• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:04
CEST 05:04
KST 12:04
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
RSL Revival: Season 5 - Qualifiers and Main Event8Code S Season 1 (2026) - RO12 Results02026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15
StarCraft 2
General
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Code S Season 1 (2026) - RO12 Results Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
ASL21 General Discussion Why there arent any 256x256 pro maps? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Pros React To: Leta vs Tulbo (ASL S21, Ro.8)
Tourneys
[ASL21] Ro8 Day 2 [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] RO16 Group Stage - 02 - 10 May
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
ramps on octagon
StaticNine
Sexual Health Of Gamers
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1476 users

[G] Terran/Protoss Worker Count Calculator

Forum Index > StarCraft 2 Strategy
Post a Reply
ZeroTalent
Profile Joined December 2010
United States297 Posts
Last Edited: 2011-05-23 22:21:23
May 23 2011 21:33 GMT
#1
Get the red hot worker calculator spreadsheet off Google Docs here:
Starcraft 2 Worker Count Caluculator

If you watch one of your own replays and fill out this spreadsheet as you go along, it would be totally awesome if you would upload it somewhere and post a link in the thread, along with your current league, so I can put together some kickass charts of typical macro at various league levels.

Background

After reading yet another request for help with replies that said "your macro is bad; go fix it and you would have won this game" without any explanation of "what is macro?", I got annoyed and decided I should do a little something to help. So I made a spreadsheet to help players track their "probes and pylons" worker production.

Why does this matter?
Making workers is obviously not all there is to macro, but it's the basic bench press exercise of your macro workout regimen. In order to keep on top of your worker production, you have to (a) avoid getting supply blocked, which happens at all levels of play, but happens more at lower levels of play, and (b) make sure that you're checking in on your Nexi/CCs every 17 seconds. And to restate the obvious, if you can produce more workers than your opponent, as the game goes on you'll be able to produce a bigger army than your opponent, reinforce that army much faster, have more resources left over for upgrades, etc.

How to use this calculator
Download the spreadsheet as an Excel file, or save it to your own google account. Watch your replay, keeping note of a few things:

The quick version (Terran only) As you're watching your replay, take note of when you start your expansion, and watch the Units tab (U) or the Army Leaderboard (CTRL+A) to see how many workers you have on the field. Follow along and see how close you're staying to the values in the Ideal Worker Count column. When you start building your expo, update the value "start time of expansion build" with the actual value from your game. If you built your expansion in-base, set the "CC float delay" value to 20; otherwise, leave it at 0. If you lose workers due to economic harassment, you're going to be about two minutes behind ideal production for every seven workers you lose while on one base, and one minute per seven workers lost while on two bases. (e.g. if you lose 14 workers after your expo is up and running, at the 12 minute mark you should be at the 11 minute target, etc.)

The thorough version Watch your replay with the spreadsheet at hand, and keep track of the following.
  • The number of workers you have at the start of each minute. You can get this from the Units tab (U) or the Army Leaderboard (CTRL+A) Fill in the "Actual Worker Count column" with these values.
  • When you start building your expansion. Replace the value under the "Start time of expansion build" with the actual value from your replay.
  • The total number of workers you've lost at the start of every minute. You can use the Units Lost leaderboard (CTRL+R) to see the number of worker lost.
  • (Terran only) How long it takes to float your expansion to the natural. Do not count any time your expansion sits idle; count only the time it takes to lift, move, and land the CC/OC. Replace the value under "CC Float Delay" with this value
  • (Protoss only) when you use chronoboost on probes. Keep a running count of the total number of times you use chronoboost on probes at the start of each minute. Replace the values in the "Cumulative Chronoboost used on probes" column with these values. If you use more than 10 CB on probes, you need to update the value under "max Chronoboost used on probes"
When you've done all of this, the "Difference" column will show you how far you are behind ideal worker production.

After you've gone through this exercise this a couple of times, you will start to have a decent sense of how many workers you should have at any given time (assuming no losses due to economic harassment), and you will begin to feel how close you are to ideal worker macro without tracking all of the details.

I've found that simply watching at least one replay per session with an eye towards worker production has forced me to pay more attention to worker production and avoid supply blocks during every game. If it's been a while since you focused on macro, using something like this is a really good way to see if it needs to improve.

