite a lot in the right direction without introducing anything else new, without meaningfully increasing what's possible off X saturated bases, and without making anything look worse than before... that's a big deal.

And it isn't even my idea, which makes me a sad panda...
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Bazik
Profile Joined September 2010
Portugal104 Posts
April 12 2015 17:17 GMT
#238
so basically you wrote a massive post to say you want broodwar economy back? Well instead of writing a massive response I'll just say that the reason for double pairing is to reduce the overall size of the armies, by forcing the players to make a lot more workers it reduces overall max army size making it more manageable for most players.
ZeromuS
Profile Blog Joined October 2010
Canada13422 Posts
Last Edited: 2015-04-12 17:25:35
April 12 2015 17:21 GMT
#239
On April 13 2015 01:40 Ovid wrote:
Show nested quote +
On April 13 2015 01:31 SC2John wrote:
On April 12 2015 22:23 Ovid wrote:
On April 12 2015 20:49 Teoita wrote:
While that's true, you have to remember that managing worker counts across all bases for the whole game becomes much more important, so i think it's a good tradeoff in the end. I agree losing early game worker micro isn't great though.


Either lalush extension mod is bugged or there's a big flaw with this model. I tried force pairing workers and what I found was sometimes (after the first mining packet) if you force a worker to mine that patch the worker will force the one that was halfway through mining off of the patch. I then tried to replicate that without having clicked anything and I noticed very rarely but it does happen sometimes that the workers automatically override the others.
I assume this isn't intentional?



If I'm correct, that's the double harvest model. In the double harvest model, the workers go through 2 cycles of mining of 5 minerals each, and if a worker comes up to the patch while another is mining, it's entirely possible that they will kick them off the mineral patch and start mining before the other worker has time to mine a full 10 minerals. This is the intention of the double harvest model and part of the reason why it doesn't has as high of a curve as the double mining model (double the mining time for 10 minerals). It's supposed to make the mining overall less efficient unless you have a 1:1 ratio of workers to nodes.


That doesn't make sense, Worker 2 coming to mine will still bounce and keep the 1:1 ratio, but kicking the harvester already mining off doesn't make sense and only wastes every so often the 5 minerals already harvested.


you dont lose the 5 minerals already harvested. The worker holds onto them and returns them with the next 5 (total 10).

similar to the "hold money" option in Age of Empires I think it was?

On April 13 2015 01:47 Umpteen wrote:
Show nested quote +
On April 13 2015 00:53 Plexa wrote:
On April 13 2015 00:48 Teoita wrote:
I think it kind of does that - the first few workers are more efficient because they have access to the gold nodes. In that model, you have higher income on 4bases because you have access to more gold nodes. Am i missing anything?

I suppose your right to some extent. The issues are similar to the LotV model in that the gold nodes are going to mine out quicker than the blue nodes (at the proposed 7/4 model it takes about 30% longer to mine out the blue ones). You could change the values on the golds to correct this, but that is kinda weird (having two kinds of gold minerals). The mmpm graph also looks unnatural. I'm not convinced that its necessarily better than DH as a result. DH feels like a very organic solution (so does FRB for that matter) whereas gold nodes and mixed minerals don;t.


Yeah, having access to more bases means that more of your 24 nodes will be gold, returning 7 minerals per trip, as opposed to blue ones returning 4 per trip (in the version that most closely matches HotS per-saturated-base values)

At the theoretical limit, with 24 gold nodes on 8 bases, you'd be mining 136% of the minerals mined by someone saturating 3 bases with the same number of workers. On a more realistic upper limit of 6 bases to 3, you'd still have a 22% advantage.

Alternatively you could ditch 12 workers (or take four gases) and still match your 3 base opponent's mineral income.

I get that the graphs don't look as 'organic', but from a design perspective I'd argue that the simple clarity of "These patches are better and by expanding player X has more of them than player Y with the same worker count" is more understandable and accessible.

EDIT: Also, Blizzard's attitude to making unit AI look worse is well-established, which makes me very doubtful DH will ever fly. So even if salt'n'pepper blue/gold bases aren't as "good", the fact they achieve quite a lot in the right direction without introducing anything else new, without meaningfully increasing what's possible off X saturated bases, and without making anything look worse than before... that's a big deal.

And it isn't even my idea, which makes me a sad panda...


Honestly the biggest issue is that it doesn't remove pairing and that while it might be a better income the goal of the mod isn't to just make more money.

It happens to, but it doesn't have to.

You also ignore the fact that the AI doesn't want to pair if it can help it. If there are open patches (blues) next to the golds, workers will eventually try to spread out to both gold and blues, so you would need to spend a lot of time to force workers to pair.

Its much more worth spending time to spread workers than it is to force them to pair on 5 or 6 base. IMO.

It could solve it maybe? but we would need to make a map and begin testing it a lot. And I think the idea of "spreading workers evenly" is much simpler than saying "pair workers on the gold mineral patches by spamming right click to get the AI to click and check back to ensure they are doing it".
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
April 12 2015 17:22 GMT
#240
On April 13 2015 02:17 Bazik wrote:
so basically you wrote a massive post to say you want broodwar economy back? Well instead of writing a massive response I'll just say that the reason for double pairing is to reduce the overall size of the armies, by forcing the players to make a lot more workers it reduces overall max army size making it more manageable for most players.

'reducing the overall size of armies' has led to years of 200/200 deathball fights?

In this approach you dont necessarily need less workers, but to reap the full benefit of having more workers, you need to spread them over more bases. You cant just slam 80 workers on 3 bases and call it done. The 3base style is exactly what leads to turtling until both players get 200/200
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
Prev 1 10 11 12 13 14 39 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 50m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 6
StarCraft: Brood War
GuemChi 2149
soO 19
Dota 2
monkeys_forever778
NeuroSwarm207
League of Legends
JimRising 614
Super Smash Bros
hungrybox669
Other Games
summit1g11386
PiGStarcraft257
Day[9].tv213
ToD208
Maynarde114
Organizations
Other Games
gamesdonequick2405
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 105
• davetesta13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush146
Other Games
• imaqtpie748
• Day9tv213
Upcoming Events
Afreeca Starleague
8h 50m
Snow vs Shinee
Shine vs EffOrt
GSL
9h 50m
PiGosaur Cup
22h 50m
The PondCast
1d 8h
Kung Fu Cup
1d 9h
Replay Cast
1d 22h
KCM Race Survival
2 days
IntoTheTV X SOOP
2 days
Replay Cast
2 days
IntoTheTV X SOOP
3 days
[ Show More ]
Replay Cast
3 days
GSL
4 days
Replay Cast
4 days
GSL
5 days
Shopify Rebellion Sundays
5 days
Spirit vs Mixu
Replay Cast
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-09-14
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
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.