• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:28
CEST 04:28
KST 11:28
  • 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 2 - RO4 & Finals Results (2025)0Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy4Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Weekly Cups (June 9-15): herO doubles on GSL week0Firefly suspended by EWC, replaced by Lancer8Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.8Code S RO8 Results + RO4 Bracket (2025 Season 2)14
StarCraft 2
General
How herO can make history in the Code S S2 finals Firefly suspended by EWC, replaced by Lancer Rain's Behind the Scenes Storytime Code S Season 2 - RO4 & Finals Results (2025) Weekly Cups (June 9-15): herO doubles on GSL week
Tourneys
RSL: Revival, a new crowdfunded tournament series $3,500 WardiTV European League 2025 [GSL 2025] Code S: Season 2 - Semi Finals & Finals WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps BW General Discussion Recent recommended BW games FlaSh Witnesses SCV Pull Off the Impossible vs Shu
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET Small VOD Thread 2.0 [BSL20] ProLeague Bracket Stage - Day 4
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
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Beyond All Reason What do you want from future RTS games?
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
Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Echoes of Revolution and Separation Russo-Ukrainian War Thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 31702 users

SC2 Optimal worker saturation

Forum Index > SC2 General
Post a Reply
Normal
SubtleArt
Profile Blog Joined January 2010
2710 Posts
February 24 2010 14:30 GMT
#1
How does the worker saturation / diminishing returns system work in starcraft 2? In BW it was basically just more workers > faster mining although the rate of increase gradually went down.

How does it compare to Starcraft 2? I heard with better AI its a lot more complicated, and in some instances having more workers might lower income? I don't know much about this so I'll let the more knowledgeable post their opinions
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
magz4
Profile Joined December 2009
United States9 Posts
February 24 2010 15:31 GMT
#2
2 per field at the minimum for proper saturation. Any more than 3 per field is effectively useless for anything besides maynarding.
Volshok
Profile Joined August 2008
United States349 Posts
Last Edited: 2010-03-30 22:23:44
February 24 2010 16:08 GMT
#3
Previous info was incorrect, as per Orb's post:


6:
Zerg: ~248
Protoss: ~248

10:
Zerg: ~419
Protoss: ~419

14:
Zerg: ~590
Protoss: ~590

18:
Zerg: ~705
Protoss: ~705

22:
Zerg: ~762
Protoss: ~762

Here is the replay of the test game proving this:
http://www.mediafire.com/?uyqjjdymmhy

edit: also here's the ratios of going from step to stop going up 4 workers:
6>10
worker ratio: 1.6667
Mining ratio: 1.6895

10>14
worker ratio: 1.4
mining ratio: 1.4081

14>18
worker ratio: 1.2857
mining ratio: 1.1949

18>22
worker ratio: 1.2222
mining ratio: 1.0809

as you can see you're getting basically 1:1 bang for your buck up to 14 workers, but after that your payoff per worker added drops and it gets less and less efficient to add workers.


Along with Zeke's info

Also, note that each worker has a walking speed of 2.8125. Every single one. There are also NO known differences in mining speed.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
tabako
Profile Joined February 2010
United States35 Posts
February 24 2010 16:48 GMT
#4
Why would it vary by race? I must be missing something pretty basic here...
Zavior
Profile Joined August 2009
Finland753 Posts
February 24 2010 16:57 GMT
#5
On February 25 2010 01:48 tabako wrote:
Why would it vary by race? I must be missing something pretty basic here...


My guess would be that it varies by race because... the workers are different! At least zerg workers move a bit faster on the creep if I'm not completely mistaken
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2010-02-24 17:02:39
February 24 2010 16:59 GMT
#6
On February 25 2010 01:08 Volshok wrote:
I don't have Terran.

Show nested quote +
Toss:
12Probes: 457-533
16Probes: 629-686
20Probes: 725-781
22Probes: 743-819
+24Probes: 762-838+
26Probes: 762-838
30Probes: 781-857
34Probes: 781-857

24-26 Probes is full saturation on 8 minerals


Show nested quote +
Zerg
16 drones 925
17 drones 945
18 drones 990 -- 995
19 drones 1040 -- -1050
22 drones 1080
32 drones 1060

19-20 Drones is full saturation on 8 minerals



Both of these numbers were taken from posters on this board, but I didn't grab the names. Sorry to the OPs, I copy-pasted these for friends on another forum.


ill add another perspective that supports the statement above about Zerg:

According to the income tool in the replay on a 8 mineral field 8 drones gather around 300-350 minerals. 16 drones will gathers around 2x 300-350 =600-700. The soft cap of mining per base is close to 8x3 drones, after this each drone mine 50% less until you reach 8x4 which is the hard cap where additional worker won't make more resources.

Once you have reached 8x2 drones each new drone you produce after that will gather roughly half the minerals of a drone, if you make 4 additional drones after the 8x2 you will in reality only get minerals from 2 drones. If you make 8 additional drones after the 8x2 you will only be getting minerals from 4 drones. any more drones after 2x8 plus 8 is a waste of resources and supplies.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
SubtleArt
Profile Blog Joined January 2010
2710 Posts
February 24 2010 17:11 GMT
#7
On February 25 2010 01:08 Volshok wrote:
I don't have Terran.

