• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:58
CEST 12:58
KST 19:58
  • 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 HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)17Reynor: GSL Loss Wasn't About Preparation Format13[IPSL] Spring 2026 Grand Finals - This Weekend!5Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start) BGE Stara Zagora to be held again in June 2025
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
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
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Etiquete rules in Asl? Recommended FPV games (post-KeSPA) Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) BGH Auto Balance -> http://bghmmr.eu/ screpdb: new Starcraft reporting tool
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend! [Megathread] Daily Proleagues
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 Nintendo Switch Thread Path of Exile Beyond All Reason Stormgate/Frost Giant Megathread
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
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
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: 7427 users

[Idea] GEM: New LotV economy model - Page 9

Forum Index > Legacy of the Void
Post a Reply
Prev 1 7 8 9 10 11 28 Next All
ZenithM
Profile Joined February 2011
France15952 Posts
June 27 2015 13:12 GMT
#161
I've taken the liberty to publish a "GEM v0.1" extension mod on both NA and EU if you want to test with friends (or who knows, draw some graphs?!). I've followed the numbers in the OP, but it really was my first time opening the editor, so I couldn't really figure out how to change the mineral field models/tint and shit ;D. The implementation is based on the DH map.
It could be buggy as hell, I offer no guaranty. I played it against a bot and marine-medivaced him on 2 bases, the point where I started harvesting less from my first base could be felt very immediately.
Geiko
Profile Blog Joined June 2010
France2012 Posts
Last Edited: 2015-06-27 13:23:53
June 27 2015 13:18 GMT
#162
On June 27 2015 22:01 Millet wrote:
Show nested quote +
On June 27 2015 16:58 Geiko wrote:
I already gave credit as soon as I learned of the thread's existence bro. Although you gotta admit his 6 4 2 approach was not half as elegant or even practical as my approach.

I also don't get why people say I'm not taking this seriously. I wouldn't have answered 20+ times in this thread for my sole amusement. And even if so, GEM goes beyond the individual, you owe it to all those who have shown support for the idea to take it seriously, or you're just being bm.

Seriously though, a lot of shallow individuals replying to this thread.
"I don't like that the OP is naming this after him so the idea must be bad."
"I'm scared of being trolled so I'm not going to take the idea seriously"

Grow a pair people. Just look at the idea and decide if it is good. It's not about who posted it, and whether or not you like their tone. If my forum name was Liquid'TLO everyone would be "jumping on my dick" saying this is the greatest thing ever.

Some of you gots some growing up to do knowwhatI'msayinyo ?


The reason people aren't taking you seriously is because you expect us to accept this system as superior without any proof at all. You should take a page out of ZeromuS' book if you want people to take you seriously. His proposition was well written, well presented and above all had good proof. I still don't know if you are arrogant or just joking about you being best, neither of which is the best way to get your point across.

That being said, I respect the idea. I'm still waiting for proof of its superiority, though.


I disagree. As I've stated, Zeromus had an ill-advised approach to presenting his model. It resulted in three things:
-confusing 75% of the player base, including David Kim who completely misunderstood the idea and dismissed based on that.
-bandwagoning 20% of people who just saw fancy graphs and figures and didn't bother reading past that.
-the 5% of people remaining were genuinly interested but probably didn't need a 8-page essay to understand his points.

Simple ideas, simple presentation. That's how we're going to get through to Blizzard.

Take a look around my friend. People are backing GEM up, showing support. Don't be that guy to go against the current and against a great idea just because you don't like the way I write. I'm sorry if my english isn't up to par, it's not my mother tongue you know ?
GEM is the next big thing, hop on the train with us, direction Battle.net !
geiko.813 (EU)
Geiko
Profile Blog Joined June 2010
France2012 Posts
Last Edited: 2015-06-27 13:27:16
June 27 2015 13:20 GMT
#163
On June 27 2015 22:12 ZenithM wrote:
I've taken the liberty to publish a "GEM v0.1" extension mod on both NA and EU if you want to test with friends (or who knows, draw some graphs?!). I've followed the numbers in the OP, but it really was my first time opening the editor, so I couldn't really figure out how to change the mineral field models/tint and shit ;D. The implementation is based on the DH map.
It could be buggy as hell, I offer no guaranty. I played it against a bot and marine-medivaced him on 2 bases, the point where I started harvesting less from my first base could be felt very immediately.