FAQ:
Why is the default target 66 workers?
66 Workers gives you 2 per mineral patch and 3 per geyser on 3 bases. This is "optimal" in the sense that the 67th worker has a much smaller impact on your income than any of the first 66 workers.

Can I change the target number of workers?
Yes! I've heard of people using 72 workers as a target as well; you can adjust the target in the spreadsheet. A Protoss player needs more workers than a Terran player in order to have the same income, thanks to the Imba Mule (TM). Another reason you might want a different target is if you're going for an "all-in" where you stop building workers around 20 probes, and instead use the resources you would have spent on resources to have a bigger army for a brief window of time. The most common example of this is the 4gate, but there are others (2-base 6gate +1 attack, etc.). Unless you're going for one of these specific timing attacks, you will probably be better off in the late game by constantly building workers until you can get a full 3-base economy.

Why isn't there a Zerg calculator?
Because Zerg Is Different (TM). Depending on how the game is going, a zerg player may spend larvae on drones or army at any given point in time. So making a zerg calculator is a bit more complicated. I'm happy to take suggestions if anyone has them.

I'm silver league and I thought I had pretty good macro. But even with a fast expansion I was still 15 workers behind ideal production at the 10 minute mark. That's strange, I thought I was doing pretty well. What happened?
It's impossible to tell without watching the replay. Go back and watch it again. Did your worker production slip during a fight? Maybe you should queue a little at the start of the action. Did you get supply blocked, even for a few seconds, and not realize it? Build that depot/pylon a little earlier. Were you spending money on units/structures instead of workers? In some cases (e.g. if you're under attack and need the units), that might be the right priority, but think about whether or not that was a good judgement call.

What does typical bronze/silver/gold/platinum/diamond/masters/grandmasters worker macro look like?
I'm high platinum, and when I'm playing well, I am about 4 workers behind a 66-worker target. When I'm playing poorly I'm 10-12 workers behind the target. That said, I punch way below my weight when it comes to actual fighting, so my macro is probably good for a platinum player. I encourage others to watch their replays using this spreadsheet, and post how close they are to ideal macro, so that I can build up some league-level benchmarks and put them in the OP. Bonus points if you make a completed spreadsheet and share it out on google docs (or megaupload or whatever), since I can use that to produce pretty charts.
Can we get an official definition of "all-in"? Please?
Mithriel
Profile Joined November 2010
Netherlands2969 Posts
May 23 2011 21:40 GMT
#2
Thanks for this. Will give it a try, see how I'm holding up to the benchmark. I feel like im doing ok, bit after a game I see my worker count and cry in silence maybe this helps me point out easier where I go wrong.
There is no shame in defeat so long as the spirit is unconquered. | Cheering for Maru, Innovation and MMA!
Wildsound
Profile Joined March 2011
United Kingdom144 Posts
May 23 2011 21:41 GMT
#3
whilst a lot of people flame the maths at not being important, I feel this would produce some interesting statistics, graphs and theories if this is followed up with peoples data input. Will be interested to see how this works out!
http://soundcloud.com/dj-wildsound http://www.youtube.com/MrWildsound ¦ Sage, Creator, Huk, JYP, Hero, MaNa, White-ra
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2011-05-23 21:49:35
May 23 2011 21:48 GMT
#4
Imo building a good amount of workers isn't the best thing to dwell on, especially for lower level players (bronze - gold especially).

Instead of looking at how many workers you had, why not just find out what/when/why about more important forms of bad macro? For example, instead of counting workers you could find out if you ever got supply blocked or ever stopped building units.

Of course, this idea is nice for people who really like to be picky about their habits. Honestly though, I think practice of any form is better than taking notes about how close to ideal you got with your worker production.
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 23 2011 21:57 GMT
#5
On May 24 2011 06:48 noobinator wrote:Instead of looking at how many workers you had, why not just find out what/when/why about more important forms of bad macro? For example, instead of counting workers you could find out if you ever got supply blocked or ever stopped building units.