Show nested quote +
Toss:
12Probes: 457-533
16Probes: 629-686
20Probes: 725-781
22Probes: 743-819
+24Probes: 762-838+
26Probes: 762-838
30Probes: 781-857
34Probes: 781-857

24-26 Probes is full saturation on 8 minerals


Show nested quote +
Zerg
16 drones 925
17 drones 945
18 drones 990 -- 995
19 drones 1040 -- -1050
22 drones 1080
32 drones 1060

19-20 Drones is full saturation on 8 minerals



Both of these numbers were taken from posters on this board, but I didn't grab the names. Sorry to the OPs, I copy-pasted these for friends on another forum.


Holy shit why is it THAT much different for Zergs? Was this intentional :O?
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
February 24 2010 17:29 GMT
#8
On February 25 2010 01:57 Zavior wrote:
Show nested quote +
On February 25 2010 01:48 tabako wrote:
Why would it vary by race? I must be missing something pretty basic here...


My guess would be that it varies by race because... the workers are different! At least zerg workers move a bit faster on the creep if I'm not completely mistaken

I'm pretty sure that drones do not move faster on creep. At least it used to be like that when the movement speed bonus for zerg units was first implemented. Also, from watching streams and vods, drones do not seem to be any faster on creep.
Apart from that, movement speed has nothing whatever to do with the amount of minerals you get from full saturation. All that increased movementspeed would do is to decrease the number of workers required for full saturation.


My best guess as to why the numbers for zerg and terran are so different is that one of the two players (or both) that tested this somehow made a mistake or that they used different methods of measuring income.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 24 2010 17:31 GMT
#9
the only zerg ground unit that does not move faster on creep is the drone.

i think the numbers are mistaken
ModeratorBlame yourself or God
MannerMan
Profile Blog Joined July 2008
371 Posts
February 24 2010 17:37 GMT
#10
Or maybe it's because it is harder for zerg to get workers because they have to focus on building other stuff so to keep it balanced their workers harvest better?

I don't know just speculating.
Queequeg
Profile Joined September 2003
Germany263 Posts
March 16 2010 17:30 GMT
#11
I just tested it for Terran, just mining minerals on 8 patches, no MULEs.

16 SCVs: 610-667, avg 639, ~39.9 per SCV
20 SCVs: 705-800, avg 753, ~37.6 per SCV, 4 more SCVs yield 29 each
24 SCVs: 781-876, avg 829, ~34.5 per SCV, 4 more SCVs yield 19 each
28 SCVs: 781-876 ==> 24 = saturated

So if you have 20 SCVs mining, and you add another SCV, it will only be half as effective.
daywiss
Profile Joined March 2010
United States83 Posts
March 16 2010 17:42 GMT
#12
those numbers for zerg are wrong, it looks more like stats for 2 bases not one. from my own testing zerg 1 base looks closer to the toss numbers, i was barely able to break 800 rpm.
sorech02
Profile Joined January 2009
United States15 Posts
March 16 2010 17:54 GMT
#13
On February 25 2010 01:08 Volshok wrote:
I don't have Terran.

Show nested quote +
Toss:
12Probes: 457-533
16Probes: 629-686
20Probes: 725-781
22Probes: 743-819
+24Probes: 762-838+
26Probes: 762-838
30Probes: 781-857
34Probes: 781-857

24-26 Probes is full saturation on 8 minerals


Show nested quote +
Zerg
16 drones 925
17 drones 945
18 drones 990 -- 995
19 drones 1040 -- -1050
22 drones 1080
32 drones 1060

19-20 Drones is full saturation on 8 minerals



Both of these numbers were taken from posters on this board, but I didn't grab the names. Sorry to the OPs, I copy-pasted these for friends on another forum.


I'm guessing that since he pasted this together from two sources, they each had a different time limit, as well as other potential factors I'm not thinking of. The two sets can't be directly compared in this case.
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2010-03-16 18:01:16
March 16 2010 18:00 GMT
#14
On March 17 2010 02:54 sorech02 wrote:
Show nested quote +
On February 25 2010 01:08 Volshok wrote:
I don't have Terran.

Toss:
12Probes: 457-533
16Probes: 629-686
20Probes: 725-781
22Probes: 743-819
+24Probes: 762-838+
26Probes: 762-838
30Probes: 781-857
34Probes: 781-857

24-26 Probes is full saturation on 8 minerals


Zerg
16 drones 925
17 drones 945
18 drones 990 -- 995
19 drones 1040 -- -1050
22 drones 1080
32 drones 1060

19-20 Drones is full saturation on 8 minerals



Both of these numbers were taken from posters on this board, but I didn't grab the names. Sorry to the OPs, I copy-pasted these for friends on another forum.


I'm guessing that since he pasted this together from two sources, they each had a different time limit, as well as other potential factors I'm not thinking of. The two sets can't be directly compared in this case.

obviously you are right. it's 2 different time limits, but that doesn't matter as both show when you reach the saturation.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 16 2010 18:04 GMT
#15
lol drones don't move faster on creep...have u guys even played sc1?
zerg's always required fewer workers because they don't need to maynard workers unlike the other races
When they see MC Probe, all the ladies disrobe.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 16 2010 18:08 GMT
#16
So we can conclude that P and T have the same mining rate, which isn't surprising. In sc2, Zerg actually does have a faster movement speed on creep, that's why Z mines faster. When you have 2 probes or SCVs mining a single patch, there is about half a second in between where the mineral patch is vacant. Zerg's faster movement compensates for it so they are efficient at 16.
Tristan
Profile Blog Joined December 2009
Canada566 Posts
March 16 2010 18:22 GMT
#17
due to diminishing returns and because I'm a Zerg I'd rather just nom more delicious map with a hatchery when I have 16 drones.
http://Zangano431.tumblr.com/
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 16 2010 19:26 GMT
#18
Holy shit only 19-20 drones mine 30% more than 24-26 probes?

