• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:45
CEST 11:45
KST 18:45
  • 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 Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon99Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Has online-only competition during the pandemic changed your enjoyment of pro SC2? How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down
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
[H] ZvP Mid-Late Game: Stalkers Collossi HT
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
Remastered crash fix suggestions New 3v3 BGH Ladder (and more) on ShieldBattery! BGH Auto Balance -> http://bghmmr.eu/ Syncronization issues and can't find games a Announcement on the JEDI Ringing
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro16 Group D The Casual Games of the Week Thread Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
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
JiliPack Unveils Daily Mystery Rewards US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece 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
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10267 users

In Response to David Kim re: SC2 Economy - Page 12

Forum Index > Legacy of the Void
328 CommentsPost a Reply
Prev 1 10 11 12 13 14 17 Next All
In response to: http://us.battle.net/sc2/en/forum/topic/17085919227
Musicus
Profile Joined August 2011
Germany23580 Posts
Last Edited: 2015-04-22 23:14:07
April 22 2015 23:13 GMT
#221
On April 23 2015 08:09 ZeromuS wrote:
I think I got too caught up in the destiny trap of emotional circle roundabouts.

also we've been bothering nathanias a lot and I think he's just tired of hearing about it XD And its fair for someone to be critical nothing wrong with that. I'm glad I had jakatak to help me out and once I went back to the core concerns of worker pairing and overall income I felt like it went a lot better.

Also we want to be in the middle of the LotV road and the HotS road.

In response to the overall higher income of DH we agree that looking at more info and replays it might be too high.

Thats okay, we admit this. I am looking into how to implement DH9 which should be closer to what we want


Well that's what the testing is for right? Nobody would argue that it's perfect and good to go from the start. And I can imagine how hard it is to argue and convey your point on a show with Destiny, you did well .
Maru and Serral are probably top 5.
Penev
Profile Joined October 2012
28536 Posts
Last Edited: 2015-04-22 23:15:11
April 22 2015 23:14 GMT
#222
On April 23 2015 08:09 ZeromuS wrote:
I think I got too caught up in the destiny trap of emotional circle roundabouts.

also we've been bothering nathanias a lot and I think he's just tired of hearing about it XD And its fair for someone to be critical nothing wrong with that. I'm glad I had jakatak to help me out and once I went back to the core concerns of worker pairing and overall income I felt like it went a lot better.

Also we want to be in the middle of the LotV road and the HotS road.

In response to the overall higher income of DH we agree that looking at more info and replays it might be too high.

Thats okay, we admit this. I am looking into how to implement DH9 which should be closer to what we want

Fair enough. I asked in one of the other threads: I take it DH9 is 4+5 mins/ trip? (or 5+4?)
I Protoss winner, could it be?
ZeromuS
Profile Blog Joined October 2010
Canada13422 Posts
April 22 2015 23:18 GMT
#223
On April 23 2015 08:14 Penev wrote:
Show nested quote +
On April 23 2015 08:09 ZeromuS wrote:
I think I got too caught up in the destiny trap of emotional circle roundabouts.

also we've been bothering nathanias a lot and I think he's just tired of hearing about it XD And its fair for someone to be critical nothing wrong with that. I'm glad I had jakatak to help me out and once I went back to the core concerns of worker pairing and overall income I felt like it went a lot better.

Also we want to be in the middle of the LotV road and the HotS road.

In response to the overall higher income of DH we agree that looking at more info and replays it might be too high.

Thats okay, we admit this. I am looking into how to implement DH9 which should be closer to what we want

Fair enough. I asked in one of the other threads: I take it DH9 is 4+5 mins/ trip? (or 5+4?)


Can't do 4 and 5 so need to find some way to make 3 trips of 3 work but not in the time that blacklilliums did it (that was too long a mining cycle i think).
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
BartCraft
Profile Joined March 2015
Netherlands45 Posts
April 22 2015 23:26 GMT
#224
I think his reaction was not strange at all. He just says that nobody knows how the current lotv Economy system works in the game. We are here only theory crafting.
You cannot discuss the economy system without hard data from the game itself. And this needs to be done for both systems.

I like the TL Economy system. But I also like the lotv system. Before jumping to the conclusion, saying this ecosystem is the best we need hard data! After that it is best possible that the TL Economy system is better or that the lotv current system is better.


I think it is the right move from blizzard to keep the lotv system.
Now we can test both systems :D
Penev
Profile Joined October 2012
28536 Posts
Last Edited: 2015-04-22 23:30:26
April 22 2015 23:28 GMT
#225
On April 23 2015 08:18 ZeromuS wrote:
Show nested quote +
On April 23 2015 08:14 Penev wrote:
On April 23 2015 08:09 ZeromuS wrote:
I think I got too caught up in the destiny trap of emotional circle roundabouts.

also we've been bothering nathanias a lot and I think he's just tired of hearing about it XD And its fair for someone to be critical nothing wrong with that. I'm glad I had jakatak to help me out and once I went back to the core concerns of worker pairing and overall income I felt like it went a lot better.