OMG you awesome ZenithM <3 I'll give it a try right away !

Can you add the 12 worker start real quick as well ?
geiko.813 (EU)
Penev
Profile Joined October 2012
28535 Posts
Last Edited: 2015-06-27 14:13:03
June 27 2015 13:21 GMT
#164
@Barrin

Hmm, I posted simplest of the 3 community models thinking of DH, HMH and this GEM because they're the last 3 that have been discussed (especially DH). I thought that was clear but apparently not. It seems to me that you were somewhat affected by earlier discussions but if I offended you in anyway myself, I apologize.

I'm still not sure what you mean by:"And having the efficiency curve the same vs boosted at the start of the game does not seem "most different" too."

Both DH and HMH* have "boosted" income for the first 8 workers compared to the standard SC2 model. You initially responded with "most different" yourself which is, like "quite the opposite", in any case, an exaggeration. But again, I was (and am) talking about the last 3 community models that were published.

I did explain why I find this simpler (or Blizzard might) as opposed to DH and HMH. You said you find DH simpler than GEM without any explanation as well but how to really explain anyway? One can just describe the different models really, it's matter of perspective. I guess.

The skin part is not really a feature but it does make it easy to recognize what's going on as opposed to DH and HMH.

*edit: That's obviously not true, don't know why I posted that. DH and Starbow have.
I Protoss winner, could it be?
Cloak
Profile Joined October 2009
United States816 Posts
June 27 2015 13:47 GMT
#165
The quirks of the BW AI having diminishing return on workers on the same patch should translate over to LotV a little better. That LotV diminishing return is now the fact that some of the patches are less total, which has the additional effect of ramping up the base treadmill. It actually solves the 3 base cap by making 3 bases worth of production difficult to maintain if bases dry up so quickly. But it probably is not casual friendly. You just get so sloppy the more expos you go. Being mined out is always not a comfortable feeling. So I think we're seeing a lot of positive attributes for having DR on base saturation (more aggressive with armies or expansion) Why is DR important on base saturation? It layers the decision making. Should you go all out and mine the inbase resources? Do you hedge and only go to the soft cap? Do you go for the fresh patches and thin out your saturation, famously used by Zergs? Do you pump and dump an expo? Or do you just play normal and blindly 24. There's some elegant solution where players can get their BGHs and viewers don't have to worry about the NR 15. But honestly, the NR 15 is more about unit design IMO. None of these economies are really holding the game back and we're just tweaking at this point.
The more you know, the less you understand.
Geiko
Profile Blog Joined June 2010
France2012 Posts
June 27 2015 14:06 GMT
#166
On June 27 2015 22:47 Cloak wrote:
The quirks of the BW AI having diminishing return on workers on the same patch should translate over to LotV a little better. That LotV diminishing return is now the fact that some of the patches are less total, which has the additional effect of ramping up the base treadmill. It actually solves the 3 base cap by making 3 bases worth of production difficult to maintain if bases dry up so quickly. But it probably is not casual friendly. You just get so sloppy the more expos you go. Being mined out is always not a comfortable feeling. So I think we're seeing a lot of positive attributes for having DR on base saturation (more aggressive with armies or expansion) Why is DR important on base saturation? It layers the decision making. Should you go all out and mine the inbase resources? Do you hedge and only go to the soft cap? Do you go for the fresh patches and thin out your saturation, famously used by Zergs? Do you pump and dump an expo? Or do you just play normal and blindly 24. There's some elegant solution where players can get their BGHs and viewers don't have to worry about the NR 15. But honestly, the NR 15 is more about unit design IMO. None of these economies are really holding the game back and we're just tweaking at this point.


