• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:36
CEST 15:36
KST 22:36
  • 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 RO12 Preview: GuMiho, Bunny, SHIN, ByuN2The Memories We Share - Facing the Final(?) GSL19Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30[ASL19] Ro4 Recap : The Peak15
Community News
Weekly Cups (May 19-25): Hindsight is 20/20?0DreamHack Dallas 2025 - Official Replay Pack8[BSL20] RO20 Group Stage2EWC 2025 Regional Qualifiers (May 28-June 1)13Weekly Cups (May 12-18): Clem sweeps WardiTV May3
StarCraft 2
General
Can anyone explain to me why u cant veto a matchup The Memories We Share - Facing the Final(?) GSL Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN Karma, Domino Effect, and how it relates to SC2. Code S RO12 Preview: Cure, Zoun, Solar, Creator
Tourneys
[GSL 2025] Code S:Season 2 - RO12 - Group B EWC 2025 Regional Qualifiers (May 28-June 1) DreamHack Dallas 2025 [GSL 2025] Code S:Season 2 - RO12 - Group A RSL: Revival, a new crowdfunded tournament series
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void Mutation # 472 Dead Heat
Brood War
General
Practice Partners (Official) GG Lan Party Bulgaria (Live in about 3 hours) BGH auto balance -> http://bghmmr.eu/ Battle.net is not working Will foreigners ever be able to challenge Koreans?
Tourneys
[ASL19] Grand Finals Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [Megathread] Daily Proleagues
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Path of Exile Monster Hunter Wilds Beyond All Reason Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)! European Politico-economics QA Mega-thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion!
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Yes Sir! How Commanding Impr…
TrAiDoS
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Customize Sidebar...

Website Feedback

Closed Threads



Active: 18348 users

Equating Unit Cost Efficiency - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 Next All
Hatefiend
Profile Joined August 2010
United States127 Posts
June 11 2011 01:15 GMT
#21
On June 11 2011 00:46 Eknoid4 wrote:
I don't think this gives anybody a new way of looking at resources. All it does is attempt to quantify the general consensus that is "gas > minerals".

It's not just that though!

My examples signify the massive detriment given to gas, yes. Gas is ~25% of our collected resources per base (in terms of how fast you can harvest it). Meaning obviously it's going to be much more valued. What you point out is literally basics of Starcraft.

What I am suggesting is a way to combine Minerals and Gas into ONE category. The examples I put were just ways for the TL community to understand it. I leave it up to you all to discover your own ways of applying it.

Does that make sense?
Temporarykid
Profile Blog Joined November 2010
Canada362 Posts
June 11 2011 01:19 GMT
#22
This is really cool... but is there any way to accurately do this on the fly? Or is it just something to look at afterward in the replays.. ?
ㅈㅈ
UmiNotsuki
Profile Blog Joined April 2011
United States633 Posts
Last Edited: 2011-06-11 01:35:18
June 11 2011 01:33 GMT
#23
On June 11 2011 03:35 TheEconomist wrote:
I am not following why you put the minerals as gas ITO minerals? (230/870 = 0.27) Shouldnt it be the other way around? Minerals ITO gas so that if gas is 1 unit, minerals are 870/230 = 3.7ish?)

Also, I use a rather simpler method whereby i use scv trips (1 mineral trip is 5 1 gas trip is 4)


This is very true and is how I calculate my own unit monetary values.

More importantly, I think this topic is true on a resource per resource count, but I think it's crucial to note than some players can afford to lose more than others. Allow me to explain with a dramatic example:

ZvT. Zerg is on 5 bases, while Terran has yet to expand even once. Obviously, the Zerg's production will MASSIVELY out-weigh his opponent's: it would be "cost effective" for the Swarm to lose upwards of 30 zerglings just to take out a single seige tank because, as a percentage of income, the Zerg player is losing less.

I'd be personally interested in adding this factor to the math, but as I explained just a moment ago I prefer to do my math differently, in such a way that doesn't assume full saturation. This, and, I'm a lazy gamer who would rather just play :D So, OP, do you think you could determine a way to incorporate percentage of income into your matmatical workings? I'd love to hear the results and perhaps turn this into a sort of "Is It Worth It" calculator for future theory-crafting. Lemme know what you get!

