• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:43
CET 13:43
KST 21:43
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Weekly Cups (Nov 3-9): Clem Conquers in Canada2SC: Evo Complete - Ranked Ladder OPEN ALPHA7StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 3-9): Clem Conquers in Canada Mech is the composition that needs teleportation t Craziest Micro Moments Of All Time? RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
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
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1883 users

[D] extra Orbital Command without expanding

Forum Index > StarCraft 2 Strategy
Post a Reply
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 28 2010 01:16 GMT
#1
Between the ability of terrans to lift and relocate buildings, and the new MULE, the question arises, "Just how bad is it if you build a CC in your base, and then find out you can't move it to an expansion? How inferior is upgrading it to an OC and using it for MULEs to actually taking an expansion?"

This is a thread for discussion about the economics of building extra orbital commands without taking new expansions.

I'll start with some simple analysis.

For simplicity's sake, I assume that SCVs mine 15 minerals every 17 seconds, that 100 minerals of mining time are lost to build a CC, that you can treat gaining 10 supply which isn't needed for the project as saving ~150 minerals, and MULEs mine 90 minerals every 30 seconds.

Timeline of an expansion without OC upgrade or SCV transfer:
0 sec (-400) start building CC
100 sec (-550) CC done, SCV mining time lost (-100), start making first SCV (-50)
117 sec (-600) first SCV done, start making second (-50)
134 sec (-635) second SCV done, 1 SCV mined 15 minerals (+15), start making third (-50)
151 sec (-655) 2 SCVs mining (+30), 3rd starts, build 4th (-50)
168 sec (-660) 3 SCVs mining (+45), 4th starts, build 5th (-50)
185 sec (-650) 4 SCVs mining (+60), 5th starts, build 6th (-50)
202 sec (-625) 5 SCVs mining (+75), 6th starts, build 7th (-50)
219 sec (-585) 6 SCVs mining (+90), 7th starts, build 8th (-50)
236 sec (-630) 7 SCVs mining (+105), build 9th (-50), 8th starts supply depot (-100)
253 sec (-575) 7 SCVs mining (+105), 9th starts, build 10th (-50) (8th busy building)
270 sec (-505) 8 SCVs mining (+120), 8th and 10th start, build 11th (-50)
287 sec (-405) 10 SCVs mining (+150), 11th starts, build 12th (-50)
304 sec (-290) 11 SCVs mining (+165), 12th starts, build 13th (-50)
321 sec (-160) 12 SCVs mining (+180), 13th starts, build 14th (-50)
338 sec (-5) 13 SCVs mining (+205), 14th starts, build 15th (-50)

So breakeven takes around 338 seconds, or about 5 1/2 minutes.

Timeline of an OC not at an expansion:
0 sec (-400) start building CC
100 sec (-500) CC done, SCV mining time lost (-100), 10 supply gained (+150), start OC upgrade (-150)
135 sec (-500) OC done, calldown 1st MULE
225 sec (-230) 1 MULE gathering (+270), calldown 2nd MULE
315 sec (+40) 1 MULE gathering (+270), calldown 3rd MULE

So breakeven takes around 5 minutes, and the income bonus is perhaps 1/3rd that of the expansion when it hits breakeven. Not amazing, but nothing to sneeze at.

Perhaps more interesting is the case of building a third OC in-base when you've already expanded once, and using it to help pump SCVs, as well as MULE, particularly in a situation when there's a high yield expansion you may be able to take soon.

I know my analysis is oversimplified and full of holes and inaccuracies (I'm not clear on how fast OCs regain energy, so I don't know how often they can MULE) and missing important considerations (refineries), so I'd appreciate corrections and further analysis.
I serve my houseguests slices of butter.
Viruuus
Profile Joined February 2010
Germany451 Posts
March 28 2010 01:25 GMT
#2
the main problem is, that you dont "gain" more minerals by building more OCs, you just mine out your main faster. That can of course be good in alot of situations, but in general you will be better of taking a new expo. The more expansions you get during a game, the faster you will mine them out aswell, since you will have more and more OCs anyways. So adding even further Ocs in your base is only viable if you want to move it to an expansion sooner or later...
Lee Jae Dong fighting!!!
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
March 28 2010 01:27 GMT
#3
On March 28 2010 10:25 Viruuus wrote:
the main problem is, that you dont "gain" more minerals by building more OCs, you just mine out your main faster. That can of course be good in alot of situations, but in general you will be better of taking a new expo. The more expansions you get during a game, the faster you will mine them out aswell, since you will have more and more OCs anyways. So adding even further Ocs in your base is only viable if you want to move it to an expansion sooner or later...


Beat me to it. Draining your main really fast is probably a bad thing, since having so much extra minerals is likely to make you spend it on things that won't really be too helpful. One fully saturated base is more than enough to keep a steady flow of units/research coming
forelmashi
Profile Blog Joined August 2007
421 Posts
March 28 2010 01:28 GMT
#4
SCV mining time lost (-100) is only true if unsaturated (which it probably isn't since you're considering a command center..)
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 28 2010 01:31 GMT
#5
On March 28 2010 10:25 Viruuus wrote:
the main problem is, that you dont "gain" more minerals by building more OCs, you just mine out your main faster.