Yep, DR is what GEM is all about. Just not DR on same patch, but time-based DR.
geiko.813 (EU)
Gere
Profile Joined December 2010
Germany55 Posts
June 27 2015 14:09 GMT
#167

As you have noted, GEM slows down the economy in the late game because workers will be less efficient overall. This is a good thing. Maxing out slower means more room for strategic depth in the mid game, which is what everyone wants. It might or might not encourage people to make more workers, because both players are going to have less income. If there are more mid game engagements and it actually becomes hard to max out (this is what blizzard wants I think), then maybe making more workers on more bases will be the way to go.

This is probably too speculative to have a real argument about it, but I believe "maxing out slower" just means stalling the game. Everyone will wait for minutes before they engage again.


Upping the supply limit will have VERY important effects with regards to balance. Units don't behave the same way in a 200/200 battle than in a 300/300 battle. Zergs can up their supply count much faster than other races, how will this work out ? A lot of questions, but none of them directly linked to my economy suggestion.

Sure, I wouldn't mess around with the supply cap. If you cannot fix the supply per units, then changing the total supply isn't going to do any magic. So stick with adjusting unit supply. It's no point just scaling up all numbers.


Last point, Tweaking LotV numbers will not change the fact that optimal economy is attained with 24 mineral patches, leaving no incentive to expand beyond that point, which is not what the community wants.

You seem to miss an important point here. When you mine out, you are forced to expand. Where are your 24 patches now?
24 mineral patches isn't bad - it is linked to the tuned balance situation - don't change it. But 24 mineral patches for ages on your first 3 bases is bad.
Geiko
Profile Blog Joined June 2010
France2012 Posts
Last Edited: 2015-06-27 14:17:28
June 27 2015 14:16 GMT
#168
On June 27 2015 23:09 Gere wrote:
Show nested quote +

As you have noted, GEM slows down the economy in the late game because workers will be less efficient overall. This is a good thing. Maxing out slower means more room for strategic depth in the mid game, which is what everyone wants. It might or might not encourage people to make more workers, because both players are going to have less income. If there are more mid game engagements and it actually becomes hard to max out (this is what blizzard wants I think), then maybe making more workers on more bases will be the way to go.

This is probably too speculative to have a real argument about it, but I believe "maxing out slower" just means stalling the game. Everyone will wait for minutes before they engage again.

Show nested quote +

Upping the supply limit will have VERY important effects with regards to balance. Units don't behave the same way in a 200/200 battle than in a 300/300 battle. Zergs can up their supply count much faster than other races, how will this work out ? A lot of questions, but none of them directly linked to my economy suggestion.

Sure, I wouldn't mess around with the supply cap. If you cannot fix the supply per units, then changing the total supply isn't going to do any magic. So stick with adjusting unit supply. It's no point just scaling up all numbers.

Show nested quote +

Last point, Tweaking LotV numbers will not change the fact that optimal economy is attained with 24 mineral patches, leaving no incentive to expand beyond that point, which is not what the community wants.

You seem to miss an important point here. When you mine out, you are forced to expand. Where are your 24 patches now?
24 mineral patches isn't bad - it is linked to the tuned balance situation - don't change it. But 24 mineral patches for ages on your first 3 bases is bad.


That's where we disagree. 24 optimal mineral patches is bad because it can be attained relatively easily. In LotV current, just hold 4 bases, 2 full, 2 half-mined and you are set. No need to hold more bases, you're already optimal. Someone holding 5 bases simultaneously isn't rewarded. This is not the design you want. Tweaking the numbers means what ? Either you up the mineral count on the low patches, making it more and more like HotS, which is not what we want. Or you lower the amount of minerals on low patches, adding even more of a pressure to expand or die.

In its current form, the LotV model, although fairly user-friendly (you may notice that in my graph, The font for LotV is slightly bigger than the font for GEM), is not satisfactory with regards to encouraging expansions and not punishing lack of expansions.
geiko.813 (EU)
Gere
Profile Joined December 2010
Germany55 Posts
Last Edited: 2015-06-27 14:43:32
June 27 2015 14:43 GMT
#169

That's where we disagree. 24 optimal mineral patches is bad because it can be attained relatively easily. In LotV current, just hold 4 bases, 2 full, 2 half-mined and you are set. No need to hold more bases, you're already optimal. Someone holding 5 bases simultaneously isn't rewarded. This is not the design you want.[...]

