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Gold Minerals Evaluated - Page 2

Forum Index > SC2 General
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Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
June 20 2010 04:56 GMT
#21
+ Show Spoiler +
On June 20 2010 13:30 virgozero wrote:
u guys dont take into account risk and drone count !!!!!!

edit:


Like if you over saturate, that is in theory wasting minerals because all those workers couldve been moola. If your going for gold, perhaps u can bring a portion of ur perfectly saturated natural into the gold and since the natural is nearly worn out, it may be perfect.

So especailly for zerg it gives u options to build other stuff stead of drones.

Just my $0.02



The higher risk isn't part of the base value of the Gold Minerals, which is what was addressed in this post.
The richest man is not he who has the most, but he who needs the least.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 20 2010 04:59 GMT
#22
You can't use 2.5 because you can't split SCV efficiency over two minerals. You need to use three per mineral patch.

On June 20 2010 00:13 Endorsed wrote:
Show nested quote +
On June 19 2010 23:39 Warri wrote:
Full saturated Gold produces 5% more income than a fullsaturated 8patch normal expansion, yet is mined out way faster. Mules are an exception here.
You can rarely take a gold as first as its too far away or blocked by a rock. So whenever you take a gold or any other expansions at that time you usually have enough wrokers left over to transfer them and instantly saturate them.

Also its 3 workers per patch.


Please. It's 2 workers per patch. Don't get this wrong anymore. Please.





Ironically you're wrong. Please. Don't post if you're going to be spewing out ignorance. Please.
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
June 20 2010 04:59 GMT
#23
Thanks alot, really enjoy this kind of discussion.

I find it interesting as I originally saw gold expos as a sort of "capitalize on lead" WC3 kind of thing where once you get the lead instead of being aggressive you just turtle for a better chance of success but boring game kinda thing... It seems much more like gold expos have a "immediate reward/immediate risk" aspect to them that makes them more balanced towards a normal expo/nat and makes them fit in with certain builds/more diverse strategy dependent which really makes it depend heavily on the map and also somewhat on the matchup.
Myv382
Profile Joined May 2010
China31 Posts
June 20 2010 05:18 GMT
#24
On June 20 2010 13:29 Perdition wrote:
Show nested quote +
On June 20 2010 13:20 Myv382 wrote:
Interesting stuff...I really don't have much to add, just that the Gas intake is not accounted for. Often in TvT, the gold Expansion is not really worth the trouble (Steppes of War, Blistering Sands, Gay Lava Map), and would only risk SCVs and forcing the army to be spread too thin, as the entire match up is about gas.


My post isn't supposed to support or devalue taking the Gold. It was to explain exactly what the Gold does.
It offers a little more mineral intake compared to normal expansions. That is as far as usefulness goes. I know exactly what your post intended to do, I only intend to add a little more to it.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
June 20 2010 05:27 GMT
#25
The only advantage is you gather slightly more minerals in a shorter lime and use less workers. i thought we knew this along time ago.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 20 2010 05:29 GMT
#26
I thought it was pretty well agreed upon that the best efficiency is 2 workers per patch, 3 per gas. Whats this about 3 workers per patch?
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
June 20 2010 05:52 GMT
#27
On June 20 2010 14:29 Subversion wrote:
I thought it was pretty well agreed upon that the best efficiency is 2 workers per patch, 3 per gas. Whats this about 3 workers per patch?


The Patches furthest away from your Nexux/Hach/CC benefit from 3 workers per patch. That is why I used a 2.5:1 ratio.
The richest man is not he who has the most, but he who needs the least.
virgozero
Profile Joined May 2010
Canada412 Posts
June 20 2010 07:39 GMT
#28
high yield gas? is that proven?
Pking
Profile Joined May 2010
Sweden142 Posts
June 20 2010 13:09 GMT
#29
Regarding number of workers / mineral patch, take a look at the graph at this page:
http://wiki.teamliquid.net/starcraft2/Minerals

It should give you some idea on how many workers are optimal. 20 seems to be a good amount, 16 is not really optimal and probably pointless having more than 25.

So a tip is to select your mining workers and check that you have 2 1/2 rows selected.
Ichabod
Profile Joined May 2010
United States1659 Posts
June 20 2010 13:27 GMT
#30
On June 20 2010 16:39 virgozero wrote:
high yield gas? is that proven?


All gas is the same, currently, and runs out completely after the geyser has been exhausted.

