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[G] Unit production calculator - Page 3

Forum Index > StarCraft 2 Strategy
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Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-09-30 12:28:24
September 29 2010 22:54 GMT
#41
On September 28 2010 22:02 Morfildur wrote:
Because you have to build Pylons to produce the Zealots. Every 4 Zealots you need 1 Pylon for 100 Minerals, that means your Zealots actually cost 125 Minerals (25% more).

3.57 Min/Sec * 1.25 (25% cost for pylons) = 4.46 Min/Sec

So very true.

There are even more hidden costs to the production of a Zealot, but they are very minute in comparison. For example, the time it takes for a Probe to move to the intended location of the Pylon and the short delay while it initiates the building are time it isn't spending mining. For a Protoss, the cost is usually very small.

For Terrans, however, there is a very significant hidden cost to each structure, since the SCV spends quite a while building it. A supply depot takes 30 seconds to build, that's the equivalent of 4 roundtrips of a mining SCV, or 4 * 5 = 20 minerals lost. Add another 8 seconds or so for the trip to the supply depot and back, well, you get the idea.

The true cost of a supply depot is in the neighborhood of 130 minerals, about 30 more than the displayed cost. Spread over 8 marines, it's an average of 4 more minerals per marine = 8%. I'll add a checkbox to include that cost, since it really does stack up.

The math for Zerg is much harder and depends on a lot of factors.

UPDATE:
- Added a section at the bottom which shows you how often a unit is produced (like "1 Probe per 17 seconds")

BTW, if anyone has suggestions for calculators I can build, let me know (PM or in this thread). I'm wanting to build a lot more of them for all aspects of SC2.
Thank you Carl, you saved me from having to kill them all myself.
Fugue
Profile Blog Joined August 2010
Australia253 Posts
September 30 2010 00:55 GMT
#42
This is real nifty, I love it. One thing, though - I find it much easier to see say, 94% usage of minerals and say "Ok, I have 6% surplus" in my head than I do to see 20.99 minerals consumed and 22.4 minerals mined and say "Ok, I have 1.41 minerals per second surplus".

And while I can see the use of a percentage figure, seeing the surplus displayed as minerals per second gives me a better concept of what I can potentially do with the surplus.
john0507
Profile Joined August 2010
164 Posts
September 30 2010 01:32 GMT
#43
Lol , without this tool , I'd never know that I can't support building 1 Marauder , 1 Siege Tank , 2 Medivacs at the same time haha , I always thought it was just the right amount of gas.

Anyways , real nifty tool to have , and thank you a lot for it.
Gonzodamus
Profile Joined September 2010
United States273 Posts
September 30 2010 02:45 GMT
#44
Ooh, this is handy!

I like planning out build orders on my netbook, but always had trouble mathing it out :p
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
September 30 2010 07:13 GMT
#45
--- Nuked ---
voss
Profile Blog Joined September 2010
Australia146 Posts
September 30 2010 07:46 GMT
#46
Really great little tester. It looks like it's possible to support 100% roaches, just.

On a side (not bitter at all) note, mining without mules - 13.6 min /sec. Mining with mules - 16.5 min /sec. = 21.3% more mins for terran!

Not to worry, this merely means there's more of terran to obliterate with fruit!
Haploid
Profile Joined August 2010
Netherlands89 Posts
September 30 2010 08:20 GMT
#47
On September 30 2010 09:55 Fugue wrote:
And while I can see the use of a percentage figure, seeing the surplus displayed as minerals per second gives me a better concept of what I can potentially do with the surplus.

Gotcha, I'll add that right now.

On September 30 2010 16:46 voss wrote:
Not to worry, this merely means there's more of terran to obliterate with fruit!

Lol, this is probably the only forum where you can get away with that reference.

Actually, Protoss and Zerg build peons faster at no added cost, whereas Terrans have to spend 150 minerals and skip building 2 SCVs. I wouldn't say Terrans necessarily get the better bargain here.
Thank you Carl, you saved me from having to kill them all myself.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
September 30 2010 13:06 GMT
#48
Really nice work. Offcourse there are alot of if's etc to the actual value of the numbers but it's very good to have a baseline to see how many production buildings you need.

In general protoss seem to make way more warpgates then neccesary (on 1 base or 2 bases and just expanded 2 gate and 1 robo is really enough if you chronoboost the robo).
ChickenLips
Profile Blog Joined May 2010
2912 Posts
October 02 2010 23:11 GMT
#49
This is really, really useful. Thanks alot.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
woody_
Profile Joined July 2009
Spain38 Posts
October 03 2010 00:37 GMT
#50
On September 23 2010 22:41 Haploid wrote:
First time poster, yay.

Inspired by day9's latest cast, the noobie tuesday, I've made a little doodad to help you calculate how many unit-producing structures you can afford on any number of bases. You fill out which buildings you want to use, what mixture of units they should produce, and the doodad will tell you how much percent of your income is required to sustain it.

In day9's cast, he looks at a replay of a gold-level player that builds 3 warpgates and 2 stargates off 1 base, and they are mostly idle, since he doesn't have the income to use them.

The Protoss unit cost doodad is at:
http://haploid.nl/sc2/unit_production/protoss.php

I'll add a Terran version probably tomorrow. The Zerg version requires a little more thinking, but shouldn't be too long after that.

