• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:04
CET 18:04
KST 02:04
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket8Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales! Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Current Meta How to stay on top of macro? PvZ map balance Simple Questions, Simple Answers
Other Games
General Games
Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Nintendo Switch Thread
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1365 users

A Treatise on the Economy of SCII - Page 9

Forum Index > Legacy of the Void
761 CommentsPost a Reply
Prev 1 7 8 9 10 11 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
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 12 2015 08:53 GMT
#161
On April 12 2015 16:51 Hider wrote:
The reward vs punishing-concept is definitely a meaningless phrase, and I am not sure how many people actually understands what it means.


I think there is some meaning as long as it is understood that rewards depend on spreading out more.

The reward system is a buff to mobile styles but there is an inherent counterbalance within the economy itself. The buff is obviously that mobile styles can receive incentives by expanding more. The counterbalance is that spreading out means more vulnerable points that can be harassed or attacked. There is an inherent balance achieved by nature of the system.

A punishment system is exclusively a nerf to immobile styles. There is no counterbalance inherent within the system to keep immobile styles viable. This system is naturally imbalanced and the only way to counteract this issue is through maps and unit changes.

One system contains a natural balance while the other creates imbalance. Just in terms of elegant design, a reward system makes a lot of sense.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 12 2015 09:01 GMT
#162
Amazing article, straight on point, excellent job Zeromus <3
Hopefully Blizzard will listen and take act. Establishing a good, solid, well thought-out economic system that allows for diversity and assymetry, like Double Harvest and unlike the current LotV model, is the first step to making LotV what it should be - the equivalent of what Brood War was to SC or what TFT was to WC3.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
kuroshiro
Profile Joined October 2010
United Kingdom378 Posts
Last Edited: 2015-04-12 09:12:55
April 12 2015 09:11 GMT
#163
If double harvesting reduces efficiency due to worker pairing, then a nearly mathematically equivalent reduction in efficiency could be achieved by reducing the amount of time for which a worker will wait during the "check, wait, harvest" cycle. This gives you roughly the same changes in mining curve, without the increased income which is the main drawback of double-harvesting.

Put another way: what you're really changing in double harvesting is increasing worker searching-time by making a relatively smaller window of time in the mining cycle for which a worker will 'pair' with another. Specifically, you are increasing the worker mining-time to achieve that. But if you reduce the amount of time a worker will wait for another worker to finish (from 1s to 0.5s), then the worker becomes more 'impatient' and spends more of their time searching - achieving /roughly/ equivalent result of reducing mining efficiency, but without increased overall income curve.

Was this tested?
I am you, and you are me.
ZenithM
Profile Joined February 2011
France15952 Posts
April 12 2015 09:11 GMT
#164
I also agree that "reward vs punishment" doesn't make for a good dichotomy, and I can't believe that smart people on TL would actually present them as two fundamentally different things. It really doesn't matter if you are rewarded or if your opponent is punished, and oftentimes we fool ourselves into thinking that we did something good, but in fact our opponent just messed up (and the converse is true), so I don't see how there would be a difference for the economy. If anything, there is definitely a question of scale, nuances, speed of the game, but that's it.

If a cool system like "dual harvesting" was instaured (which by the way I hugely agree should be investigated by Blizzard), it would make staying on few bases punishing all the same compared to someone who take more of them. The problem right now is that people feel pressured by the pace at which you have to take expands because minerals dry out super fast, but it's not a question of "reward vs punishment".
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 12 2015 09:12 GMT
#165
You guys are on fire lately.
Author of Coda and Eastwatch.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2015-04-12 09:25:15
April 12 2015 09:21 GMT
#166
On April 12 2015 18:11 kuroshiro wrote:
If double harvesting reduces efficiency due to worker pairing, then a nearly mathematically equivalent reduction in efficiency could be achieved by reducing the amount of time for which a worker will wait during the "check, wait, harvest" cycle. This gives you roughly the same changes in mining curve, without the increased income which is the main drawback of double-harvesting.

Put another way: what you're really changing in double harvesting is increasing worker searching-time by making a relatively smaller window of time in the mining cycle for which a worker will 'pair' with another. Specifically, you are increasing the worker mining-time to achieve that. But if you reduce the amount of time a worker will wait for another worker to finish (from 1s to 0.5s), then the worker becomes more 'impatient' and spends more of their time searching - achieving /roughly/ equivalent result of reducing mining efficiency, but without increased overall income curve.