There could be code for a high-yield gas in the game (for custom maps), or plans to be implemented in the future, but as of yet, it doesn't exist.
TSM
Profile Blog Joined June 2010
Great Britain584 Posts
June 20 2010 13:31 GMT
#31
i think the main should be gold and one other expo that is seriously hard to defend.
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
Barnabas
Profile Joined April 2010
United States74 Posts
June 20 2010 15:11 GMT
#32
On June 20 2010 13:59 Adebisi wrote:
Thanks alot, really enjoy this kind of discussion.

I find it interesting as I originally saw gold expos as a sort of "capitalize on lead" WC3 kind of thing where once you get the lead instead of being aggressive you just turtle for a better chance of success but boring game kinda thing... It seems much more like gold expos have a "immediate reward/immediate risk" aspect to them that makes them more balanced towards a normal expo/nat and makes them fit in with certain builds/more diverse strategy dependent which really makes it depend heavily on the map and also somewhat on the matchup.


This kind of sums up my final thoughts on the topic. I say that the best time to go gold is when u want to rapidly build out an expansion. Lets say u have map control but are a base down, gold will allow u too close that gap quicker, allowing u to get a saturated base much faster. But gold isnt so key as to be the best bet in every situation. The higher the risk during the timing the lower the need to go gold.
Again, just to sum up my final thoughts and general concensus.
I'm Barnabas. You haven't heard of me. Gosu Camp Attendee.
Leeoku
Profile Joined May 2010
1617 Posts
June 20 2010 15:18 GMT
#33
the whole point of gold is to get more minerals faster to pump more units using fewer workers to get minerals
McStupid
Profile Joined May 2010
United States94 Posts
June 20 2010 17:57 GMT
#34
I play Terran, and I've noticed that if I have 3 SCVs on each gas refinery, they move quickly, but if I have 4 there, one is always standing out front, waiting to get in.

So I go with 3 SCVs per gas refinery.
See "Online Video", the internet's comedy webshow, at www.loudmouthtim.com !
CateranEnforcer
Profile Joined June 2010
United States1 Post
June 21 2010 01:09 GMT
#35
Now I haven't counted on the actual maps, but if what the OP says is true about the number of mineral patches at each expansion (8 in main, 7 or 8 in natural, 6-7 in others) then gold minerals would have a bigger difference in income than previously stated. So really, after your main and natural are saturated, a gold expo seems a significant income advantage.

Main/Natural
8 mineral patches x 5 minerals per worker = 40 minerals per trip

Other expo
7 mineral patches x 5 minerals per worker = 35 minerals per trip

Island expo
6 mineral patches x 5 minerals per worker = 30 minerals per trip

Gold expo
6 mineral patches x 7 minerals per worker = 42 minerals per trip

So while the number of patches are equal, such as with an island expo, the gold expo does produce 40% (42/30) more minerals per trip, while it offers 20% (42/35) over a normal expo, and a mere 5% (42/40) over your main and natural. Taking into account the placement of the gold expos and the fact that they usually have less minerals overall, it seems like tactical choice to make whether you go for gold or not.
waffling1
Profile Blog Joined May 2010
599 Posts
Last Edited: 2010-06-21 02:57:39
June 21 2010 01:23 GMT
#36
But once it is saturated because it has more minerals it produces not 40% less income.

horrible wording. i'm not quite sure what u mean, can u reword?

edit: ok i understood what u mean here. i think it would be better if it was reworded like this


+ Show Spoiler +
However, because a Gold Expansion has 6 Mineral Patches compared to 8 for a standard base a fully saturated Gold Expansion does not produce a full 40% more income than a regular base, but rather, less than 40% more income. To do the math:....

(this leads into the next part, which i also wrote out extra clearly in the spoiler below


____________________________________________________________________________________


-Fully saturated with 15 workers a Gold Expansion produces 5% more income than a fully saturated base with 8 Mineral Patches.
-A fully saturated Gold Expansion produced 20% more income than a fully saturated base with 7 Mineral Patches.
-15 workers at a Gold Expansion harvest 40% faster than 15 workers at a base with 8 Mineral Patches.

I reorganized this bit of info with clearer labels and the calculations included for the reader.
+ Show Spoiler +


However, because a Gold Expansion has 6 Mineral Patches compared to 8 for a standard base a fully saturated Gold Expansion does not produce a full 40% more income than a regular base, but rather, less than 40% more income. To do the math:....

Summary:
Rate comparison:

assumptions: saturation ratio is 2.5 workers for 1 mineral patch.

