• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:31
CEST 17:31
KST 00:31
  • 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
RSL Season 1 - Final Week8[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4Firefly given lifetime ban by ESIC following match-fixing investigation17
StarCraft 2
General
Heaven's Balance Suggestions (roast me) Magnus Carlsen and Fabi review Clem's chess game. Who will win EWC 2025? Why doesnt SC2 scene costream tournaments RSL Season 1 - Final Week
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
BW General Discussion Corsair Pursuit Micro? BGH Auto Balance -> http://bghmmr.eu/ Pro gamer house photos Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 781 users

[D] Seizing Every Edge: P/T Economy Management

Forum Index > StarCraft 2 Strategy
Post a Reply
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-07-13 20:09:10
July 13 2012 19:28 GMT
#1
Hello TeamLiquid!

I recently wrote a guide on Zerg Economy Management, with the primary goal of emphasizing the importance of reaching optimal mineral saturation:

16 Drones per base, 2 Drones per patch.

Even though the guide is focused on Zerg, I think many of the concepts are important for Terran and Protoss players as well. I'd like to use this discussion to ask my peers what the other races can do to ensure they're getting the most value from their workers. Obviously things like counting workers and double-mining patches will apply to all races, but what I'm really looking for are tips/concepts specific to Terran and Protoss. If you could please share your wisdom with me, I'm sure many players can benefit!

Here are a couple tips to get the discussion rolling...

Terran:
- When constructing a building, rally that SCV to a patch that is single mining.
- Use Mules on closer-mining patches first.
- In the late game, it's often better to call down supply rather than use mules (Mules do not produce any extra minerals - they just increase how quickly you mine).
-Building a cc, closer to the gas than the main cc will mine gas faster.

Protoss:
- When warping in a structure, shift-rally the probe back to a mineral patch that is single mining.
- In the early stages, try to use new probes from the nexus to produce structure rather than pull mining probes.
-When a probe is stuck behind a building and cannot escape, kill it or use a warp prism.

Both:

- When transferring workers to the expansion, first right click the closest mineral patch to your main so your workers start moving immediately. Then manually shift click probes 2 at a time to spread them out along the closer-mining patches.
- When sending out a scouting worker, choose one that has just returned a mineral patch from the farther mineral by pressing c, for cargo return, and shift clicking to the necessary location for the fastest route.

Thanks everyone!

- Tang
Coaching www.allin-academy.com | Team www.All-Inspiration.com
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
July 13 2012 19:41 GMT
#2
I'm glad to see a start to this.

I can' t think of anything off hand, but I would definitely consider tips with chrono boost and talk about the efficiency of mules/scans/supply drops.

I guess, I could post something.

When you are in the late game, and aren't starved for mins, don't drop mules, drop supply depots. They actually create minerals, unlike mules, which just harvest them. Lategame with terran taking expansions can be hard so you want every mineral to do as much as they can.
kwark_uk: @father_sc learn to play maybe?
Nagano
Profile Blog Joined July 2010
United States1157 Posts
July 13 2012 19:44 GMT
#3
These are very basic principles but I noticed people still don't have it down. Work on these FIRST before all else.

Never stop making workers. Seriously, if your CC/Nexus ever stops making a worker, you're behind by that much.
Never get supply blocked. You supply block for 10 seconds, you're behind 10 seconds.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
Chyrful
Profile Joined July 2012
United States3 Posts
July 13 2012 19:52 GMT
#4
All:
-When sending out a scouting worker, choose one that has just returned a mineral patch from the farther mineral by pressing c, for cargo return, and shift clicking to the necessary location for the fastest route.
-When trying to get workers to mine on the same mineral patch, and they're trying to move to another, instead of just spam right clicking on the mineral patch, try to move it into the same position as the one already mining. This decreases the distance from the minerals to the cc/nexus/hatch.
-Send workers to gas from the far mineral patches one at a time.
-When transferring workers to the expansion, first right click the closest mineral patch and manually shift clicking probes to deselect on the closer mineral patches.
Terran:
-If you use the mule to mine closer mineral patches, it usually dies before being able to return its last batch, causing it to effectively mine the same as one on a farther mineral patch, just a bit faster. If you need immediate minerals use it on closer mineral patches and pull it away before it mines for the last time. If not mine the farther mineral patches.
-When building an inbase cc, you can keep it as close to your base cc minerals to shorten the travel distance for the scv to move to get to the minerals.
-Building a cc, closer to the gas than the main cc will mine gas faster.
Protoss:
-When chronoboosting probes, a chronoboost lasts a full duration of 2 probe productions, so chronoboost at the beginning of a cycle and not at the middle if producing probes to get full usage of the chronoboost.
-When a probe is stuck behind a building and cannot escape, kill it with a stalker, and use its supply to make another stalker =p
Rubix314
Profile Joined December 2010
54 Posts
July 13 2012 19:56 GMT
#5
On July 14 2012 04:28 TangSC wrote:
- In the early stages, try to use new probes from the nexus to produce structure rather than pull mining probes.