Was this tested?


We considered it, but it's trickier to change in the editor (you'll have to ask for the specifics to Zero or Lalush though), so eventually we settled on double harvesting since it's more simple to implement.

On April 12 2015 18:11 ZenithM wrote:
I also agree that "reward vs punishment" doesn't make for a good dichotomy, and I can't believe that smart people on TL would actually present them as two fundamentally different things. It really doesn't matter if you are rewarded or if your opponent is punished, and oftentimes we fool ourselves into thinking that we did something good, but in fact our opponent just messed up (and the converse is true), so I don't see how there would be a difference for the economy. If anything, there is definitely a question of scale, nuances, speed of the game, but that's it.

If a cool system like "dual harvesting" was instaured (which by the way I hugely agree should be investigated by Blizzard), it would make staying on few bases punishing all the same compared to someone who take more of them. The problem right now is that people feel pressured by the pace at which you have to take expands because minerals dry out super fast, but it's not a question of "reward vs punishment".


I agree that it starts being semantics in a way, but the core issue is that there's a difference in how the game "feels" when your own workers are screwing you up, as opposed to a good opponent denying your bases for example. The reward vs punishment part isn't even the most important point, what we are trying to say is that we believe the best way to encourage more expansions is to change worker efficiency, rather than artificially taking out someone's income.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
tamino
Profile Joined August 2009
France51 Posts
Last Edited: 2015-04-12 09:25:03
April 12 2015 09:22 GMT
#167
On April 12 2015 05:58 ZeromuS wrote:
I really hope people take the time to read this entire article. In it I break down the HotS economy, the LotV economy, and I provide what is truly more "BW-like" an economy that the TL strat team would love to see at least get a chance in LotV Beta.

Its a long beta.

Give other economic models a chance. Player influenced expansion based gameplay is we believe, a far better approach than time influenced expansion based gameplay.

Thanks for reading this huge thing, we spent a LOT of time on.


Thank you for the great article, everything very well explained ! I strongly hope blizzard will give the idea a try since I find the current lotv dynamic very bad (from what I have seen so far) , and they wont dismiss it as another bw nostalgia article, since it isn't.

This is something a litle depressing, when you think of ways to improve sc2, some people will just dismiss your point based on the fact you got inspired by bw, without even thinking at what you are saying, and blizzard so far seems to have done the same.

Anyway, great article, very clear, thanks again.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 12 2015 09:28 GMT
#168
On April 12 2015 18:12 IeZaeL wrote:
You guys are on fire lately.

They want to make SC2 : Liquid of the Void a reality, and I can understand that d:
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
TaShadan
Profile Joined February 2010
Germany1978 Posts
April 12 2015 09:30 GMT
#169
On April 12 2015 06:37 KrazyTrumpet wrote:
This is an amazingly researched and written article. This is how you get a point across, with plain language, hard numbers, and sound reasoning. (I hope TheDWF takes notes from this!)

After reading the ENTIRE article, I'm convinced the Double Harvest method is worth trying. As a player who enjoys playing a slower and more defensive style, I'm just not a huge fan of the current LotV model. I would really love if we can get all this in Blizzard's hands and ask them to seriously consider it.

Show nested quote +
On April 12 2015 06:33 SetGuitarsToKill wrote:
On April 12 2015 06:31 Killmouse wrote:
hope blizzard will read that, amazing work by u guys!

Blizzard might read it, but they will never consider putting it into the game, I bet you.


What an extremely shitty and negative attitude. Blizzard is showing now more than EVER that they are willing to make huge changes to make SC2 great. Comments like this are useless and do nothing but showcase your own bitterness.


It might be a shitty attitude. But i fear it is the truth...
Total Annihilation Zero
RenSC2
Profile Blog Joined August 2011
United States1071 Posts
April 12 2015 09:40 GMT
#170
Really well written article and I'd love to see it tested.

I'll even defend the "Reward vs Punishment" phrasing.

If we take HotS economy as the baseline because that is what we're used to, then the phrasing makes sense. Compared to the HotS economy, the current LotV economy punishes you for not expanding by not allowing you to do things that you used to be able to do on one base. In order build what you could build in HotS on one base, you must expand and are thus punished for not doing it.