It isn't about about attaining something easy. Starcraft shouldn't be economy focused like Settlers. That's why you have only two resource types. It's not supposed to make economy hard.

I can only repeat myself here. Your optimal LotV configuration isn't going to last long. You have 4 bases and you think you need no more? Let's think about what happens if your camps eventually mine out! Doesn't look so optimal now, right?

It would be foolish to mess with the economy by forging the game for more bases. All the balance would be screwed up and it would take more years to fix it, while not gaining anything - just scaling up all numbers by a factor.

The LotV economy isn't trying to force you into more bases. It's about location! Keep moving, be dynamic, expand. The reason to expand in LotV isn't that you want more bases. It's about your old bases mining out.

I'd rather have a game where the map territory changes due to relocation, where you need attacks at correct and good positions, where you army built-up isn't stalled by crippled economy. It seems more interesting than the good old turtling in the corner and winning in a single fight by a fixed schedule.
Geiko
Profile Blog Joined June 2010
France2012 Posts
June 27 2015 14:56 GMT
#170
On June 27 2015 23:43 Gere wrote:
Show nested quote +

That's where we disagree. 24 optimal mineral patches is bad because it can be attained relatively easily. In LotV current, just hold 4 bases, 2 full, 2 half-mined and you are set. No need to hold more bases, you're already optimal. Someone holding 5 bases simultaneously isn't rewarded. This is not the design you want.[...]

It isn't about about attaining something easy. Starcraft shouldn't be economy focused like Settlers. That's why you have only two resource types. It's not supposed to make economy hard.

I can only repeat myself here. Your optimal LotV configuration isn't going to last long. You have 4 bases and you think you need no more? Let's think about what happens if your camps eventually mine out! Doesn't look so optimal now, right?

It would be foolish to mess with the economy by forging the game for more bases. All the balance would be screwed up and it would take more years to fix it, while not gaining anything - just scaling up all numbers by a factor.

The LotV economy isn't trying to force you into more bases. It's about location! Keep moving, be dynamic, expand. The reason to expand in LotV isn't that you want more bases. It's about your old bases mining out.

I'd rather have a game where the map territory changes due to relocation, where you need attacks at correct and good positions, where you army built-up isn't stalled by crippled economy. It seems more interesting than the good old turtling in the corner and winning in a single fight by a fixed schedule.


If you think that LotV should be about rushing to 4 bases and maintaining 4 bases throughout the game, then indeed, the current system is exactly fit for you !

Some of us believe, expanding should be rewarded, and that if not having 4 base means 33% less income, then that is not a good game design.

In LotV currently, If you are on 3 bases, taking a 4 th nets you 50% more income. This is huge ! What does it mean ? It means if your opponent is taking a 4th, you NEED to take one yourself very very fast or you'll be far behind in economy. Either that or you need to all-in right now and win the game.
This is the expand or die philosophy that most of us don't like.

In GEM, taking a 4th nets you about 20% more income. It's good, but it's not game ending right there and now. You can choose to tech up against this and gain tech advantage, or harass because he is more spread out and expand yourself a bit later. It opens up strategies.

When both are on 4 bases, expanding with a 5th is still a tactical option, it will net you once again 15-20% higher income. And so on. This is good for strategic depth.
geiko.813 (EU)
Gere
Profile Joined December 2010
Germany55 Posts
June 27 2015 16:20 GMT
#171

In LotV currently, If you are on 3 bases, taking a 4 th nets you 50% more income. This is huge ! What does it mean ? It means if your opponent is taking a 4th, you NEED to take one yourself very very fast or you'll be far behind in economy. Either that or you need to all-in right now and win the game.
This is the expand or die philosophy that most of us don't like.

In GEM, taking a 4th nets you about 20% more income. It's good, but it's not game ending right there and now. You can choose to tech up against this and gain tech advantage, or harass because he is more spread out and expand yourself a bit later. It opens up strategies.

When both are on 4 bases, expanding with a 5th is still a tactical option, it will net you once again 15-20% higher income. And so on. This is good for strategic depth.