I never understood the advantage of doing this. What's the difference?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-07-13 20:00:32
July 13 2012 19:59 GMT
#6
On July 14 2012 04:56 Rubix314 wrote:
Show nested quote +
On July 14 2012 04:28 TangSC wrote:
- In the early stages, try to use new probes from the nexus to produce structure rather than pull mining probes.


I never understood the advantage of doing this. What's the difference?

First of all, it times really nicely (especially with 13gate, 15gas, 16pylon, 18cyber). Second, it saves a little bit of time (the travel distance from the nexus to the minerals).

Picture a nexus with minerals directly above it and you want to build a structure below your nexus. If you choose probes that are mining, they have to run the distance between the minerals and the distance of the nexus, whereas a probe rallied from the nexus will come out the other side of the nexus and save that bit of time.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Catechin
Profile Joined January 2011
Canada11 Posts
Last Edited: 2012-07-13 20:09:55
July 13 2012 20:07 GMT
#7
On July 14 2012 04:56 Rubix314 wrote:
Show nested quote +
On July 14 2012 04:28 TangSC wrote:
- In the early stages, try to use new probes from the nexus to produce structure rather than pull mining probes.


I never understood the advantage of doing this. What's the difference?

You don't lose any mining time. Basically only a good thing and can put you a few minerals ahead. It also allows any stacking you've done to retain their efficiency more easily. :D

On July 14 2012 04:28 TangSC wrote:
-When chronoboosting probes, a chronoboost lasts a full duration of 2 probe productions, so chronoboost at the beginning of a cycle and not at the middle if producing probes to get full usage of the chronoboost.


This doesn't seem quite right. Either way you shave the exact same amount of time off of probe construction (assuming it's constant).

On July 14 2012 04:28 TangSC wrote:
-Building a cc, closer to the gas than the main cc will mine gas faster.


Since when? 3 SCVs already have lag time where one isn't mining gas. You can't mine gas any faster, period.

On July 14 2012 04:28 TangSC wrote:
-When building an inbase cc, you can keep it as close to your base cc minerals to shorten the travel distance for the scv to move to get to the minerals.

The counterpoint to this, of course, is that you're going to take longer to land it at your expansion. If this is your natural CC that you're building, that means more missed SCV construction time and a longer time where you have an inefficient, over-saturated main. For a 3rd orbital, it's somewhat personal preference, but the same general rule does apply. You'll lose less construction time by placing it closer to your third.

On July 14 2012 04:28 TangSC wrote:
- Use Mules on closer-mining patches first.

Correct, but you have to remember it's not that that simple. There are technically three (old info says 4, but that seems to be outdated from what I've heard) different distances for mineral patches.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=237419

So, if you land a MULE on some patches, they'll die halfway into their last trip. Gotta keep an eye out for that!
y0su
Profile Blog Joined September 2011
Finland7871 Posts
July 13 2012 20:08 GMT
#8
it's not mineral specific but on most maps having 2 harvesters X 4 geysers will result in both more gas and minerals than having 3 harvesters X 3 geysers. (Applies mainly to T/P b/c Z loses the worker making the 4th geyser.)
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
July 13 2012 20:18 GMT
#9
On July 14 2012 05:07 Catechin wrote:
Show nested quote +
On July 14 2012 04:28 TangSC wrote:
-Building a cc, closer to the gas than the main cc will mine gas faster.