This is a bit like saying, "You don't 'gain' more minerals by building more SCVs..." It's true on the face of it, but mining out the resources you have faster is clearly good. Lots of games end before anyone mines out anything.
I serve my houseguests slices of butter.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
March 28 2010 01:33 GMT
#6
On March 28 2010 10:27 Kantutan wrote:
Show nested quote +
On March 28 2010 10:25 Viruuus wrote:
the main problem is, that you dont "gain" more minerals by building more OCs, you just mine out your main faster. That can of course be good in alot of situations, but in general you will be better of taking a new expo. The more expansions you get during a game, the faster you will mine them out aswell, since you will have more and more OCs anyways. So adding even further Ocs in your base is only viable if you want to move it to an expansion sooner or later...


Beat me to it. Draining your main really fast is probably a bad thing, since having so much extra minerals is likely to make you spend it on things that won't really be too helpful. One fully saturated base is more than enough to keep a steady flow of units/research coming

using the same logic, expanding instantly gives you 10k+ minerals but it doesn't does it? you can't spend minerals you don't mine so i don't see how not "gaining" minerals is relevant.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Viruuus
Profile Joined February 2010
Germany451 Posts
March 28 2010 01:34 GMT
#7
i know what im saying
your argument doesnt hold however, since if the game ends before your main gets mined out, then you shouldnt have spent your minerals on another command center, but on units

Lee Jae Dong fighting!!!
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2010-03-28 01:49:55
March 28 2010 01:42 GMT
#8
On March 28 2010 10:34 Viruuus wrote:
i know what im saying
your argument doesnt hold however, since if the game ends before your main gets mined out, then you shouldnt have spent your minerals on another command center, but on units


i don't really agree that CCing just for the extra MULE is good but you're assuming the player is never going to expand ever and just let his main mine out which doesn't make a whole lot of sense. also, how quickly your main mines out is not a negative factor, mining out your mineral line faster is something i think most people would prefer because you're getting more money to spend within the same period of time.

that's like saying you should never expand to gold minerals because it mines out faster.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
JTPROG
Profile Blog Joined March 2010
United States254 Posts
March 28 2010 02:13 GMT
#9
I already made a topic on this, refer to my thread "[D] Spamming orbital Commands"
inflowgaming.net
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 28 2010 02:50 GMT
#10
On March 28 2010 11:13 JTPROG wrote:
I already made a topic on this, refer to my thread "[D] Spamming orbital Commands"

Thanks for pointing that out.

I think this one has got a different emphasis. This thread is more about detailed analysis of the economics of non-expansion OCs, i.e. how much you lose when you build a CC, can't set it down in an expansion, and convert it to an OC for MULEs. Although that one has some posts relevant to this thread, it is more about using up excess minerals to get scan.
I serve my houseguests slices of butter.
Tor
Profile Joined March 2008
Canada231 Posts
Last Edited: 2010-03-28 03:52:55
March 28 2010 03:51 GMT
#11
I'll go ahead and say it. Investing 550 minerals so that in 5 minutes you will breakeven is not a good idea.
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 28 2010 03:56 GMT
#12
On March 28 2010 12:51 Tor wrote:
I'll go ahead and say it. Investing 550 minerals so that in 5 minutes you will breakeven is not a good idea.

So... never expand?

(By the way, the times I'm talking about are official time, i.e. Normal speed. The actual play standard is Faster, which is 1.4 times faster, so in actual games things only take about 3/4rs as long.)
I serve my houseguests slices of butter.
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 28 2010 04:55 GMT
#13
Playing with the analysis...

No supply depot, trying for faster breakeven:
0 sec (-400) start building CC
100 sec (-550) CC done, SCV mining time lost (-100), start making first SCV (-50)
117 sec (-600) first SCV done, start making second (-50)
134 sec (-635) second SCV done, 1 SCV mined 15 minerals (+15), start making third (-50)
151 sec (-655) 2 SCVs mining (+30), 3rd starts, build 4th (-50)
168 sec (-660) 3 SCVs mining (+45), 4th starts, build 5th (-50)
185 sec (-650) 4 SCVs mining (+60), 5th starts, build 6th (-50)
202 sec (-625) 5 SCVs mining (+75), 6th starts, build 7th (-50)
219 sec (-585) 6 SCVs mining (+90), 7th starts, build 8th (-50)
236 sec (-530) 7 SCVs mining (+105), 8th starts, build 9th (-50)
253 sec (-410) 8 SCVs mining (+120), 9th starts, build 10th (-50)
270 sec (-290) 9 SCVs mining (+120), 10th starts
287 sec (-170) 10 SCVs mining (+120)
304 sec (-50) 10 SCVs mining (+120)
321 sec (+70) 10 SCVs mining (+120)

You break even a little faster, but obviously not a very good idea.