If you need a nice soothing experience where you can camp on one spot, then maybe an RTS game isn't for you. Because RTS are exactly about being fast and getting to max bases while keeping the balance with the army. It's the whole point that you cannot both turtle and also not attack. "Tech up [to a carrier fleet] and expand a bit later isn't really a top-notch strategy on a higher level".

As this is the second time you completely ignore my argument about location, I don't see a point continuing this -> It's about where the bases are and not how many. Changing the number of bases will screw up the whole balance tuning for years.

Have a nice day.
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
June 27 2015 16:53 GMT
#172
This thread is only stealing the attention from BlackLilium's model, which is truly awesome and promotes spreading your economy. The OP's trolling is not helping at all.
What qxc said.
Geiko
Profile Blog Joined June 2010
France2012 Posts
June 27 2015 16:56 GMT
#173
Good day to you too dear Gere ! PM me if you want to pursue the conversation

Rockslave, thanks for your interest in GEM. Do you have particular reasons why you would think HMH is better than GEM ?
Trolling accusation are always hurtful, are you guys all doing this on purpose to make me feel bad or what ?
geiko.813 (EU)
starimk
Profile Joined December 2011
106 Posts
June 27 2015 16:58 GMT
#174
On June 27 2015 20:06 Barrin wrote:
Show nested quote +
On June 27 2015 14:35 starimk wrote:
On June 27 2015 08:05 Barrin wrote:
On June 27 2015 05:44 Geiko wrote:
On June 27 2015 05:29 Barrin wrote:
Maybe edit the minerals to make them extra shiny? So brilliant!

On June 27 2015 02:19 LaLuSh wrote:
It's not a stupid idea. However I doubt Blizzard would see this as a "simple" solution.

Personally I'm just against mediocre compromises for the sake of compromising.

Really though, I agree with these things.

Unlike OP claims, this would probably not pass Blizzard's QC department. Like OP admits, it is inferior.

I really thought this was just a joke at first. I'm actually still not sure.


You say these hurtful things but so far, no one has raised any real issues with GEM. The only sensible argument I've heard is that it's complicated to maynard workers every 2 minutes.

If this is such a "troll" thread it shouldn't be that hard to point out the flaws ??

An apology would go a long way to making feel a bit better about all this to be honest.

I'll apologize for hurting you after you seriously say that you're being serious (and are actually hurt o.O). Also take out the "troll", because I never said that, but you quoting it as if I did actually makes me think that you might be.

---

My two issues/points are right here:

1) Unlike OP claims, this would probably not pass Blizzard's QC department.

2) Like OP admits, it is inferior.


Basically, the only benefit of this model that you put forth -- being more likely to be accepted by blizzard -- doesn't actually exist. It is simply not simple enough; Blizzard understands and indeed likes to keep things simple (I'm sure it has a lot to do with spectators in this case). Perhaps more importantly is that this model does not "keep the resourcing rates similar to that of HotS" (their words). I cannot speak for them, but I'm positive that this model is not what they're looking for.


I don't get why this model wouldn't be considered simple enough. Warcraft III used a similar system in terms of gold mining; would Warcraft III be considered too complex for these young minds?

The WC3 upkeep mechanic is much simpler..


I'm not talking about upkeep, I'm talking about decaying gold mining rate when a mine would approach depletion. Heck, even SC1 has a similar model with gas depletion, except instead of running completely dry it just stays at the lower gas rate.
Geiko
Profile Blog Joined June 2010
France2012 Posts
Last Edited: 2015-06-27 21:37:48
June 27 2015 21:37 GMT
#175
Alright guys, ZenithM did an amazing job to put together a playable mod.

Two screen shots of a low base and a base about to become low.:



[image loading]

[image loading]



Still a couple of bugs (worker count over base is bugged) but it's very playable.

Try it out people, and see the revolution that is to come for yourselves (I'm talking to you, haters, in particular !)
geiko.813 (EU)
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
Last Edited: 2015-06-27 21:51:07
June 27 2015 21:48 GMT
#176
I don't understand. People are taking this seriously? From the getgo I thought it was obvious that Geiko is just trolling. Lilium's new econ model is far superior to this.

