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[D] How many workers is too many - Page 2

Forum Index > StarCraft 2 Strategy
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Fugue
Profile Blog Joined August 2010
Australia253 Posts
September 17 2010 07:29 GMT
#21
I had a think about this the other day because I found it maddening to hear "build more workers" as an honest to god rule to live by and I wanted to fidn the logic behind it. There must be a cut-off somewhere, right?

My thinking goes - you want to balance your production capacity against your income up until the point where either your income hampers maximum army size (200/200 with a strong worker skew) and your production capacity meets the needs of your maximum army size (surplus income spent on production facilities)

At that point, you can ask which of the following is a better "maximum army size":

- 4 bases/88 workers/112 food army which can be replaced as it is chewed up
- 3 bases/66 workers/134 food army with a short delay on replacing the lot
- 2 bases/44 workers/156 food army with a long delay if it's wiped

If you have plenty of banked resources, there's nothing stopping you from going 44/156 and simply having the production capacity and resources to replace that army if it gets wiped. It's just not going to be sustainable if your army is getting wiped all the time.

But I really don't have anywhere near enough experience to state what a good balance is. All this tells me is it's likely that 4/88/112 would be a pretty high ratio, used if you're sending wave after wave against the enemy, while 2/44/156 would be a lower gear suited for strong defense with harassment.


GrazerRinge
Profile Blog Joined May 2010
999 Posts
September 17 2010 07:38 GMT
#22
for one base, 30 worker is more than enough. And remember, you switch your worker to new expo too. So more than 80 ~ 90 is not necessary (until you are so good at multitasking that you spend your 90 support worth army wisely and rebuild them in second with crazy macro)

imo, checking the amount of worker during the game is not so bad idea. e.g. when you just made 2nd expo.
"Successful people don't talk much. They listen and take action."
eth3n
Profile Joined August 2010
718 Posts
September 17 2010 08:03 GMT
#23
I agree, endgame zerg has some mobility, best way to free up food space is to attack an expo or something, not turn workers into static D, as long as you have enough hatches to resupply an army...
Idra Potter: I don't use avada kedavra because i have self-respect.
GoDannY
Profile Joined August 2006
Germany442 Posts
Last Edited: 2010-09-17 08:20:47
September 17 2010 08:19 GMT
#24
simple answer, there is no "too many".

As Fugue noticed a 4 base is saturated at 88 workers, which is very unlikely to happen. On that stage in the game it is very common to get some harass or expos getting attacked - so - you will loose some workers anyway.

This game is about economy and you win the game when your enemy is out of ressources and does not have any buildings (or in most cases will get all his buildings destroyed so he surrenders). The more bases, the more workers and - most important - the more ressources the map provides belong to you - the bigger your advantage actually is.

If you look at - for instance - at the Zerg larva: they can replace an 80 supply army within seconds, two, three or even more times - if they have the ressources to do so. What do you think happens to a 140 food army when it has to face an 80 food army three times in a row?
Team LifeStyle - it's more than a game
andrewwiggin
Profile Joined September 2010
Australia435 Posts
September 17 2010 08:23 GMT
#25
Just a thought, but I use Insane AI builds as a rough guide to what to do when I don't know (or cbb working out) the exact perfect mechanics.

So for workers, in their builds, I think Insane AIs go for a maximum of 24-ish workers per base.

I could be wrong, would be happy to have someone double check that. But if its max 24 per base, then you can work out from there what your max would be from 2 bases (48) or 3 bases (72).
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