WTF?
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
TheBB
Profile Blog Joined July 2009
Switzerland5133 Posts
Last Edited: 2010-03-16 19:37:37
March 16 2010 19:37 GMT
#19
I guess one of them was timed in-game for one minute, while the other was timed with the game clock in a replay.

On March 17 2010 03:04 da_head wrote:
lol drones don't move faster on creep...have u guys even played sc1?
zerg's always required fewer workers because they don't need to maynard workers unlike the other races

The reference to SC1 is hardly relevant, and I'm pretty sure the reason why Zerg require fewer workers is wrong. This results from using the hatchery to make both drones and army units. First off, to increase production capacity, you need to build hatcheries, which you might as well do at expansions, and if you expand more, you need fewer workers. Secondly, you will have fewer workers because you need the larvae for other units.
http://aligulac.com || Barcraft Switzerland! || Zerg best race. || Stats-poster extraordinaire.
PizzaHash
Profile Joined February 2010
Netherlands76 Posts
March 16 2010 19:38 GMT
#20
yup - sounds fair - zerg loses probe for every building
Though terran should be buffed with minerals maybe - their worker is not mining when building, but will be back when building finishes, so they lose mining time while protoss doesnt.
lepape
Profile Joined November 2005
Canada557 Posts
Last Edited: 2010-03-16 19:46:18
March 16 2010 19:45 GMT
#21
After reading this, I have one obvious question for you guys : when is it a good idea to stop producing workers? At 24 in mineral patches? Or is it best to always keep pumping them just so you can transfer them at your expo?

Also, for terran, when is a planetary fortress a better thing to build over the comsat thing? Is it only late game, when your new expos are already saturated from the start?
xnub
Profile Joined August 2009
Canada610 Posts
March 16 2010 20:01 GMT
#22
Drones do not move faster on creep ....

i Tho was somthing blizzard said right off the bat when they said creep would inc zerg speed
Loving the beta !! Weeeeeeee
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 16 2010 20:08 GMT
#23
On March 17 2010 04:37 TheBB wrote:
I guess one of them was timed in-game for one minute, while the other was timed with the game clock in a replay.

Show nested quote +
On March 17 2010 03:04 da_head wrote:
lol drones don't move faster on creep...have u guys even played sc1?
zerg's always required fewer workers because they don't need to maynard workers unlike the other races

The reference to SC1 is hardly relevant, and I'm pretty sure the reason why Zerg require fewer workers is wrong. This results from using the hatchery to make both drones and army units. First off, to increase production capacity, you need to build hatcheries, which you might as well do at expansions, and if you expand more, you need fewer workers. Secondly, you will have fewer workers because you need the larvae for other units.

how is it hardly relevant? you don't need to maynard workers because zerg can produce workers at a much higher rate than the other races due to having to make hatcheries at each expansion. yes there's also the issue of using larvae for attacking units, but that's obvious and i didn't feel like going into that. though perhaps it was necessary given the responses given in this thread...
When they see MC Probe, all the ladies disrobe.
semantics
Profile Blog Joined November 2009
10040 Posts
March 16 2010 20:10 GMT
#24
On February 25 2010 01:08 Volshok wrote:
I don't have Terran.

Show nested quote +
Toss:
12Probes: 457-533
16Probes: 629-686
20Probes: 725-781
22Probes: 743-819
+24Probes: 762-838+
26Probes: 762-838
30Probes: 781-857
34Probes: 781-857

24-26 Probes is full saturation on 8 minerals


Show nested quote +
Zerg
16 drones 925
17 drones 945
18 drones 990 -- 995
19 drones 1040 -- -1050
22 drones 1080
32 drones 1060

19-20 Drones is full saturation on 8 minerals



Both of these numbers were taken from posters on this board, but I didn't grab the names. Sorry to the OPs, I copy-pasted these for friends on another forum.

I did the zerg one

I didn't use a replay to tell me the resources like the toss was did

I recorded my game in that game i started with 32 drones on a feild
waited 2 mins
for workers to get into optimum area
then recording how many mins i got in a min

took away drones waited 1 min as workers should already be on a pretty optimum patch

then recorded 1 min repeated it again and again

did 18 and 19 drones twice to see consistency.

anyways about 18-19 drones is about optimum cost per get back which seems to be true about the toss so we can assume is the same for terran.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-03-16 20:12:38
March 16 2010 20:12 GMT
#25
On March 17 2010 05:01 xnub wrote:
Drones do not move faster on creep ....

i Tho was somthing blizzard said right off the bat when they said creep would inc zerg speed

They don't which probably to keep the ability to scout zerg possible early game else drones would rape scouting workers if they ever got on creep.
Exteray
Profile Blog Joined June 2007
United States1094 Posts
March 16 2010 20:39 GMT
#26
On March 17 2010 05:08 da_head wrote:
Show nested quote +
On March 17 2010 04:37 TheBB wrote:
I guess one of them was timed in-game for one minute, while the other was timed with the game clock in a replay.