This model suffers from even more exacerbated problems than LOTV. The problem with both lies in the inability to sustain income. You are required to invest in expansions at a rate which far exceeds your ability, what with your mineral income off of currently mining bases constantly being reduced.

This model reduces player income far too much. Especially in the later stages of the game, when players want their spread out bases to yield MAXIMUM economy. This model also fails to accomplish rewarding the same amount of workers spread out on more bases to achieve a stronger sustained income.

This model actually requires you to maynard your workers to fresh bases at a rate even higher than in LOTV, making it even more annoying. That shouldn't be what expanding multiple times is about. It reduces strategic choice. No longer do I have a choice of which bases I will choose to secure for my lategame plan; I am required to expand at a absurd rate or risk my income dropping to ridiculously low levels.

It fails to accomplish either objective.

And I'm pretty sure Geiko knows this...but hey he has shown excellent promotion of a subpar idea, and gotten everyone to bandwagon on it...

Must be his point .
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Geiko
Profile Blog Joined June 2010
France2012 Posts
Last Edited: 2015-06-27 22:16:01
June 27 2015 22:04 GMT
#177
On June 28 2015 06:48 Qwyn wrote:
I don't understand. People are taking this seriously? From the getgo I thought it was obvious that Geiko is just trolling. Lilium's new econ model is far superior to this.

This model suffers from even more exacerbated problems than LOTV. The problem with both lies in the inability to sustain income. You are required to invest in expansions at a rate which far exceeds your ability, what with your mineral income off of currently mining bases constantly being reduced.

This model reduces player income far too much. Especially in the later stages of the game, when players want their spread out bases to yield MAXIMUM economy. This model also fails to accomplish rewarding the same amount of workers spread out on more bases to achieve a stronger sustained income.

This model actually requires you to maynard your workers to fresh bases at a rate even higher than in LOTV, making it even more annoying. That shouldn't be what expanding multiple times is about. It reduces strategic choice. No longer do I have a choice of which bases I will choose to secure for my lategame plan; I am required to expand at a absurd rate or risk my income dropping to ridiculously low levels.

It fails to accomplish either objective.

And I'm pretty sure Geiko knows this...but hey he has shown excellent promotion of a subpar idea, and gotten everyone to bandwagon on it...

Must be his point .


Qwyn, you seem like a smart enough guy, you should probably understand this.

You're confusing "need to expand" with "lower income".

Yes, GEM is a model which reduces income overall in the late game. This is by design. Currently, a lot of people are finding that we are maxing too fast and all together skipping the mid-game. A slower late game income will give more importance to the mid game which is currently being skipped.

So where does the need to expand come from ? in LotV right now you need to expand like crazy. Why is that ? Is it because income is lowered ? No it's not, both players have lowered income. It's not important that you have less income if your opponent has less income as well. So where does that need to expand come from. It comes from the difference in income between the player that expands, and the player that stays on low bases. in LotV current, taking a 3rd base or 4th base gives you 50% boost in income per base. This is huge and this is why players are compelled to expand, or fall behind dramatically. Expand or Die. And then taking a 5th brings no benefits... This is not good design.

In GEM, taking a fourth gives you 20% boost in income. You're NOT FORCED to do it, you can trade off 20% income boost for some other tactical choice. Then taking a 5th gives you 15% boost. Etc. Expanding gives you benefits, but no one is forced to do it. This is why my model is superior.

This is all with a lowered economy in the late game (not synonymous to forced expansions).

I hope that cleared things up for you Thanks for your interest, go play the mod and give some feedback !
geiko.813 (EU)
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
June 27 2015 22:05 GMT
#178
Wow, thank you for the brilliant LotV economy idea. Such elegance and such simplicity. You are truly the hero this community needed.

This idea is certainly fresh.
maru G5L pls
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
June 27 2015 22:14 GMT
#179
On June 28 2015 06:48 Qwyn wrote:
This model also fails to accomplish rewarding the same amount of workers spread out on more bases to achieve a stronger sustained income.