There's nothing wrong with doing that. But personally I've found that it's hard to get a sense of how much each little bit of idle production/supply block adds up over time. Also, usually watching a replay with an eye towards worker macro causes me to see the other holes in my macro.
Can we get an official definition of "all-in"? Please?
Jayrod
Profile Joined August 2010
1820 Posts
May 23 2011 22:02 GMT
#6
I've never gone with the whole "constantly" build workers thing... at least not since the beginning. I build workers when its safe, which is most of the time, but im in masters. I dont really care for the mantra and I think alot of people probably lose games by building workers constantly when they need to cut workers and so on, but overall I understand thats its much easier to say "always build workers" than explain the details about when to actually do it.
dani`
Profile Joined January 2011
Netherlands2402 Posts
May 23 2011 22:03 GMT
#7
So in an ideal game for Protoss you should accept Terran has more income due to triple MULE (and same workers)? Meh, I like to be ahead of Terran in harvesters otherwise the difference in income is getting greatly out of hand.

This might be good for newer players, but I do hope they do not lose focus of other aspects of the game and simply make workers constantly without responding properly to an all-in by their opponent, for example. I guess it's OK to have some goal and all, but the truth is it is totally different each game
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 24 2011 00:29 GMT
#8
On May 24 2011 07:02 Jayrod wrote:
I've never gone with the whole "constantly" build workers thing... at least not since the beginning. I build workers when its safe, which is most of the time, but im in masters. I dont really care for the mantra and I think alot of people probably lose games by building workers constantly when they need to cut workers and so on, but overall I understand thats its much easier to say "always build workers" than explain the details about when to actually do it.


On May 24 2011 07:03 dani` wrote:
So in an ideal game for Protoss you should accept Terran has more income due to triple MULE (and same workers)? Meh, I like to be ahead of Terran in harvesters otherwise the difference in income is getting greatly out of hand.

Well, P can always spend chrono on probes, and you can set a higher target than the one I have in there by default. Also in the late game Terran is usually saving scans to keep an eye on the battlefield.

On May 24 2011 07:02 Jayrod wrote:
I've never gone with the whole "constantly" build workers thing... at least not since the beginning. I build workers when its safe, which is most of the time, but im in masters. I dont really care for the mantra and I think alot of people probably lose games by building workers constantly when they need to cut workers and so on, but overall I understand thats its much easier to say "always build workers" than explain the details about when to actually do it.

On May 24 2011 07:03 dani` wrote:
This might be good for newer players, but I do hope they do not lose focus of other aspects of the game and simply make workers constantly without responding properly to an all-in by their opponent, for example. I guess it's OK to have some goal and all, but the truth is it is totally different each game


One of the FAQs talked abut the fact that prioritizing army production over workers might make sense when you're under attack, but I fleshed that out a little bit, and added a couple of sentences or two about probe-cutting all-ins.

Also stay tuned to the map forums ... I'm working on a map that keeps detailed macro stats on all facets of macro (idle production buildings, supply block, wasted CC/Nexus/Queen energy, larva injects, etc.), though that may take a little while :|.
Can we get an official definition of "all-in"? Please?
Keilah
Profile Joined May 2010
731 Posts
May 24 2011 01:33 GMT
#9
Don't forget squats and deadlifts in your basic workout regimen

BTW, in a perfect world I'd like to have 4 bases, one of which is a gold.
3 workers/geyser * 8geysers = 24 workers on gas
16 workers on minerals at the nat and third, 12 on the gold (6 patches), 8 on minerals at the main since it will be mined out soon = 52 workers on minerals
= 76 workers target

If you can get a fifth, take 6 workers from your 95% mined out main and put them on gas at the new expo, don't make new workers.
Keilah
Profile Joined May 2010
731 Posts
May 24 2011 01:35 GMT
#10
On May 24 2011 07:03 dani` wrote:
So in an ideal game for Protoss you should accept Terran has more income due to triple MULE (and same workers)? Meh, I like to be ahead of Terran in harvesters otherwise the difference in income is getting greatly out of hand.

This might be good for newer players, but I do hope they do not lose focus of other aspects of the game and simply make workers constantly without responding properly to an all-in by their opponent, for example. I guess it's OK to have some goal and all, but the truth is it is totally different each game


The games where I feel like I totally crushed a terran in economy, I'll have 20% more workers than him and expand faster, but when I look at the endgame stats we had the same # of resources mined.