Since when? 3 SCVs already have lag time where one isn't mining gas. You can't mine gas any faster, period.



Technically, this can be true if the gas geyser placement is sub-optimal for mining and isn't fully saturated by 3 workers. I believe this is only the geysers which aren't vertically or horizontally in line with the cc, and then not even all of the positions, but at least few of them really do have slower mining rates.
benthekid
Profile Joined March 2011
United States132 Posts
July 13 2012 20:21 GMT
#10
I just wish there was a specific number of workers on minerals for Terran (and Protoss). Has there been any research on this?
"Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA (back in WoL) (Funny how it's still true)
SidewinderSC2
Profile Joined November 2011
United States236 Posts
July 13 2012 20:27 GMT
#11
On July 14 2012 05:21 benthekid wrote:
I just wish there was a specific number of workers on minerals for Terran (and Protoss). Has there been any research on this?


It's pretty much the same. You actually want more like 20 workers for 8 patches on most maps, since about half or more of the mineral fields can't be optimally harvested with 2 workers since they are further from the Nexus/CC/Hatch. With 20 on minerals, you might have one drifting back and forth every once in a while, but it's about as close as you can get to optimal without making too many probes drift.

Of course, if you're mining gas, this bumps the worker count up to 26.
Catechin
Profile Joined January 2011
Canada11 Posts
Last Edited: 2012-07-13 20:36:46
July 13 2012 20:30 GMT
#12
On July 14 2012 05:18 totalpigeon wrote:
Show nested quote +
On July 14 2012 05:07 Catechin wrote:
On July 14 2012 04:28 TangSC wrote:
-Building a cc, closer to the gas than the main cc will mine gas faster.


Since when? 3 SCVs already have lag time where one isn't mining gas. You can't mine gas any faster, period.



Technically, this can be true if the gas geyser placement is sub-optimal for mining and isn't fully saturated by 3 workers. I believe this is only the geysers which aren't vertically or horizontally in line with the cc, and then not even all of the positions, but at least few of them really do have slower mining rates.

Mmm, you are right. The only geyser I know of requiring 4, however, is on that one GSL map whose name I have forgotten with the 3 geysers in the middle two expansions. Perhaps that's an error by the map-maker? Either way, usually the mineral lines are against a wall, so you can't get a CC next to that geyser anyways!

I do remember metalopolis having that one gimped geyser, though, haha.

On July 14 2012 05:21 benthekid wrote:
I just wish there was a specific number of workers on minerals for Terran (and Protoss). Has there been any research on this?


There has been, yes. In short, 16 is most efficient, 24 is maximum load. You lose efficiency really quickly after 16, though. Up to about 20 is considered okay, though.

http://wiki.teamliquid.net/starcraft2/index.php?title=File:StarCraft_II_Zerg_Harvesting_Chart.jpg&filetimestamp=20100619133419

I know it says zerg, but it's the same for any harvester.
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
July 13 2012 20:56 GMT
#13
Isn't there something where MULES will expire right before returning minerals so you just straight up lose 30 minerals from your base? What patches does that happen on?
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
July 13 2012 21:00 GMT
#14
On July 14 2012 05:56 SnipedSoul wrote:
Isn't there something where MULES will expire right before returning minerals so you just straight up lose 30 minerals from your base? What patches does that happen on?

Yes there is, you can use judgment better than math/timings to figure out when this is going to happen.
kwark_uk: @father_sc learn to play maybe?
mewo
Profile Joined July 2011
United States221 Posts
July 15 2012 07:29 GMT
#15
On July 14 2012 04:59 TangSC wrote:
Show nested quote +
On July 14 2012 04:56 Rubix314 wrote:
On July 14 2012 04:28 TangSC wrote:
- In the early stages, try to use new probes from the nexus to produce structure rather than pull mining probes.


I never understood the advantage of doing this. What's the difference?

First of all, it times really nicely (especially with 13gate, 15gas, 16pylon, 18cyber). Second, it saves a little bit of time (the travel distance from the nexus to the minerals).

Picture a nexus with minerals directly above it and you want to build a structure below your nexus. If you choose probes that are mining, they have to run the distance between the minerals and the distance of the nexus, whereas a probe rallied from the nexus will come out the other side of the nexus and save that bit of time.