How... so? Every worker past 8 is mining at severely reduced efficiency. Obviously it's much better to have a split of 8/8/8 than 24 or even 16/8. And 8/8/8 isn't going to mine out any of the bases as quickly, making it more sustained.

This model actually requires you to maynard your workers to fresh bases at a rate even higher than in LOTV, making it even more annoying.


God forbid there be plenty of actual legitimate macro in this game, as opposed to those shitty Chronoboost MULE Inject wannabes...?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Penev
Profile Joined October 2012
28535 Posts
Last Edited: 2015-06-28 00:13:08
June 28 2015 00:12 GMT
#180
On June 28 2015 06:48 Qwyn wrote:
I don't understand. People are taking this seriously? From the getgo I thought it was obvious that Geiko is just trolling. Lilium's new econ model is far superior to this.

This model suffers from even more exacerbated problems than LOTV. The problem with both lies in the inability to sustain income. You are required to invest in expansions at a rate which far exceeds your ability, what with your mineral income off of currently mining bases constantly being reduced.

This model reduces player income far too much. Especially in the later stages of the game, when players want their spread out bases to yield MAXIMUM economy. This model also fails to accomplish rewarding the same amount of workers spread out on more bases to achieve a stronger sustained income.

This model actually requires you to maynard your workers to fresh bases at a rate even higher than in LOTV, making it even more annoying. That shouldn't be what expanding multiple times is about. It reduces strategic choice. No longer do I have a choice of which bases I will choose to secure for my lategame plan; I am required to expand at a absurd rate or risk my income dropping to ridiculously low levels.

It fails to accomplish either objective.

And I'm pretty sure Geiko knows this...but hey he has shown excellent promotion of a subpar idea, and gotten everyone to bandwagon on it...

Must be his point .

Lilium actualy did post in this thread (so did LaLush). I suggest you look them up. Besides Geiko's superiority complex jokes there is no trolling here.
I Protoss winner, could it be?
Prev 1 7 8 9 10 11 28 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
Crank Gathers S4: Group Stage
CranKy Ducklings81
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 142
Ryung 108
BRAT_OK 56
StarCraft: Brood War
Calm 3348
Rain 2978
Sea 1891
Shuttle 699
Jaedong 647
Hyuk 534
BeSt 344
Mini 322
EffOrt 185
Hyun 161
[ Show more ]
Soulkey 158
Soma 143
Light 140
Larva 128
Zeus 124
ggaemo 107
Snow 103
ZerO 72
hero 51
Free 49
sorry 45
JYJ 43
Rush 40
scan(afreeca) 37
soO 35
Bale 32
Sharp 28
Movie 25
Barracks 19
Terrorterran 17
Hm[arnc] 17
Yoon 16
Sexy 16
zelot 16
JulyZerg 14
Sacsri 14
IntoTheRainbow 11
ajuk12(nOOB) 7
Purpose 7
Dota 2
Gorgc1399
Fuzer 124
League of Legends
Doublelift762
JimRising 365
Other Games
gofns9358
singsing1362
crisheroes304
Lowko225
XaKoH 186
B2W.Neo80
amsayoshi77
Happy75
ZerO(Twitch)14
Trikslyr11
Organizations
Other Games
gamesdonequick2243
BasetradeTV160
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH315
• StrangeGG 85
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• escodisco1923
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos991
• Stunt434
Upcoming Events
CrankTV Team League
2m
WardiTV Qualifier
1h 2m
Epic.LAN
2h 2m
Big Brain Bouts
5h 2m
SHIN vs Elazer
Percival vs Nicoract
Reynor vs Lambo
Replay Cast
13h 2m
RSL Revival
22h 2m
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
23h 2m
Epic.LAN
1d 2h
IPSL
1d 5h
Dragon vs Hawk
RSL Revival
1d 22h
Classic vs Trap
herO vs SHIN
[ Show More ]
Sparkling Tuna Cup
1d 23h
OSC
2 days
IPSL
2 days
Bonyth vs Ret
WardiTV Weekly
3 days
Monday Night Weeklies
3 days
PiGosaur Cup
4 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-07-13
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Escore Tournament S3: W3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
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

Upcoming

ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
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
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.