So yeah, you should accept that if both players are equal, the terran will have more income.

Stupid imba MULES
bowserjratk
Profile Joined January 2011
51 Posts
May 24 2011 02:03 GMT
#11
silver league player, i have very good macro (for silver league) but micro sucks
that aside, great thing, just find it almost impossible to get 66 by 17min into a game. This style is if nothing attacks, almost nothing distracting, getting perfectly timed bases and never missing a probe or scv. Chronoes definitely need to be factored in the fact used elsewhere(warpgate, upgrades) and you sometimes need extra workers(building buildings, proxy pylons, usually use probes to take xelnagas) so you should factor that in the spread sheet too. Otherwise this is a great guide to go by and is very helpful
FOR AIUR
Keilah
Profile Joined May 2010
731 Posts
May 24 2011 02:09 GMT
#12
Expand faster, 66 probes @ 17min is super easy if you're allowed to expand. Your 4th should be up.
friendo
Profile Joined December 2010
46 Posts
May 24 2011 04:15 GMT
#13
spreadsheet looks interesting, maybe include a block of times for cutting workers (say from X to Y minutes) so if your build is supposed to cut for a time you aren't penalized.

Also, chronos add around half a worker, it would be easy to add a cell for chronos on probes by XX time to account for that.
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 24 2011 05:53 GMT
#14
On May 24 2011 13:15 friendo wrote:
Also, chronos add around half a worker, it would be easy to add a cell for chronos on probes by XX time to account for that.


I think this is covered by the "Cumulative Chronoboost used on probes" ...


As for cutting workers at specific times in the build, that's not a bad idea. In the short run you can fake it by treating them as "workers lost", but I'll add a column for cutting workers since that's an intentional part of some builds.

Also I'm going to embed a lot of the instructions in the spreadsheet.
Can we get an official definition of "all-in"? Please?
meiloAUT
Profile Joined February 2011
Austria41 Posts
May 24 2011 06:10 GMT
#15
I dont really understand the use of this spreadsheet. It seems to me, that it would be much easier to just select your CC/Nexus, go through the replay at times 8 and watch if the workerproduction ever stops. Putting all this data into the spreadsheet seems like a ton of work to me.
Barca
Profile Blog Joined October 2010
United States418 Posts
May 24 2011 06:59 GMT
#16
I make 100+ probes in both PvT and PvZ because I expect to lose about 30~ to bling drops/infestors/marine drops/blue flame helions/BC all-ins
- I hate threads that end with "Thoughts?" -
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSL S1: Ro12 Group B
CranKy Ducklings117
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 226
SpeCial 173
ROOTCatZ 40
UpATreeSC 38
StarCraft: Brood War
NaDa 62
MaD[AoV]18
Noble 12
Dota 2
NeuroSwarm174
League of Legends
Doublelift4377
JimRising 689
Super Smash Bros
Mew2King129
Heroes of the Storm
Khaldor121
Other Games
summit1g5738
monkeys_forever653
PiGStarcraft236
WinterStarcraft73
kaitlyn49
ViBE47
Organizations
Other Games
gamesdonequick487
Dota 2
PGL Dota 2 - Main Stream60
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• EnkiAlexander 67
• practicex 17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 31
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo2951
Upcoming Events
RSL Revival
6h 56m
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
10h 56m
BSL
15h 56m
IPSL
15h 56m
eOnzErG vs TBD
G5 vs Nesh
Patches Events
20h 56m
Replay Cast
1d 5h
Wardi Open
1d 6h
Afreeca Starleague
1d 6h
Jaedong vs Light
Monday Night Weeklies
1d 12h
Replay Cast
1d 20h
[ Show More ]
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Snow vs Flash
WardiTV Invitational
2 days
GSL
3 days
Classic vs Cure
Maru vs Rogue
GSL
4 days
SHIN vs Zoun
ByuN vs herO
OSC
4 days
OSC
4 days
Replay Cast
4 days
Escore
5 days
The PondCast
5 days
WardiTV Invitational
5 days
Replay Cast
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
6 days
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W5
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
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.