Also we want to be in the middle of the LotV road and the HotS road.

In response to the overall higher income of DH we agree that looking at more info and replays it might be too high.

Thats okay, we admit this. I am looking into how to implement DH9 which should be closer to what we want

Fair enough. I asked in one of the other threads: I take it DH9 is 4+5 mins/ trip? (or 5+4?)


Can't do 4 and 5 so need to find some way to make 3 trips of 3 work but not in the time that blacklilliums did it (that was too long a mining cycle i think).

So in the time DH10 mines 5+5 DH9 should mine 3+3+3? Can you explain how you'd think to accomplish that?

Edit: nvm, just by faster mining right?
I Protoss winner, could it be?
ZeromuS
Profile Blog Joined October 2010
Canada13422 Posts
April 22 2015 23:40 GMT
#226
On April 23 2015 08:28 Penev wrote:
Show nested quote +
On April 23 2015 08:18 ZeromuS wrote:
On April 23 2015 08:14 Penev wrote:
On April 23 2015 08:09 ZeromuS wrote:
I think I got too caught up in the destiny trap of emotional circle roundabouts.

also we've been bothering nathanias a lot and I think he's just tired of hearing about it XD And its fair for someone to be critical nothing wrong with that. I'm glad I had jakatak to help me out and once I went back to the core concerns of worker pairing and overall income I felt like it went a lot better.

Also we want to be in the middle of the LotV road and the HotS road.

In response to the overall higher income of DH we agree that looking at more info and replays it might be too high.

Thats okay, we admit this. I am looking into how to implement DH9 which should be closer to what we want

Fair enough. I asked in one of the other threads: I take it DH9 is 4+5 mins/ trip? (or 5+4?)


Can't do 4 and 5 so need to find some way to make 3 trips of 3 work but not in the time that blacklilliums did it (that was too long a mining cycle i think).

So in the time DH10 mines 5+5 DH9 should mine 3+3+3? Can you explain how you'd think to accomplish that?

Edit: nvm, just by faster mining right?


Pretty much im testing it out now to look at it in more detail.

In response to the "test both models" I agree.

I think the best middle ground will be a part of both systems. Break up the worker pair and introduce reduced efficiencies in workers 9 onward.

Maybe a LotV blizzcon model of minerals - same minerals on all patches, fewer resources overall. This might be the best middle ground.

12 workers might still be too many but 8 or 10 or something would be good.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Penev
Profile Joined October 2012
28536 Posts
April 22 2015 23:49 GMT
#227
On April 23 2015 08:40 ZeromuS wrote:
Show nested quote +
On April 23 2015 08:28 Penev wrote:
On April 23 2015 08:18 ZeromuS wrote:
On April 23 2015 08:14 Penev wrote:
On April 23 2015 08:09 ZeromuS wrote:
I think I got too caught up in the destiny trap of emotional circle roundabouts.

also we've been bothering nathanias a lot and I think he's just tired of hearing about it XD And its fair for someone to be critical nothing wrong with that. I'm glad I had jakatak to help me out and once I went back to the core concerns of worker pairing and overall income I felt like it went a lot better.

Also we want to be in the middle of the LotV road and the HotS road.

In response to the overall higher income of DH we agree that looking at more info and replays it might be too high.

Thats okay, we admit this. I am looking into how to implement DH9 which should be closer to what we want

Fair enough. I asked in one of the other threads: I take it DH9 is 4+5 mins/ trip? (or 5+4?)


Can't do 4 and 5 so need to find some way to make 3 trips of 3 work but not in the time that blacklilliums did it (that was too long a mining cycle i think).

So in the time DH10 mines 5+5 DH9 should mine 3+3+3? Can you explain how you'd think to accomplish that?

Edit: nvm, just by faster mining right?


Pretty much im testing it out now to look at it in more detail.

In response to the "test both models" I agree.

I think the best middle ground will be a part of both systems. Break up the worker pair and introduce reduced efficiencies in workers 9 onward.

Maybe a LotV blizzcon model of minerals - same minerals on all patches, fewer resources overall. This might be the best middle ground.

12 workers might still be too many but 8 or 10 or something would be good.