Update: Terran version available at:
http://haploid.nl/sc2/unit_production/terran.php

Update 2: Zerg version available at:
http://haploid.nl/sc2/unit_production/zerg.php


It's awesome work!!

Can you build a desktop applicattion also?

thx!!
"I was captured by its magic- the powerful and undeniable magic of destiny called Starcraft∙∙∙." Lim Yo Hwan
qazadex
Profile Joined October 2010
Australia473 Posts
October 03 2010 01:38 GMT
#51
On October 03 2010 09:37 woody_ wrote:
Show nested quote +
On September 23 2010 22:41 Haploid wrote:
First time poster, yay.

Inspired by day9's latest cast, the noobie tuesday, I've made a little doodad to help you calculate how many unit-producing structures you can afford on any number of bases. You fill out which buildings you want to use, what mixture of units they should produce, and the doodad will tell you how much percent of your income is required to sustain it.

In day9's cast, he looks at a replay of a gold-level player that builds 3 warpgates and 2 stargates off 1 base, and they are mostly idle, since he doesn't have the income to use them.

The Protoss unit cost doodad is at:
http://haploid.nl/sc2/unit_production/protoss.php

I'll add a Terran version probably tomorrow. The Zerg version requires a little more thinking, but shouldn't be too long after that.

Update: Terran version available at:
http://haploid.nl/sc2/unit_production/terran.php

Update 2: Zerg version available at:
http://haploid.nl/sc2/unit_production/zerg.php


It's awesome work!!

Can you build a desktop applicattion also?

thx!!


Why do you need a desktop application? Just hit ctrl+s and save the entire webpage to your computer.
mskaa
Profile Joined May 2010
Denmark155 Posts
October 03 2010 02:02 GMT
#52
Wow this is pretty gosh darn awesome.. All my safe expand builds seems to be way too expensive =/
What comforts me, is that even HuK seems to be doing a 2gate colossi into expand build, and affording it =)
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
October 03 2010 02:05 GMT
#53
Thank u so much for this. this will really help since i usually dont have enuf income to support my structures. very useful tool for all players.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
Lobber
Profile Joined August 2010
Canada414 Posts
October 03 2010 02:20 GMT
#54
no mule, 1 rector-rax, 2 tech-rax marauder, 1 reactor-startport medivac, uses the exact same excess of minerals as vespene... neat.
You are not your APM, you are not you ladder ranking.
Skrag
Profile Joined May 2010
United States643 Posts
October 03 2010 07:04 GMT
#55
lol, no wonder I always feel super-gas-starved when building mutas:

Vespene Gas 3.8 / sec 13.33 / sec -9.53 / sec 351%

I don't understand how the zerg one works though, it doesn't seem like it's asking you for enough data. How many hatcheries, whether there's a queen or not, etc.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Skrag
Profile Joined May 2010
United States643 Posts
October 03 2010 07:07 GMT
#56
Just realized why the zerg one isn't asking for that data. It's not doing any larvae calculation, just spawn time.

Zerg production relies on larvae. Any chance you'd be willing to add larvae consumption? That would allow zerg to get a MUCH more clear picture.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-03 10:46:48
October 03 2010 10:39 GMT
#57
On October 03 2010 16:07 Skrag wrote:
Just realized why the zerg one isn't asking for that data. It's not doing any larvae calculation, just spawn time.

Zerg production relies on larvae. Any chance you'd be willing to add larvae consumption? That would allow zerg to get a MUCH more clear picture.

No, actually, the Zerg calculator uses larva spawn timing, and completely ignores the unit spawn time. Only the number of larvae per minute determines how fast you can build units. You can find this under the header Income. Just click on Income and you can fill out the number of bases and queens you use. It also tells you how many larvae per second you can spawn.


On October 03 2010 11:02 mskaa wrote:
Wow this is pretty gosh darn awesome.. All my safe expand builds seems to be way too expensive =/
What comforts me, is that even HuK seems to be doing a 2gate colossi into expand build, and affording it =)

I watched a replay of one of Huk's games just yesterday where be did exactly that. He didn't actually continually use his warpgates once the colossi start producing. But he produced more warpgates units than he could've out of a single warpgate, so it's not like the second gate is useless. Plus, it's needed as part of his early game (one gate is so naked), and he can use it fully again when he gets his second base up, so really it's just a few minutes of partially unused gate-time.
Thank you Carl, you saved me from having to kill them all myself.
Darkstar_X
Profile Joined May 2010
United States197 Posts
Last Edited: 2010-10-03 11:15:43
October 03 2010 11:07 GMT
#58
For people wondering how to fit it in, Chrono Boost increases production of a base by around 3%, so if you use it all, you should be around 96-98% of your mineral and gas consumption in order to still use 100% resources.
ltortoise
Profile Joined August 2010
633 Posts
October 03 2010 13:59 GMT
#59
Very nice calculator!

Although currently, it mostly seems to only be telling me what I already know due to trial and error, but I expect this will help me manage some of the more obscure compositions off 3 base a little more painlessly.

Thank you very much!
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
October 03 2010 16:42 GMT
#60
Very cool concept if it works. Is this calculator including the cost of the fleet beacon for carriers?
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
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