On March 17 2010 03:04 da_head wrote:
lol drones don't move faster on creep...have u guys even played sc1?
zerg's always required fewer workers because they don't need to maynard workers unlike the other races

The reference to SC1 is hardly relevant, and I'm pretty sure the reason why Zerg require fewer workers is wrong. This results from using the hatchery to make both drones and army units. First off, to increase production capacity, you need to build hatcheries, which you might as well do at expansions, and if you expand more, you need fewer workers. Secondly, you will have fewer workers because you need the larvae for other units.

how is it hardly relevant? you don't need to maynard workers because zerg can produce workers at a much higher rate than the other races due to having to make hatcheries at each expansion. yes there's also the issue of using larvae for attacking units, but that's obvious and i didn't feel like going into that. though perhaps it was necessary given the responses given in this thread...

It's hardly relevant because you said "lol drones don't move faster on creep...have u guys even played sc1?".. and in sc1, nothing moves faster on creep, while in sc2, most zerg untis move faster on creep. So whether drones move faster on creep in sc1 has nothing to do with whether drones move faster on creep in sc2.
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-03-16 21:02:08
March 16 2010 20:49 GMT
#27
Does any have any actual evidence that zerg mine at a different rate? Personally I've observed all workers to mine at the same rate, but if some one who has tested all three races in scientific and consistent way wants to contradict that, please do.

Until then, people should calm down.

Looks to me like 3 workers per patch is the absolute saturation point and around 2 1/2 is sort of a sweet spot. For zerg I'd certainly try to maintain at 2 1/2 per patch, so as I need to pull drones off to make stuff, I am still in the sweet spot.

For terran and protoss I'd say it depends how soon I expect to get up another expo.
Don't let me say this, but you're no worse than me; it's crazy.
danieldrsa
Profile Joined June 2008
Brazil522 Posts
March 16 2010 21:09 GMT
#28
I also did the test and 24 worker is the optimal number
However i did only test playing as toss

You should take on acount the possibility of losing workers, so i think 4 or 5 more doesnt hurt so much
-*-
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-03-16 21:22:16
March 16 2010 21:19 GMT
#29
u dont have to time anything.
just put 2 drones on each mineral patch and start mining.
then after about 10 seconds they will have a good rhythm and then u can exit after 5 seconds and load the replay to see avg recourses

ill go test the 3 races myself cause i have a hard time believing they mine differently

edit: ah actually that didnt work so well, it didnt want to show me recourses since i had no opponent xd

is it true drone mine faster than scv??
Progamerpls no copy pasterino
semantics
Profile Blog Joined November 2009
10040 Posts
March 16 2010 21:22 GMT
#30
19-20 is the sweet spot the last 4 add like maybe 10 more mins a min not worth it unless your planning to maynard them
HydroZ
Profile Joined March 2010
United States34 Posts
Last Edited: 2010-03-16 22:01:19
March 16 2010 21:59 GMT
#31
Although I haven't seen the test that claims these are the correct rates, it doesn't intuitively make sense to me why one race would require less workers for saturation. It would make sense to standardize the collection rates so that no race gets an unfair advantage.

However, one might make the argument that Zerg should require less workers to reach saturation, given that they cannot produce both Drones and other units at the same time (while Protoss/Terran can produce Probes/SCV's at a constant rate). At the same time, holding Zerg to the same requirement for saturation seems to be consistent with their unit production system. Yes, you can't produce Drones constantly; but at the same time, you can produce other units 3, 4, 5 at a time, which the other races can't exactly do (at least not with one building). So the inability to constantly produce Drones is something Zerg gives up to be able to quickly produce any unit of their choice in large bundles. This would suggest that having unequal saturation numbers isn't fair (or the test was incorrect).
semantics
Profile Blog Joined November 2009
10040 Posts
March 16 2010 22:01 GMT
#32
On March 17 2010 06:59 HydroZ wrote:
Although I haven't seen the test that claims these are the correct rates, it doesn't intuitively make sense to me why one race would require less workers for saturation. It would make sense to standardize the collection rates so that no race gets an unfair advantage.

However, one might make the argument that Zerg should require less workers to reach saturation, given that they cannot produce both Drones and other units at the same time (while Protoss/Terran can produce Probes/SCV's at a constant rate). At the same time, holding Zerg to the same requirement for saturation seems to be consistent with their unit production system. Yes, you can't produce Drones constantly; but at the same time, you can produce other units 3, 4, 5 at a time, which the other races can't exactly do (at least not with one building). So the inability to constantly produce Drones is something Zerg gives up to be able to quickly produce any unit of their choice in large bundles.

in sc1 drones were the slowest miners i believe but it didn't matter as zerg expoed the most.

in sc2 from what i've tested zerg and toss are pretty much the same enough to just be the same.
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
March 16 2010 22:07 GMT
#33
On February 24 2010 23:30 SubtleArt wrote:
How does the worker saturation / diminishing returns system work in starcraft 2? In BW it was basically just more workers > faster mining although the rate of increase gradually went down.

How does it compare to Starcraft 2? I heard with better AI its a lot more complicated, and in some instances having more workers might lower income? I don't know much about this so I'll let the more knowledgeable post their opinions

Just a note, in BW SCVs mined faster than probes or drones ;]. Also, in BW perfect probe saturation was ~24.
IMBA - International Mountain Bicycling Association.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
March 30 2010 00:13 GMT
#34
On March 17 2010 07:07 ProoM wrote:
Show nested quote +
On February 24 2010 23:30 SubtleArt wrote:
How does the worker saturation / diminishing returns system work in starcraft 2? In BW it was basically just more workers > faster mining although the rate of increase gradually went down.