Fully Saturated:
gold expansion (6 patches) VS 8 mineral patches
(6 x 1.4 = 8.4) VS 8
8.4 / 8 = 1.05
5% faster

Fully Saturated:
gold expansion (6 patches) VS 7 mineral patches
(6 x 1.4 = 8.4) VS 7
8.4 / 7 = 1.20
20% faster

Same Number of Workers:
saturated gold expansion (i.e. 15 workers) VS
(15 x 1.4 = 21) VS 15
21 / 15 = 1.4
40% faster

____________________________________________________________________________________

In light of these numbers, i would also add in the conclusions of strategic decisions:

1) the decision to take a gold or a regular expo: not super super significant in terms of gold payout.

2) but it is significant in that it requires less workers to saturate. The earlier the game, the more significant. making 5 less drones (compared to an 8 mineral patch base) early on is 250 mienrals, plus 17 x 5 game time seconds (plus larvae if you're zerg, and possibly queen energy and possibly a whole larvae cycle worth of time.) this can make a big deal for doing or defending a timing push, etc.

3) combining 1 and 2, if you're not REALLY banking for a timing push or you're in a situation where taking the gold is much more riskier than taking a nearby, more easily defend expo, then it's probably better not to take the gold

____________________________________________________________________________________


BTW, what is the actual saturation ratio? it would be different depending on the number of mineral patches. so

8 mineral patches
saturation ratio = ?

7 mineral patches
saturation ratio = ?

6 mineral patches
saturation ratio = ?

With these numbers, we can do the same thing in the spoiler and get slightly more accurate percentages, if anyone wanted to know them more closer to the actual value.

____________________________________________________________________________________


In Game Time it takes 85 less seconds from beginning to end to saturate a Gold Expansion


big concept here. u also threw it in the middle of a paragraph that dealt with other things.
r u saying 85 game time seconds, ASSSUMING ur building drones from that one hatch?

If so, it's good to point out that the ONLY factor determining this is the number of mineral patches (6 as opposed to 7 or 8).

Now this should bring up an obvious issue that you failed to address:
"Is this 85 second difference based on comparing the 7 mineral patch base or 8 mineral patch base?"
ambiguous.

But it doenst matter, even if u specified:
When u take a gold expansion, u should be transfering at least 12 drones (2 per mineral patch) IMMEDIATELY, since the greatest mining rate difference is to be gained in the unsaturated state (i.e. 40% - same number of workers) keep in mind ppl transfer drones in BW, where all mineral patches are not judged by their color or the content of their minerals.

Thus another reason why that 85 second comparison is meaningless, (as well as ambiguous).
If anything, b/c u want this gold expansion to be saturated ASAP, the gold expansion is the most quickly saturated out of all bases, if u wanna get really technical.

but i think the time of saturation when taking expos is very meaningless when comparing gold vs non gold expos




i don't mean to bash. i say all this with the most improvement-mindful of intentions.
plus, i'm just fulfilling an order:
Please comment with criticism.

xp
nihlon
Profile Joined April 2010
Sweden5581 Posts
June 21 2010 01:33 GMT
#37
On June 21 2010 10:23 waffling1 wrote:
Show nested quote +
But once it is saturated because it has more minerals it produces not 40% less income.


horrible wording. i'm not quite sure what u mean, can u reword?


He means that you do not get 40 percent less income once the mineral patches are saturated.
Banelings are too cute to blow up
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
June 21 2010 02:58 GMT
#38
+ Show Spoiler +
On June 21 2010 10:23 waffling1 wrote:
Show nested quote +
But once it is saturated because it has more minerals it produces not 40% less income.

horrible wording. i'm not quite sure what u mean, can u reword?

edit: ok i understood what u mean here. i think it would be better if it was reworded like this


+ Show Spoiler +
However, because a Gold Expansion has 6 Mineral Patches compared to 8 for a standard base a fully saturated Gold Expansion does not produce a full 40% more income than a regular base, but rather less than 40%. To do the math:....

(this leads into the next part, which i also wrote out extra clearly in the spoiler below


____________________________________________________________________________________


Show nested quote +
-Fully saturated with 15 workers a Gold Expansion produces 5% more income than a fully saturated base with 8 Mineral Patches.
-A fully saturated Gold Expansion produced 20% more income than a fully saturated base with 7 Mineral Patches.
-15 workers at a Gold Expansion harvest 40% faster than 15 workers at a base with 8 Mineral Patches.