Open to PM's, or in-game friend requests (UmiNotsuki, code 111.)
UmiNotsuki.111 (NA), UNTReborn.932 (EU), UmiNotsuki (iCCup) -- You see that text I wrote above this? I'll betcha $5 that you disagree :D
TimeSpiral
Profile Joined January 2011
United States1010 Posts
June 11 2011 01:35 GMT
#24
On June 11 2011 10:19 Temporarykid wrote:
This is really cool... but is there any way to accurately do this on the fly? Or is it just something to look at afterward in the replays.. ?


That's one of the issues with this.

It is not a practical in-game exercise, nor it is one you should probably strive for.

It is an intellectual exercise meant to quantify the two resources into one. The reason it has no application in the game is because (a) its complex math, and (b) aggregate resource values don't actually mean anything without the context of the game state.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Hatefiend
Profile Joined August 2010
United States127 Posts
June 11 2011 01:45 GMT
#25
On June 11 2011 01:01 Eknoid4 wrote:
Show nested quote +
On June 11 2011 00:58 trNimitz wrote:
If you're going to do this, then do it properly. No zerg is going to get 21 hydras vs colossus nor is a Protoss going to get 12 zealots.

It is literally completely irrelevant.

^_^
lOvxPrt
Profile Joined June 2011
United States5 Posts
June 11 2011 02:31 GMT
#26
so this equation is basically this -- as a Zerg and Im going muta/ling/bling, I should try not to lose my gas unit Mutas and let the lings tank all my hits, since unit value of mutas are way higher and if I am able to take down enemy's gas unit such as tank, med, and Thors I am ahead since I have not wasted my gas and therefore able to make more gas-cost efficient units on top of my already existing mutas
ZvZ proves Z is clearly OP
policymaker
Profile Joined September 2010
Greece152 Posts
June 11 2011 02:56 GMT
#27
This topic is actually quite epic. Hatefiend proceeds to analyse in a reasoned but simplistic way the relation between gas and minerals and its effect on unit composition and army trade-offs. Its indeed really helpful for a newbie(eg. some bronze player might try to make some more worth from soon-to-be-dead units by sacrificing them to gun down single targets, like a colossus, because now he knows why he should be doing this). However, with so many good replies of TL members in here further analysing and theorycrafting, trying to either support of confute OP's point, this has a become a small theorycraft treasury.
Hardcore gamer/Hellenic Community Enthusiast
targ
Profile Blog Joined December 2010
Malaysia445 Posts
June 11 2011 03:38 GMT
#28
However in the second example (3 mutas for 2 tanks), I would still take it if, say I had newly established my third base in contrast to the T who is still on 2 bases, which is quite a common situation in ZvT. Killing these 2 tanks would slow down his push and give me more time to make use of my superior income. Besides, the fewer tanks he has, the easier it is for my banelings to wipe out his marines, while mutas don't do that well in a straight-up fight.

Of course, your post is still excellent and worth looking into.
http://billyfoong.blogspot.com/ my other opinions are here
KamKer
Profile Joined March 2011
29 Posts
June 11 2011 06:22 GMT
#29
this is stupid your assuming what units there gonna kill for example the first example. how do you know hes gonna kill 1 infestor 3 lings and a roach? mabey he focused both infestors or mabey he wasnt paying attention and his units focused the lings. derp
ha you cant beat me
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
Last Edited: 2011-06-11 06:31:35
June 11 2011 06:30 GMT
#30
On June 11 2011 15:22 KamKer wrote:
this is stupid your assuming what units there gonna kill for example the first example. how do you know hes gonna kill 1 infestor 3 lings and a roach? mabey he focused both infestors or mabey he wasnt paying attention and his units focused the lings. derp


It's called an example you bloody twat. I don't think it should be Unit Cost Efficiency, as other have stated you can throw away lings/bling carelessly if you're at 5 base vs 2 base terran
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
Figgy
Profile Joined February 2011
Canada1788 Posts
Last Edited: 2011-06-11 06:43:26
June 11 2011 06:42 GMT
#31
No way in hell is gas worth almost 4x as much as minerals, the main reason your calculations are way, way off imo.

Would you really rather lose 1 seige tank instead of 13 marines? I sure wouldn't. Especially in TvZ, those marines MUST stay alive. Have to keep things in perspective.
Bug Fixes Fixed an issue where, when facing a SlayerS terran, completing a hatchery would cause a medivac and 8 marines to randomly spawn nearby and attack it.
Eknoid4
Profile Joined October 2010
United States902 Posts
June 12 2011 04:02 GMT
#32
On June 11 2011 10:15 Hatefiend wrote:
Show nested quote +
On June 11 2011 00:46 Eknoid4 wrote:
I don't think this gives anybody a new way of looking at resources. All it does is attempt to quantify the general consensus that is "gas > minerals".