How does it compare to Starcraft 2? I heard with better AI its a lot more complicated, and in some instances having more workers might lower income? I don't know much about this so I'll let the more knowledgeable post their opinions

Just a note, in BW SCVs mined faster than probes or drones ;]. Also, in BW perfect probe saturation was ~24.


the problem is this is the drone who mine faster and this is the zerg who expand the most so ya we have a problem here
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 30 2010 00:21 GMT
#35
I'm pretty sure numbers are wrong; all races should have the same number of workers needed for full saturation. The only variation that occurs is when different maps and/or different positions are used, due to the distance of the minerals. The workers all have the exact same movement speed, and Drones don't gain a speed boost from creep (you can tell by just eye-balling it, really)

2 per patch isn't saturation unless every patch happened to be close enough to the HQ (which doesn't exist as of now). 3 per patch is probably average (in regards to max saturation for each map). It doesn't matter if any more than 2 per patch has diminishing returns percentage-wise; it still brings you closer to optimal.
MeruFM
Profile Joined February 2010
United States167 Posts
March 30 2010 00:54 GMT
#36
This thread has lots of misinformation.

The workers mine the same speed.
16 is optimal. 2 per patch.
24 is saturation. 3 per patch. Adding 8 more workers gives about 20% more mineral. So 16 workers can already get 80% of the minerals at an expansion.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 30 2010 01:00 GMT
#37
On March 30 2010 09:54 MeruFM wrote:
This thread has lots of misinformation.

The workers mine the same speed.
16 is optimal. 2 per patch.
24 is saturation. 3 per patch. Adding 8 more workers gives about 20% more mineral. So 16 workers can already get 80% of the minerals at an expansion.


Actually, Optimal can mean Saturation depending on the time period you observe the income for. For example, if you are comparing 1 base play into late-game with 16 workers to 1 base play into late-game with 24 workers, the 24 worker choice is optimal. I know this is an extreme example, but it's the easiest way of illustrating it ^_^
Tamerlane
Profile Joined July 2009
Canada424 Posts
March 30 2010 03:00 GMT
#38
to really find out what is optimal, you need to find out what is the cost of opportunity of adding more drones and this cost varies for each race (as their workers work differently) as well as each stage of the game

But the 24 = saturation of minerals is erroneous, some mineral spots (the closest to main obv) can be gathered at full time with only 2 workers on it. I'm fairly sure most maps have at least one spot for which this is the case, and a lot have 2 spots => that's why sometimes the real worker saturation comes at 22 workers... Although, I don't see how there could be a difference in income between 24 and 32 workers :o
AndyJay
Profile Blog Joined February 2010
Australia833 Posts
Last Edited: 2010-03-30 03:29:16
March 30 2010 03:07 GMT
#39
Zerg
16 drones 925
17 drones 945
18 drones 990 -- 995
19 drones 1040 -- -1050
22 drones 1080
32 drones 1060

19-20 Drones is full saturation on 8 minerals


The Zerg numbers are incorrect. Stop spreading misinformation. The actual Zerg numbers are very close, if not the same as the Protoss numbers.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-03-30 21:00:50
March 30 2010 20:58 GMT
#40
Yes, the workers are practically identical.

The income from a saturated base is close to 800 minerals per minute(a replay timer minute to be exact).

From my test it appears that optimal saturation is at 3 workers for every slightly distant mineral patch and 2 for every close one(so usually around 22, I tested just on the blistering sands left main).
The close ones aren't actually mined with 100% efficiency, but if you add a third worker, it will just shuffle between patches every time it brings minerals back and barely improve mining efficiency(if at all).
I'll call Nada.
Steve496
Profile Joined July 2009
United States60 Posts
March 30 2010 21:03 GMT
#41
The zerg numbers look off because of the difference between real time and the replay timer - that is, the 2 minutes for the zerg numbers are about 30% more time than the 2 minutes in the probe test. Hence, we'd expect the numbers to be about 30% higher - and they are. Nothing weird happening here, and in terms of figuring out saturation the drone test is fine; they just can't be compared straight across to tests done the other way unless one adjusts for the speed difference.
SBelmont
Profile Joined August 2008
United States122 Posts
March 30 2010 21:27 GMT
#42
3 per patch is the absolute max. If workers in SC1 worked like they did in SC2 saturation would be at 3 per patch too.

The reasoning: The time it takes for a worker to deliver minerals and return to them is slightly longer than the time it takes for a worker to start mining and then start heading back. With 2 workers a patch, there will (almost) always be a slight delay in which the patch is not being mined. For the closest patches to your CC/Nexus/Hatchery, it only takes 2 workers to always have it being mined. Obviously this can also be noted that 18 workers is complete saturation at a gold mineral patch (3 x6).