Try 9 workers, the exact middle and you'll add yet another 9 (:
Great work btw, I'm really curious how it'll turn out
I Protoss winner, could it be?
Big J
Profile Joined March 2011
Austria16289 Posts
April 23 2015 00:01 GMT
#228
On April 23 2015 08:18 ZeromuS wrote:
Show nested quote +
On April 23 2015 08:14 Penev wrote:
On April 23 2015 08:09 ZeromuS wrote:
I think I got too caught up in the destiny trap of emotional circle roundabouts.

also we've been bothering nathanias a lot and I think he's just tired of hearing about it XD And its fair for someone to be critical nothing wrong with that. I'm glad I had jakatak to help me out and once I went back to the core concerns of worker pairing and overall income I felt like it went a lot better.

Also we want to be in the middle of the LotV road and the HotS road.

In response to the overall higher income of DH we agree that looking at more info and replays it might be too high.

Thats okay, we admit this. I am looking into how to implement DH9 which should be closer to what we want

Fair enough. I asked in one of the other threads: I take it DH9 is 4+5 mins/ trip? (or 5+4?)


Can't do 4 and 5 so need to find some way to make 3 trips of 3 work but not in the time that blacklilliums did it (that was too long a mining cycle i think).

Can't you just up the mining time? Like 10%slower mining time.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 23 2015 00:01 GMT
#229
On April 23 2015 07:10 Big J wrote:
Just to add to the discussion, I think that DH10 at the moment provides too much income already in the early game. I ran two tests with HotS vs DH10 with Zerg, featuring (very economic) hatch/pool/hatch builds and summed the minerals mined at each minute in the game for the first 7mins.
These are the results:
[image loading]


And in numbers
[image loading]


This test was run on the premise of similar build orders, which with the changed economy sytem is probably suboptimal in the DH10 model.
Since in HotS I was more or less spending all of my money, it goes without saying that in DH10 it became quickly apparent that I was building a bank. Enough money that I could have expanded a 4th and possibly even 5th time within the first 7mins to even further boost my economy through extra production and extra worker spreading.

This happens, because DH10 is modelled to behave similar to the HotS model in full saturation, but before that, the income is quite a bit higher. Rapid expansion - like a hatch first build, but just in general the acquisation of a fast 3rd, or even 4th and 5th base - allows you to spread your workers very thinly. Therefore, each of your bases rides on the more effective bottom of the saturation curve.
+ Show Spoiler +
[image loading]

Obviously, this is the intended expansion effect, but it needs to be noted that this effect starts to kick in within the first few minutes of a game. Trying to model the same fully-saturated 1base income might be too much of an economy boost, given that the common openings usually evolve around a very quick second if not even third base.

Hey thanks for doing this! As Zeromus said we're looking at reducing the number of minerals mined so that we don't blow up the game with people maxing too fast. While we don't want to say a particular number of minerals harvested per trip is desirable, we do need our test model to illustrate the concepts we've discussed actually hold in practice. That can't happen if the economy is significantly out of whack. As zero said, we think 9 might be a good place to do that but we'll do the tests and come back with a better verdict as soon as possible.
Administrator~ Spirit will set you free ~
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-04-23 00:05:13
April 23 2015 00:03 GMT
#230
--- Nuked ---
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-04-23 00:32:23
April 23 2015 00:03 GMT
#231
Plz try DH 8 with a bit reduced mining time, and 8 starting workers .You'll get less mining than on 16 workers than in DH/HotS/LotV model, and very interesting mining early game.

In DH10, you are using x2 mining with x2 mining time, so the curve is too similar to HotS economy . You need to modificate both variables to create some disparity to break the 16-worker strength.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 23 2015 00:09 GMT
#232
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 23 2015 00:17 GMT
#233
On April 23 2015 09:01 Big J wrote:
Show nested quote +
On April 23 2015 08:18 ZeromuS wrote:
On April 23 2015 08:14 Penev wrote:
On April 23 2015 08:09 ZeromuS wrote:
I think I got too caught up in the destiny trap of emotional circle roundabouts.

also we've been bothering nathanias a lot and I think he's just tired of hearing about it XD And its fair for someone to be critical nothing wrong with that. I'm glad I had jakatak to help me out and once I went back to the core concerns of worker pairing and overall income I felt like it went a lot better.

Also we want to be in the middle of the LotV road and the HotS road.

In response to the overall higher income of DH we agree that looking at more info and replays it might be too high.

Thats okay, we admit this. I am looking into how to implement DH9 which should be closer to what we want

Fair enough. I asked in one of the other threads: I take it DH9 is 4+5 mins/ trip? (or 5+4?)


Can't do 4 and 5 so need to find some way to make 3 trips of 3 work but not in the time that blacklilliums did it (that was too long a mining cycle i think).

Can't you just up the mining time? Like 10%slower mining time.