As far as the 13151618:
15 gas is a little late after 13 gate.
It's better to use a mineral probe for 16 pylon unless you want it away from your mineral line.
Sometimes rallying 18 is good and sometimes it isn't based on position.

[/QUOTE]
- When sending out a scouting worker, choose one that has just returned a mineral patch from the farther mineral by pressing c, for cargo return, and shift clicking to the necessary location for the fastest route.[/QUOTE]

Seems like a strange way to do it. Why not just grab a far patch probe on the return?

[/QUOTE]
-When chronoboosting probes, a chronoboost lasts a full duration of 2 probe productions, so chronoboost at the beginning of a cycle and not at the middle if producing probes to get full usage of the chronoboost.
New tips. [/QUOTE]

It is one probe and a little over 2/3. And really bad advice as it is common to need chrono in the middle of a probes build.
_____

On some positions it is better to distance mine than have more than 3 probes on a far patch or 2 on a close patch.
The earlier you start probe stacking the better your build will work out. It's a big deal.
Vision hotkeys on bases make it really easy to macro as toss.
Don't put pylons on the corners of your nexus. They are a big cause of trapped probes.
Hit return cargo as you maynard as it doesn't interfere with their rally.

GeNeSiDe
Profile Blog Joined August 2010
United Kingdom354 Posts
July 15 2012 10:31 GMT
#16
Got a few Terran tricks to share.

For one, you should actually always mule on a FAR mineral patch. Although the close patch will net minerals fractionally faster, you will actually lose 1 MULE load of minerals due to the MULE expiring on its way back to the CC.

Upon controlling your natural expansion, the most efficient way to mine it is to transfer 4 workers from your main, along with the SCV from building your CC and the bunker/scouting SCV that makes 6. Saturate your main to 16+6 gas then transfer the rally to your nat, saturate that at 16, then rally to closest patches until you take a third for optimal mining.


http://soundcloud.com/eastmanmusic Check out my latest sc2 song "Masters League!"
HoMM
Profile Joined July 2010
Estonia635 Posts
July 15 2012 11:06 GMT
#17
On July 15 2012 19:31 GeNeSiDe wrote:
Got a few Terran tricks to share.

For one, you should actually always mule on a FAR mineral patch. Although the close patch will net minerals fractionally faster, you will actually lose 1 MULE load of minerals due to the MULE expiring on its way back to the CC.


I disagree, mining out the base 30minerals earlier isn't a huge problem, I think it's much more useful to use mules on close patches to achieve higher income asap.
It always depends on the situation though, so sometimes it's a good idea yeah.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
StackerTwo
Profile Joined February 2012
United States41 Posts
July 16 2012 23:40 GMT
#18
As terran you should mule different patches as much as possible(unless you have a special build that calls for it). keeps you on 8/16/24 patch eco just that much longer...
Please log in or register to reply.
Live Events Refresh
Next event in 18h 30m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mcanning 315
Rex 60
StarCraft: Brood War
Flash 3850
Jaedong 2869
Barracks 2762
BeSt 1015
Mini 896
EffOrt 774
Soma 529
Larva 492
Stork 489
firebathero 373
[ Show more ]
Snow 307
Free 180
Hyun 123
Rush 103
Mind 99
Backho 91
TY 72
Sharp 57
ToSsGirL 54
sorry 51
sas.Sziky 47
soO 43
Shinee 41
Movie 37
zelot 33
scan(afreeca) 21
Terrorterran 15
Shine 15
SilentControl 14
Yoon 13
sSak 7
ivOry 4
Dota 2
syndereN670
420jenkins373
XcaliburYe364
League of Legends
Dendi1305
Counter-Strike
ScreaM1696
markeloff214
allub128
Other Games
singsing2941
hiko1460
crisheroes517
FrodaN459
Liquid`VortiX189
KnowMe108
Trikslyr35
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 18
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• poizon28 30
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV558
League of Legends
• Nemesis5838
• TFBlade567
Other Games
• Shiphtur156
Upcoming Events
Esports World Cup
18h 30m
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
1d 18h
Esports World Cup
2 days
Esports World Cup
3 days
CranKy Ducklings
4 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
5 days
BSL20 Non-Korean Champi…
5 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 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.