This isn't accounting for different in worker movement speed. I believe all workers have a "mine" time that is equal to each other, so with 3 per patch income should be even.
us.insurgency
Profile Joined March 2010
United States330 Posts
March 30 2010 21:28 GMT
#43
i dont think those zerg stats are right.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
March 30 2010 21:31 GMT
#44
the op srsly needs to be updated.....
Hwaseung Oz fan for life. Swing out, always swing out.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2010-03-30 22:01:57
March 30 2010 21:57 GMT
#45
The thread is completely wrong, I had assumed someone posting numbers like that would be correct, but I just went into a game and tested a couple different numbers of workers and the mining rate of protoss is the same as with zerg. here are the numbers I found:

6:
Zerg: ~248
Protoss: ~248

10:
Zerg: ~419
Protoss: ~419

14:
Zerg: ~590
Protoss: ~590

18:
Zerg: ~705
Protoss: ~705

22:
Zerg: ~762
Protoss: ~762

Here is the replay of the test game proving this:
http://www.mediafire.com/?uyqjjdymmhy

edit: also here's the ratios of going from step to stop going up 4 workers:
6>10
worker ratio: 1.6667
Mining ratio: 1.6895

10>14
worker ratio: 1.4
mining ratio: 1.4081

14>18
worker ratio: 1.2857
mining ratio: 1.1949

18>22
worker ratio: 1.2222
mining ratio: 1.0809

as you can see you're getting basically 1:1 bang for your buck up to 14 workers, but after that your payoff per worker added drops and it gets less and less efficient to add workers.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Gescom
Profile Joined February 2010
Canada3363 Posts
March 30 2010 22:00 GMT
#46
I have run these tests for all races multiple times as well -- all 3 races mine the same. About 1100 minerals for 24 workers (saturated) in 1 real minute.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 30 2010 22:16 GMT
#47
I don't get where people get ANY number other than 16 as being decreased mining efficiency. At 2 per patch, mining time is still available (I don't know of any patches at mains that are able to be fully mined at 2 workers). There should not be any drop in efficiency until you hit 3 workers at a patch. Where this "Oh, 16->17 has less efficiency, 17->18 has even less efficiency" stuff is coming from, I don't know; in order to accurately measure worker efficiency, you have to dismiss patch distances from the HQ. Obviously, you'll see a drop in "efficiency" if you have a worker at the closest patch, then see that the second worker at any other patch will bring in less >.>

Until you hit 17 workers (that is, once you hit 17 workers, the remainder of this sentence is false), you have the exact same efficiency for every worker barring patch distances. The 17th worker, however, will have less efficiency due to not having a time slot it can perfectly fit into.

@Orb: The reason your ratios/efficiencies are not accurate is because you only measured them at every 4th worker, starting at an arbitrary 6. If you measured efficiency for EVERY worker, you should find relatively maximum efficiencies for the first 16 workers (the variations will be due to patch distances), and then start seeing decreases with the 17th worker. By jumping from 14 to 18, you are assuming that each worker between there will have the same efficiency.

Also, note that each worker has a walking speed of 2.8125. Every single one. There are also NO known differences in mining speed.
_EmIL_
Profile Joined March 2010
Sweden138 Posts
March 30 2010 22:22 GMT
#48
I think its best to just stay on 16-18 probes..

Losing is winning
NiiPPLES
Profile Joined April 2010
United Kingdom201 Posts
Last Edited: 2010-04-26 17:45:14
April 26 2010 17:42 GMT
#49
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 26 2010 17:48 GMT
#50
I've found 17 DRONES to be sufficiently saturated for Zerg. However, Protoss I've found 24 Probes provide full saturation, and 22 SCVs provide full saturation for Terran. The number of workers I put on gas depends how far the geyser is, the ones that are as close as possible to your CC/Nex/Hatch I used 3 workers on, while the ones that are one space further away I've found 4 can mine it without having a worker waiting outside for more than .3 seconds.
i-bonjwa
DrSmoke
Profile Joined April 2010
United States175 Posts
April 26 2010 17:54 GMT
#51
On April 27 2010 02:48 SichuanPanda wrote:
I've found 17 DRONES to be sufficiently saturated for Zerg. However, Protoss I've found 24 Probes provide full saturation, and 22 SCVs provide full saturation for Terran. The number of workers I put on gas depends how far the geyser is, the ones that are as close as possible to your CC/Nex/Hatch I used 3 workers on, while the ones that are one space further away I've found 4 can mine it without having a worker waiting outside for more than .3 seconds.


100% wrong
agleed.agleed
Profile Joined March 2010
Germany110 Posts
April 26 2010 18:07 GMT
#52
On April 27 2010 02:48 SichuanPanda wrote:
I've found 17 DRONES to be sufficiently saturated for Zerg. However, Protoss I've found 24 Probes provide full saturation, and 22 SCVs provide full saturation for Terran. The number of workers I put on gas depends how far the geyser is, the ones that are as close as possible to your CC/Nex/Hatch I used 3 workers on, while the ones that are one space further away I've found 4 can mine it without having a worker waiting outside for more than .3 seconds.


yeah sorry dude, never seen some wrong in one post.
moapy
Profile Joined August 2010
Australia5 Posts
August 24 2010 22:50 GMT
#53
So....

Can I please have someone who actually knows what they are talking about tell me which one of the 50 responses to this thread is correct?

My understanding is 16 is a nice number and 24 is max saturation? (this is not including 6 gas workers). Is this correct?
Warp
Profile Joined August 2010
United States166 Posts
August 24 2010 23:04 GMT
#54
Best (or almost closest to it) is to keep making probes/drones if you intend to expand, but optimal mining saturation for each base is 24 on minerals and 3 on each gas = 30.

The best example of saturation is watching HuK play.... because he ALMOST always stops probe production at 30.

Way to revive the thread btw
"nothing supscious going on here" - Camille Cavour aka Chris Loranger aka HuK the beast
Shika
Profile Blog Joined July 2010
Sweden1711 Posts
August 24 2010 23:09 GMT
#55
For zerg, this is what i've gathered to be quite effective.