This?
Comprehensive strategic intention: DNE
FeyFey
Profile Joined September 2010
Germany10114 Posts
April 23 2015 00:24 GMT
#234
I realized the eco system is totally unimportant for me. Because whatever will be done to it, it won't bring back asymmetrical eco of the old Blizzard games. Which changed the dynamic of matchups so deeply.
So atleast i got something out of this discussion!

I really love to read your research though!
S1eth
Profile Joined November 2011
Austria221 Posts
Last Edited: 2015-04-23 00:29:30
April 23 2015 00:27 GMT
#235
Are you telling me that you cannot just set a worker to mine 9 minerals in X.X seconds in the editor?

I'm reading here that both mining time and mining amount can be adjusted. This sounds completely trivial.
JCoto
Profile Joined October 2014
Spain574 Posts
April 23 2015 00:33 GMT
#236
On April 23 2015 09:24 FeyFey wrote:
I realized the eco system is totally unimportant for me. Because whatever will be done to it, it won't bring back asymmetrical eco of the old Blizzard games. Which changed the dynamic of matchups so deeply.
So atleast i got something out of this discussion!

I really love to read your research though!


Well, the systems you are referring is BW Econ, and it's what they use in Starbow, with very good results.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 23 2015 00:36 GMT
#237
--- Nuked ---
archonOOid
Profile Blog Joined March 2011
1983 Posts
April 23 2015 00:41 GMT
#238
Isn't the different economic models a matter of personal taste as opposed to just a better model across all boards? Also wouldn't the discussion be better suited after a couple of years with the LotV economy? By that time there would be better data and multiple meta evolutions. If an economic tweak at that time were to happen it would rejuvenate the game as opposed no changes and possible stale meta. The sweet spot for the starcraft economy might fluctuate in relation to the state of the game rather than a fixed number figured out by economic modeling. I just dropped my 2 cents...
I'm Quotable (IQ)
Chernobyl
Profile Joined March 2011
Brazil143 Posts
April 23 2015 00:42 GMT
#239
Thank you for reading this Blizzard!

I play SC since 1998, and I have no plans to stop.
JCoto
Profile Joined October 2014
Spain574 Posts
April 23 2015 00:57 GMT
#240
On April 23 2015 09:41 archonOOid wrote:
Isn't the different economic models a matter of personal taste as opposed to just a better model across all boards? Also wouldn't the discussion be better suited after a couple of years with the LotV economy? By that time there would be better data and multiple meta evolutions. If an economic tweak at that time were to happen it would rejuvenate the game as opposed no changes and possible stale meta. The sweet spot for the starcraft economy might fluctuate in relation to the state of the game rather than a fixed number figured out by economic modeling. I just dropped my 2 cents...


Well, they REALLY MATTER.

In SC2 (HotS, LotV), there is no disadvantage for keeping 16 workers mining on each base, so you have a "standard" accepted base cap of 3 (of 66 workers) since having more is a waste of army supply, see Zerg vs Mech.
In LotV, the difference on mineral patches and volatility of expansions means that economy drops after a while, chaning the dynamic need of expansion to keep income up.

DH/BW Econ model gives more econ to the player that spreads their workers without relying on starvation. 4 base 32 (8x4) has around 1.5 the income (atleast) of a 2 base (16x2) 32 workers.
So strategically, means that having more active expansions over 3 is worthy, while at the same time, tends to lower the income when on lower number of bases (slower maxing out).
This completely changes the strategical component of the game. You can keep on par with you opponent in terms of econ, or try to take advantage of expanding very aggro with 1 base or 2 ahead of your opponent and send your wokers spread, without having the "starving" limiating factor. So it's another strategic key of the game.
Prev 1 10 11 12 13 14 17 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Hyuk 1033
GuemChi 277
actioN 243
Leta 241
Soma 214
Stork 206
Dewaltoss 97
EffOrt 63
Hm[arnc] 60
Killer 56
[ Show more ]
sorry 56
sSak 41
Aegong 26
Yoon 26
Sharp 24
yabsab 17
Barracks 9
JulyZerg 9
Noble 8
Rush 4
Dota 2
febbydoto82
Counter-Strike
shoxiejesuss573
Other Games
XaKoH 239
Pyrionflax180
OGKoka 122
Organizations
Other Games
gamesdonequick904
BasetradeTV52
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH333
• LUISG 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2139
Upcoming Events
IntoTheTV X SOOP
1h 15m
herO vs SHIN
Percival vs ByuN
RotterdaM Event
6h 30m
Replay Cast
14h 15m
GSL
1d 1h
Replay Cast
1d 14h
GSL
2 days
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Replay Cast
2 days
Afreeca Starleague
3 days
Shine vs Rush
WardiTV Weekly
3 days
[ Show More ]
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Light vs EffOrt
PiGosaur Cup
4 days
Kung Fu Cup
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
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
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.