Pumping from 2 CCs, first CC saturated:
0 sec (-580) start building CC, start making 1st SCV (-50), supply depot made at some point (-100, by excess SCV, so no lost mining time)
17 sec (-630) start making 2nd SCV (-50)
34 sec (-680) start making 3rd SCV (-50)
51 sec (-730) start making 4th SCV (-50)
68 sec (-780) start making 5th SCV (-50)
85 sec (-830) start making 6th SCV (-50)
102 sec (-930) CC done (no lost mining time), 6 SCVs start mining, start making 7th 8th SCVs (-100)
119 sec (-920) 6 SCVs mine (+90), 2 start, start making 2 (-100)
136 sec (-900) 8 SCVs mine (+120), 2 start, start making 2 (-100)
153 sec (-850) 10 SCVs mine (+150), 2 start, start making 2 (-100)
170 sec (-770) 12 SCVs mine (+180), 2 start, start making 2 (-100)
187 sec (-660) 14 SCVs mine (+210), 2 start, start making 2 (-100)
204 sec (-440) 16 SCVs mine (+240), 2 start
221 sec (-170) 18 SCVs mine (+270)
238 sec (+100) 18 SCVs mine (+270)

Fast expansions seem to take about a minute and a half longer to pay off than late ones. In the long term, if you have the minerals, it would make sense to build an extra supply depot while you've got surplus labor, to avoid taking an SCV off the line when you're not oversaturated.
I serve my houseguests slices of butter.
Vexki
Profile Joined February 2010
Australia36 Posts
March 28 2010 05:58 GMT
#14
Building an OC in your base to provide extra mules is a long term plan since it won't pay off for 5 minutes and if you invest in it too early you'll just get rolled over by a superior army. Yet mules are worth nothing over long games as the map gets mined out so over a long game you shouldn't expect much use either.

Also, maynarding.
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 28 2010 06:33 GMT
#15
On March 28 2010 14:58 Vexki wrote:
Building an OC in your base to provide extra mules is a long term plan since it won't pay off for 5 minutes and if you invest in it too early you'll just get rolled over by a superior army. Yet mules are worth nothing over long games as the map gets mined out so over a long game you shouldn't expect much use either.

Also, maynarding.

The point of the thread isn't to figure out whether it's great, but exactly how much worse than building an expansion it actually is.

Obviously, making MULEs is not the only thing you want to be doing with an OC. You want to be making SCVs, and making the minerals and gas at a new expansion available.

However, to make intelligent choices about risk-taking, you need to understand the consequences of failure.

Rather than just losing 400 minerals by building a CC you can't land in an expansion as you did in SC1, in SC2, by upgrading it to an OC and using it for MULEs, you get your investment back after a few more minutes, not vastly longer than it would take you to recover your investment on a full-blown expansion, and then you start to make a moderate profit. And you can still use the OC to build SCVs (to recover from harassment, for example) and grab an expansion later on, if you need to. The MULE-calling capability of a OC alone is about 15% of the mineral-extracting value of a fully-developed expansion, for about 40% of the mineral cost and sometimes as little as 25% of the time.

That's not terrible. It justifies more speculative CC building, without being sure you can secure an expansion right away. You can plan a fork into your build order.
I serve my houseguests slices of butter.
Please log in or register to reply.
Live Events Refresh
WardiTV Korean Royale
12:00
Group Stage 1 - Group B
WardiTV682
TKL 279
Rex110
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 279
RotterdaM 234
Lowko207
SortOf 125
Rex 110
StarCraft: Brood War
Calm 6256
Hyuk 2587
Soma 508
Stork 414
ZerO 343
Pusan 227
Rush 130
Barracks 126
hero 118
Killer 95
[ Show more ]
sSak 84
Sharp 73
Sea.KH 49
ToSsGirL 42
Noble 42
Aegong 40
Backho 39
zelot 37
Free 33
Icarus 26
Movie 21
Shine 18
Sexy 16
Terrorterran 14
sas.Sziky 1
Dota 2
Dendi583
XaKoH 452
XcaliburYe189
BananaSlamJamma2
Counter-Strike
olofmeister1886
byalli545
edward19
Other Games
B2W.Neo1129
crisheroes289
DeMusliM287
Pyrionflax216
Sick211
ZerO(Twitch)4
Organizations
StarCraft: Brood War
lovetv 13
StarCraft 2
IntoTheiNu 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Adnapsc2 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota241
Upcoming Events
OSC
3h 17m
Replay Cast
10h 17m
Replay Cast
20h 17m
Kung Fu Cup
23h 17m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
1d 10h
The PondCast
1d 21h
RSL Revival
1d 21h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 23h
WardiTV Korean Royale
1d 23h
PiGosaur Monday
2 days
[ Show More ]
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
BSL 21
4 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
5 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Wardi Open
5 days
Monday Night Weeklies
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
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
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
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.