It's not just that though!

My examples signify the massive detriment given to gas, yes. Gas is ~25% of our collected resources per base (in terms of how fast you can harvest it). Meaning obviously it's going to be much more valued. What you point out is literally basics of Starcraft.

What I am suggesting is a way to combine Minerals and Gas into ONE category. The examples I put were just ways for the TL community to understand it. I leave it up to you all to discover your own ways of applying it.

Does that make sense?

yeah. I do.

But that's just the same water in a different glass.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 12 2011 04:20 GMT
#33
Its an interesting study but things like synergy and psychology are much more important to a matchup than a simple cost ratio imo. Without tanks marines are useless and without marines tanks are useless in a common ling bling muta vs marine tank combo. Interesting study though.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
kopi
Profile Joined April 2011
Australia17 Posts
June 12 2011 04:54 GMT
#34
On June 11 2011 00:54 Ecliptium wrote:
Interesting idea, however, you cannot purchase vespene gas with minerals, as you could in reality with say gold and whatever currency you may be using.

Yes you can it's called an extractor and drones.
Clog
Profile Joined January 2011
United States950 Posts
June 12 2011 04:59 GMT
#35
On June 12 2011 13:20 Probe1 wrote:
Its an interesting study but things like synergy and psychology are much more important to a matchup than a simple cost ratio imo. Without tanks marines are useless and without marines tanks are useless in a common ling bling muta vs marine tank combo. Interesting study though.


I don't get why people are posting this. Everyone, including the OP, knows this isn't meant to be an end-all way to determine if a battle was favorable for one player or the other. It's *extremely* obvious to anyone that plays the game that any given unit trade can be desirable or not depending on the situation of the other factors of the game.

The OP (in my opinion) is just trying to experiment with a way to illustrate how gas is more valuable than minerals, and use that in determining how much pure resource value was lost (again, taking into account gas's value). Anyone could easy see that if you lose 5 marines to kill, say 8 zerglings, the zerg got the better end of it. Mineral only units; pretty easy to compare. But, like the example in the OP - terran throws away a handful of marines and a couple marauders to get just one infestor and a few lings. Maybe a roach too. With minerals and gas being considered, we wouldn't know too much who was getting the better end of the stick strictly in resources lost.

That's all I think the OP is trying to do. However, given that, like a poster above mentioned, I don't think gas is like 4 times as valuable as minerals, even though that's what a full saturated base gives comparatively. Things just get kinda hard to quantify when you get up to 3 or 4 bases, in which case you aren't going to be having the worker count to have full mineral saturation on all of them. Maybe it would be better to take a relatively standard worker count that you'll sit on in the later game (maybe around 80? not sure), and then see what sort of income you'll be getting on either 3 or 4 bases with that worker count.
NesTea | LosirA | MVP | CoCa | Nada | Ryung | DRG | YongHwa
Eknoid4
Profile Joined October 2010
United States902 Posts
June 12 2011 05:20 GMT
#36
He's not succeeding at what he's trying to do. You don't need to defend him because you don't understand that and thus disagree with us.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
WrathOfGlod
Profile Joined February 2011
Israel14 Posts
June 12 2011 05:28 GMT
#37
I think a decent measure of how useful an exchange was in the game can be measured as
(seconds to replace mineral loss)+(seconds to replace gas loss). This has the advantage of using the actual ratios players are choosing and using the idea that a player economically ahead can be cost inefficient. Using 1 or 2 fully saturated bases as the standard for judging abstract exchanges seems like a decent measure as well.

guitarizt
Profile Blog Joined March 2009
United States1492 Posts
June 12 2011 05:50 GMT
#38
It's nice trying to be efficient and stuff but I keep losing tons of games zvt and zvp where I have a higher unit score and econ score. I feel like those matchups are way less forgiving with using their right unit composition at the proper time and I'm not putting too much weight into the score at the end of the game anymore as a measurement to what I did right or wrong.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Eknoid4
Profile Joined October 2010
United States902 Posts
June 12 2011 20:49 GMT
#39
On June 12 2011 14:50 guitarizt wrote:
It's nice trying to be efficient and stuff but I keep losing tons of games zvt and zvp where I have a higher unit score and econ score. I feel like those matchups are way less forgiving with using their right unit composition at the proper time and I'm not putting too much weight into the score at the end of the game anymore as a measurement to what I did right or wrong.