In the Double Harvest method, you can still do the same thing on one base that you could in HotS. However, you can now generate income faster on two bases with a non-saturated worker count than you could in HotS. You are rewarded for expanding relative to what you could do in HotS.

So the phrasing isn't looking through the lens of a competitive game, but instead through the individual aspect of being able to do more (reward) or less (punishment) than what you used to be able to do. And while SC2 is a competitive game and in that regard there is no reward or punishment relative to your opponent, there is still a psychological feeling of reward and punishment due to the economic system being used.
Playing better than standard requires deviation. This divergence usually results in sub-standard play.
snailz
Profile Joined April 2011
Croatia900 Posts
April 12 2015 09:42 GMT
#171
to reflect on the discussion from the beginning of the thread. i feel like you are right on the mark when backing your arguments with a lot of graphs and numbers. using math is a great way to reach out to any dev team, considering their background. that said, i dont think its really necessary for everyone to read this article, as long as blizz does. and they really should.
"I am saying that there are 300 current pros and semi-pros that have the potential to come in and dominate SC2 at any moment, with a latency of a few months from the day they switch." - intrigue
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 12 2015 09:42 GMT
#172
Well the BW comparisons are always tricky.

On the one hand, it's one of the greatest games (if not the very best game) of all time, so it's always interesting to see what made it so right, but that was caused mostly by the stars just magically aligning it, so hoping for sc2 to match or exceed that is kind of unreasonable. On the other hand, SC2 was pretty shit at first, and people had the pretty unreasonable expectation of getting BW HD, even though that game had been played for 12 years when SC2 game out. Tons of "veterans" are very critical of sc2 becuase of that - it's really hard to see SC2 as anything but BW, but slightly worse, when all you are used to is BW.

It just ends up being a pretty touchy subject that is hard to discuss, but i think with this article we did a good job of it.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2015-04-12 10:10:04
April 12 2015 09:53 GMT
#173
I think there is some meaning as long as it is understood that rewards depend on spreading out more.

The reward system is a buff to mobile styles but there is an inherent counterbalance within the economy itself. The buff is obviously that mobile styles can receive incentives by expanding more. The counterbalance is that spreading out means more vulnerable points that can be harassed or attacked. There is an inherent balance achieved by nature of the system.


Yes I know LOTV economy and BW economy have very different implications. That was what I spend a long time explaining in my post. However, its still a meaningless phrase in itself, and its gonna end up confusing alot more viewers. Its like politicans who want lower taxes and try to convince other people that its a good idea by saying "lower taxes = more freedom".
Freedom here is pretty meaningless and more of a deceiving phrase to convince voters. Its not a phrase you should use if you want to explain the more complicated effects of lower taxes.

Therefore, I thinkink refering to LOTV as a "force-bases"-economy makes more sense as it implies that there is an option in other economies.

There is no counterbalance inherent within the system to keep immobile styles viable. This system is naturally imbalanced and the only way to counteract this issue is through maps and unit changes.


You can always increase the cost efficiency of the immobile units to make it viable. However, as I have argued previously, this willl create a very turtly gameplay. Combining (a) high cost efficiency immobile units with (b) force-bases econ --> very stale gameplay in the midgame.

The immobile race simply must be allowed to stay on few bases as that makes it possible for him to be aggressive. Otherwise its better to have mobile vs mobile in the midgame.

You are rewarded for expanding relative to what you could do in HotS.


And you would be punished for expanding to the same degree if you didn't take that extra base, hence why its a meangless phrase. Yes there are actually implications, but throwing around meanginless terms is not a good way of making more people actually understand the differences.
Elitios
Profile Joined February 2012
France164 Posts
April 12 2015 09:54 GMT
#174
Great read! I think the idea is amazing, even if I usually dislike brood-war-nostalgia-inspired changes.

Just a small question though, if one would construct the Nexus a little farther, so that the wait-check cycle would not hit while the currently harvesting worker is into his first cycle, would worker pairing still work? And if so, would the mining efficiency be changed in any way?

Thank you very much for this extremely good proposition, I dearly hope Blizzard will at least consider it!
KnowNothing
Profile Joined December 2010
69 Posts
April 12 2015 09:55 GMT
#175
I suggest a few edits:

On April 12 2015 06:10 ZeromuS wrote:

The more bases one player has over another on similar worker counts results in higher income.