I reorganized this bit of info with clearer labels and the calculations included for the reader.
+ Show Spoiler +


However, because a Gold Expansion has 6 Mineral Patches compared to 8 for a standard base a fully saturated Gold Expansion does not produce a full 40% more income than a regular base, but rather less than 40%. To do the math:....

Summary:
Rate comparison:

assumptions: saturation ratio is 2.5 workers for 1 mineral patch.

Fully Saturated:
gold expansion (6 patches) VS 8 mineral patches
(6 x 1.4 = 8.4) VS 8
8.4 / 8 = 1.05
5% faster

Fully Saturated:
gold expansion (6 patches) VS 7 mineral patches
(6 x 1.4 = 8.4) VS 7
8.4 / 7 = 1.20
20% faster

Same Number of Workers:
saturated gold expansion (i.e. 15 workers) VS
(15 x 1.4 = 21) VS 15
21 / 15 = 1.4
40% faster

____________________________________________________________________________________

In light of these numbers, i would also add in the conclusions of strategic decisions:

1) the decision to take a gold or a regular expo: not super super significant in terms of gold payout.

2) but it is significant in that it requires less workers to saturate. The earlier the game, the more significant. making 5 less drones (compared to an 8 mineral patch base) early on is 250 mienrals, plus 17 x 5 game time seconds (plus larvae if you're zerg, and possibly queen energy and possibly a whole larvae cycle worth of time.) this can make a big deal for doing or defending a timing push, etc.

3) combining 1 and 2, if you're not REALLY banking for a timing push or you're in a situation where taking the gold is much more riskier than taking a nearby, more easily defend expo, then it's probably better not to take the gold

____________________________________________________________________________________


BTW, what is the actual saturation ratio? it would be different depending on the number of mineral patches. so

8 mineral patches
saturation ratio = ?

7 mineral patches
saturation ratio = ?

6 mineral patches
saturation ratio = ?

With these numbers, we can do the same thing in the spoiler and get slightly more accurate percentages, if anyone wanted to know them more closer to the actual value.

____________________________________________________________________________________


Show nested quote +
In Game Time it takes 85 less seconds from beginning to end to saturate a Gold Expansion


big concept here. u also threw it in the middle of a paragraph that dealt with other things.
r u saying 85 game time seconds, ASSSUMING ur building drones from that one hatch?

If so, it's good to point out that the ONLY factor determining this is the number of mineral patches (6 as opposed to 7 or 8).

Now this should bring up an obvious issue that you failed to address:
"Is this 85 second difference based on comparing the 7 mineral patch base or 8 mineral patch base?"
ambiguous.

But it doenst matter, even if u specified:
When u take a gold expansion, u should be transfering at least 12 drones (2 per mineral patch) IMMEDIATELY, since the greatest mining rate difference is to be gained in the unsaturated state (i.e. 40% - same number of workers) keep in mind ppl transfer drones in BW, where all mineral patches are not judged by their color or the content of their minerals.

Thus another reason why that 85 second comparison is meaningless, (as well as ambiguous).
If anything, b/c u want this gold expansion to be saturated ASAP, the gold expansion is the most quickly saturated out of all bases, if u wanna get really technical.

but i think the time of saturation when taking expos is very meaningless when comparing gold vs non gold expos




i don't mean to bash. i say all this with the most improvement-mindful of intentions.
plus, i'm just fulfilling an order:
Show nested quote +
Please comment with criticism.

xp


Thank you so much for this intelligent improvement to my post. I will edit my post to accommodate.
The richest man is not he who has the most, but he who needs the least.
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
June 21 2010 03:13 GMT
#39
So it seems like a better choice when the gold minerals are on maps with 7 patches... kk
waffling1
Profile Blog Joined May 2010
599 Posts
Last Edited: 2010-06-21 03:24:19
June 21 2010 03:21 GMT
#40
yay, glad i helped

also btw,


1) the decision to take a gold or a regular expo: not super super significant in terms of gold payout.


i meant that only for an 8 mineral patch base. 5%

a 7 mineral patch base, is a bit more significant and it's harder to say "oh it totally leans in this direction or that direction"


and just for emphasis, it might be nice to say "even if u had only 12 drones in the entire game at one point, it would be better to transfer them to the gold expo (in terms of payout, provided u really really need every scrape of money u can get for not dying. yah, basically even if ur old bases aren't saturated, evne if they're severedly undersaturated, u still transfer drones (at least 12) to the gold.
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