2.5 workers per patch = 20 workers (not counting gas, naturally). You could add 4 more but the gain will be small and you are probably better of sending those to an expansion or using the larvae for attack units.
Stropheum
Profile Joined January 2010
United States1124 Posts
August 24 2010 23:12 GMT
#56
you don't need exact numbers. Just make a custom map with one mineral patch at minimum distance from spawn point. You'll see that with three workers, one is always mining, one is always returning minerals, and one is always heading back to the minerals. any more and you get minerals faster, but one drone is always idle, thus, diminishing returns in terms of collection rate/workers
semantics
Profile Blog Joined November 2009
10040 Posts
August 24 2010 23:15 GMT
#57
On August 25 2010 08:09 Shika wrote:
For zerg, this is what i've gathered to be quite effective.

2.5 workers per patch = 20 workers (not counting gas, naturally). You could add 4 more but the gain will be small and you are probably better of sending those to an expansion or using the larvae for attack units.

This 20-22 gives around the max return for your value,
then ofc 3 for each gas. Anything past that is usually used for maynard.
heishe
Profile Blog Joined June 2009
Germany2284 Posts
Last Edited: 2010-08-24 23:22:29
August 24 2010 23:18 GMT
#58
19-20 drones (depending on the map) is full saturation for all races on minerals. there are usually some close mineral patches and some a little bit further away. the close ones are 100% saturated with 2 drones, the further ones are like 90% saturated with 2 drones and are covered by the 3 or 4 free running drones that have nothing to do. so it's (8x2 regular workers +3-4 freelancers).

any more drones bring absolutely minimal improvements, because the freelancers sometimes don't perfectly cover the far patches, but the difference will not make a difference in any game. the difference from 16 to 19-20 drones also isn't too big, about 3-5% if I reckon correctly. So when you set up two bases, maynard workers so that both bases have 16 on minerals before you fill both up to 20
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Snowfield
Profile Blog Joined April 2010
1289 Posts
August 25 2010 00:38 GMT
#59
Man, there's even a ingame tip for this, it says 3 workers pr mineral field, but since zerg has creep, you can have slightly less.
Najda
Profile Joined June 2010
United States3765 Posts
Last Edited: 2010-08-25 00:50:07
August 25 2010 00:48 GMT
#60
On August 25 2010 09:38 Snowfield wrote:
Man, there's even a ingame tip for this, it says 3 workers pr mineral field, but since zerg has creep, you can have slightly less.


Drones have the same movement speed on and off the creep. Don't believe me? Go into a game and look at the drones movespeed when on the creep (2.81) then move it off the creep and check again, still 2.81 .

The 2nd post of this thread gives all the information one could really need. There is no magic number though, because its always useful to keep making workers for a transfer.
Santiago4ever
Profile Joined February 2010
Sweden299 Posts
Last Edited: 2010-08-25 00:52:13
August 25 2010 00:51 GMT
#61
Creep doesn't affect drones speed. Drones mine exactly as fast as probes/SCV's. Chase a scouting probe/SCV on creep and off creep and see the remarkable lack of a difference in the speed.
Ernest Hemingway once wrote: The world is a fine place and worth fighting for. I agree with the second part.
MythicalMage
Profile Joined May 2010
1360 Posts
August 25 2010 00:55 GMT
#62
According to the Blizzard tips, it's three per mineral patch/geyser.
stepover12
Profile Joined May 2010
United States175 Posts
August 25 2010 01:24 GMT
#63
For optimal minerals-per-minute/workers ratio, the number of workers is somewhere between 8 and 16. But stopping at 16 per base is just silly.
I think the maximum number of mining workers you should have at 1 base is 30 (3 per mineral patch, 3 per gas.) That's because at any given time only 1 worker can gather at a mineral patch, and 3 workers per patch ensure that the mineral patch is constantly being mined . (Same thing with gas geyser.)
So, if you have 1 base, aim for 30 workers, 2 fully mine-able bases - aim for 60 workers, and so on...
There's a trade-off if you get to the rare situation of 4+ fully mine-able bases. Theoretically you'd need 120+ workers for fastest mining speed. But an 80 food army may not be able to cover and defend all your bases.
Thus practically I'd say stop at around 100 workers no matter how many bases you have.
DarkSeerTurbo
Profile Joined May 2010
United States105 Posts
August 25 2010 01:49 GMT
#64
wow guys, there is SO much bad information here! and the bad info just keeps on repeating!

LISTEN:

1. All workers (probe, drone, scv) move the same regardless of creep
2. They all mine at the same pace
3. There is something called diminishing returns (econ principle). It basically means that for every extra worker you add on, you will get more money in absolute terms but less in a relative sense. Basically, this means that every extra worker you add will be LESS efficient. The threshold for diminishing returns starts after 2 workers per mineral chunk (ie after 16 workers, you will start hitting diminishing returns for every worker you make).
4. After 3 workers per mineral chunk (for a total of 24 workers), you will get zero return on your investment. Do not build more than 3 workers per mineral chunk.

Conclusion: 16 workers is optimal (most efficient) for a mineral patch consisting of 8 nodes. 24 is the max that you can have. Anything between 17-24 will get you more money than 16 but at a lower efficiency rate.
farseerdk
Profile Joined May 2010
Canada504 Posts
August 25 2010 03:07 GMT
#65
On August 25 2010 10:49 DarkSeerTurbo wrote:
wow guys, there is SO much bad information here! and the bad info just keeps on repeating!