Given similar worker counts, the more additional bases one player has, the greater that player's income advantage.

Losing a worker with 5 minerals does result in the permanent loss of those 5 minerals. but his is no different from the worker losing their 5 minerals when returning to the town hall in the current economic model in SCII.


Losing a worker with 5 minerals does result in the permanent loss of those 5 minerals, but this is no different from the worker losing their 5 minerals when returning to the town hall in the current economic model in SCII.

Due to the fact that there is no visual cue for workers who are carrying 5 minerals in their basket, incentivizes a player using a single target harassment unit (banshees, oracles etc) to focus their efforts on killing workers returning mineral packages, thereby removing 10 minerals from their opponent’s income and a worker instead of just five.


The lack of a visual cue for workers carrying 5 minerals incentivizes single target harassment units (banshees, oracles, etc.) to focus on killing workers returning mineral packages, thereby draining 10 minerals from the opponent’s income instead of just zero to five.
Starecat
Profile Joined August 2014
940 Posts
Last Edited: 2015-04-12 10:14:04
April 12 2015 09:59 GMT
#176
This is the third (?) time that a see a thread about worker efficiency, man it always amaze me how even something that should be a problem helped brood war D: sometimes i think that BW had more luck than good design.
:3
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 12 2015 10:01 GMT
#177
--- Nuked ---
Skynx
Profile Blog Joined January 2013
Turkey7150 Posts
April 12 2015 10:03 GMT
#178
Great article, baller would be proud
"When seagulls follow the troller, it is because they think sardines will be thrown into the sea. Thank you very much" - King Cantona | STX 4 eva
Makro
Profile Joined March 2011
France16890 Posts
Last Edited: 2015-04-12 10:12:24
April 12 2015 10:12 GMT
#179
i wonder how many hours you need to put a work like this

just amazing
Matthew 5:10 "Blessed are those who are persecuted because of shitposting, for theirs is the kingdom of heaven".
TL+ Member
Holloworb
Profile Joined November 2011
Norway345 Posts
April 12 2015 10:12 GMT
#180
Read up the the double harvester model for now and I just want to say that the work you're putting into this is just amazing. I hope Blizzard will try out various things in the beta and keeps an open mind.
Prev 1 7 8 9 10 11 39 Next All
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #231
SteadfastSC257
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 257
LamboSC2 218
MindelVK 18
UpATreeSC 8
StarCraft: Brood War
Britney 41737
Calm 3173
Rain 1985
Sea 1888
firebathero 434
BeSt 266
Rush 111
Hyun 106
hero 61
Light 57
[ Show more ]
Backho 55
Dewaltoss 51
soO 23
Terrorterran 17
Movie 16
yabsab 15
scan(afreeca) 14
HiyA 12
Shine 8
Dota 2
Gorgc6791
qojqva2513
Dendi841
XcaliburYe107
Counter-Strike
allub365
ceh9307
markeloff117
Other Games
B2W.Neo1337
FrodaN1074
Beastyqt747
hiko627
Mlord510
Lowko367
KnowMe268
RotterdaM239
ArmadaUGS142
XaKoH 79
QueenE58
Sick54
Trikslyr45
Chillindude12
Organizations
Dota 2
PGL Dota 2 - Main Stream13978
Other Games
BasetradeTV25
Algost 3
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• poizon28 25
• iHatsuTV 7
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• HerbMon 28
• FirePhoenix6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1933
• WagamamaTV495
League of Legends
• Jankos1968
• TFBlade1211
Other Games
• Shiphtur145
Upcoming Events
BSL: GosuLeague
3h 56m
RSL Revival
14h 26m
Zoun vs Classic
SHIN vs TriGGeR
herO vs Reynor
Maru vs MaxPax
WardiTV Korean Royale
18h 56m
Replay Cast
1d 5h
RSL Revival
1d 14h
WardiTV Korean Royale
1d 18h
IPSL
1d 23h
Julia vs Artosis
JDConan vs DragOn
BSL 21
2 days
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
2 days
Wardi Open
2 days
[ Show More ]
IPSL
3 days
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
3 days
StRyKeR vs Artosis
OyAji vs KameZerg
Replay Cast
3 days
Monday Night Weeklies
3 days
Replay Cast
4 days
Wardi Open
4 days
Replay Cast
5 days
Wardi Open
5 days
Tenacious Turtle Tussle
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.