Chances are you're letting them mass up a nice efficient army and trying to engage it head-on. Try to look at the cost of his army vs the cost of yours and try to weight things like how many free shots he got on your units (tanks/colossi) and how long what rough fraction of your army wasn't attacking when his was. (roach/hydra vs forcefield micro etc.) Then look and see if having a spire and harassing with muta+better map awareness/scouting would have been viable in the time before you were attacking. Simple small things like that help you start realizing where all the subtle changes and losses start happening.

Also, whe nwatching your replays the units lost tab is amazing. Sometimes you had 2x his economy but you lost 5x what he lost over the course of the whole game.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2011-06-12 21:21:33
June 12 2011 21:20 GMT
#40
This post is incredibly stupid. Comparing the relative income of the two resources per base is a ludicrously random benchmark. Why would you use that?
Sure there is a point to be made that ratio of mineral to gas income is often around 4:1 but that in no way translates to the one being worth 4 times more then the other, especially since that ratio of income is heavily influenced by decisions the player makes. Also the cost of buildings, upgrades and workers is completely left out here, buildings cost anything between pure minerals and 1:1 minerals gas. Workers are only minerals and upgrades are (virtually) always 1:1 minerals:gas, in other words infastructure costs are heavily lopsides towards minerals.

One easy way to debunk this entire post is to ask why someone would ever put a reactor on a barracks if gas is 4 times worth the cost of minerals. 50 + 4*50 v 150 + some lost mining time for building. Doesn't make sense...

Comparing both resources it actually makes MUCH more sense to compare the relative incomes of each resource per worker. Minerals are mined around 39-45 minerals per minute per worker early on. Gas is mined around 36-39 gas per minute per worker. In that sense you could say gas has practically the same cost as minerals. The only exception here is that the maximum income for gas has a much lower cap and there is an initial investment for gathering gas. For all other purposes, especially early build order where you often have to chose between gas and mineral mining while neither is saturated yet, you could say both are roughly of equal value.

Anyway straight up comparisons between the two are completely useless without providing all the context which is way too complex in most scenario's.
If you are familiar with chess you could compare the discussion between the old discussion about which piece is better: the knight or the bishop. Both are traditionally valued at 3 being equal but any good chess player knows there are a ton of other factors that determine the true relative value: Is the board crowded or open? Do you have both bishops or a bishop and a knight? Can your knights enter the centre? etc.
Showing some half-assed math and trying to draw conclusions out of them happens far too often here and just annoys me so much. Make up crappy theory -> show some examples using theory -> examples make sense -> conclude that theory must be useful.
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Online Event
12:30
K-cup France
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EnDerr 61
Vindicta 58
StarCraft: Brood War
Britney 30939
Calm 5702
Bisu 3351
Sea 2982
Rain 2742
Shuttle 2224
Horang2 1321
Hyuk 1034
Zeus 513
actioN 479
[ Show more ]
Soulkey 323
Stork 313
Mini 199
Rush 82
Mind 72
TY 52
ToSsGirL 41
JulyZerg 26
GoRush 23
Killer 23
Mong 21
SilentControl 21
Sacsri 18
Free 13
soO 12
Yoon 9
IntoTheRainbow 9
Icarus 8
Bale 5
Dota 2
Gorgc4167
qojqva2251
Dendi2238
Fuzer 298
XcaliburYe278
PGG 86
BabyKnight71
League of Legends
rGuardiaN49
Counter-Strike
olofmeister2929
markeloff727
edward151
Super Smash Bros
Mew2King119
Heroes of the Storm
XaKoH 60
Other Games
singsing2201
B2W.Neo1512
DeMusliM474
XBOCT406
crisheroes401
Happy297
hiko169
ToD85
ArmadaUGS81
QueenE76
KnowMe62
Organizations
StarCraft 2
angryscii 45
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Dystopia_ 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 5037
• WagamamaTV620
League of Legends
• Jankos2388
Upcoming Events
Road to EWC
2h 24m
Road to EWC
8h 24m
Road to EWC
19h 24m
Road to EWC
20h 24m
Road to EWC
1d 8h
Road to EWC
1d 19h
Road to EWC
2 days
Online Event
2 days
Clem vs ShoWTimE
herO vs MaxPax
Road to EWC
2 days
Replay Cast
3 days
[ Show More ]
Replay Cast
4 days
Replay Cast
4 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

YSL S1
DreamHack Dallas 2025
Calamity Stars S2

Ongoing

JPL Season 2
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 1
2025 GSL S2
Heroes 10 EU
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

CSL Season 17: Qualifier 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 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.