LISTEN:

1. All workers (probe, drone, scv) move the same regardless of creep
2. They all mine at the same pace
3. There is something called diminishing returns (econ principle). It basically means that for every extra worker you add on, you will get more money in absolute terms but less in a relative sense. Basically, this means that every extra worker you add will be LESS efficient. The threshold for diminishing returns starts after 2 workers per mineral chunk (ie after 16 workers, you will start hitting diminishing returns for every worker you make).
4. After 3 workers per mineral chunk (for a total of 24 workers), you will get zero return on your investment. Do not build more than 3 workers per mineral chunk.

Conclusion: 16 workers is optimal (most efficient) for a mineral patch consisting of 8 nodes. 24 is the max that you can have. Anything between 17-24 will get you more money than 16 but at a lower efficiency rate.

Almost right.

This would be true if all mineral patches were exactly the same distance away from the nexus/cc/hatch. For the close patches, the optimal number is exactly 2. There is no wasted time (don't believe me? go and set up a mining pair on 1 close patch and watch). On the FAR patches, however, 3 is the max, but there will be some idle time. As such, the actual maxima for marginal returns would depend on the number of close vs. far patches, but the MAX it could be is 16.
Perspective is merely an angle.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
August 25 2010 03:10 GMT
#66
On August 25 2010 09:55 MythicalMage wrote:
According to the Blizzard tips, it's three per mineral patch/geyser.



im pretty sure it's 6 for gas (3 per) and 2 per mineral patch (so 16).... this makes 22 the "optimal" assuming 3 per mineral is oversaturated

i like to have about 25 at each in case there are a few distant mineral patches
I'm like badass squared | KeitZer.489
Comeh
Profile Blog Joined July 2008
United States18918 Posts
August 25 2010 04:01 GMT
#67
Also, most people don't consider in this thread the situations of a: the fact that workers will always, ideally, be transferred to new expansions, so creating more workers will always benefit your future income
b: It is highly likely that you will lose workers to harassment / pulling to defend at some point
c: Some workers will be sent off to build buildings, lowering the amount of workers from the "optimal" number at some points.
However
d: workers take supply away from your army, particularly important in the late game.
overall, build more workers than you think you need.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
ctOph
Profile Joined August 2010
Canada6 Posts
Last Edited: 2010-09-01 13:57:22
September 01 2010 13:52 GMT
#68
Have somewhere between 16-24 workers on minerals, 6 on gas.

<15? Make more workers

16-23? You can make more if you like, but beware that anything after the 16th worker is subject to diminishing returns, and will have less minerals mined per minute than the first 16 workers.

24? You've reached the cap. Any more workers after this would be stupid, unless you have an expo about to pop and you can move some off. Any more workers after 24 on minerals will be either subject to very very harsh diminishing returns, or even not increase your minerals per minute AT ALL, since once you have too many, there will always be a worker wandering around for an open patch of minerals that it will never find.

That's pretty much it. You will see an increase in minerals per minute by adding workers past 16, while still keeping them under 24. The only thing is, like I already said, any workers past 16 will be subject to diminishing returns, since they will be wandering part of the time looking for an open patch. When you have 16 workers, one will mine the patch, then return to the HQ, as its returning, a second worker will mine the same patch, by the time its done, the first worker will be returning, leaving a very short amount of time for a third worker to come in and mine that patch. That is why you should have at least 16, but no more than 24.

edit: Also, I'd like to point out that if you expand, take off workers from your main to your expo, but don't bring your main down to less than 16 workers. Having a main w/ 16 workers, and an expo w/ 16 workers is better than having 24 at your main and 8 at your expo. Kind of common sense but I thought I'd point it out. If you take a third, you should probably only have 16 workers on minerals per base, because having full saturation (30 per base, 24 on min and 6 on gas) cuts into your food supply hard. Creating workers into diminishing returns while having more than 2 bases seems pretty illogical to me. Then again, if you need the minerals, go for it, but at that point in the game you might want to have a bigger army to defend your economy.

/thread
Normal
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2025 GSL S2 - Ro8 Group B
CranKy Ducklings132
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft725
Nina 159
ROOTCatZ 68
Ketroc 48
StarCraft: Brood War
Britney 15020
Artosis 889
HiyA 151
Sharp 77
Icarus 11
ajuk12(nOOB) 5
Dota 2
monkeys_forever618
LuMiX1
League of Legends
Trikslyr83
Counter-Strike
Stewie2K748
Other Games
summit1g5800
C9.Mang01251
shahzam832
WinterStarcraft424
Maynarde138
Mew2King99
Temp012
Organizations
Other Games
gamesdonequick1730
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH299
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt186
Other Games
• Scarra905
Upcoming Events
RSL Revival
7h 32m
Cure vs Percival
ByuN vs Spirit
WardiTV Qualifier
13h 32m
PiGosaur Monday
21h 32m
RSL Revival
1d 7h
herO vs sOs
Zoun vs Clem
Replay Cast
1d 21h
The PondCast
2 days
RSL Revival
2 days
Harstem vs SHIN
Solar vs Cham
Replay Cast
2 days
RSL Revival
3 days
Reynor vs Scarlett
ShoWTimE vs Classic
uThermal 2v2 Circuit
3 days
[ Show More ]
SC Evo League
4 days
Circuito Brasileiro de…
4 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Acropolis #3 - GSC
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
BLAST Open Fall 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.