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Gold Minerals Evaluated

Forum Index > SC2 General
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Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
Last Edited: 2010-07-31 05:03:51
June 19 2010 14:25 GMT
#1
I watch many commentaries and was a low Diamond player before the Beta went down. And I've noticed that although there is a general understanding that 'Gold Minerals mine faster!' there is also a lack of stated depth in the community concerning how desirable the Gold Minerals are and exactly why they are desirable. This post's purpose is to educate and clarify the precise effects of taking the Gold.

Rather the standard blue or the luxurious Gold all Mineral Patches have 1500 Minerals.
Your first base (the one you start with) will always have 8 Mineral Patches. That is 12000 Minerals. The optimal worker efficiency is approximately 2.5 workers per patch. With that presumption 20 workers is the optimal number for each main base.

-Net Worth of 8 Mineral Patches: 12000
-Net Worth of 7 Mineral Patches: 10500
-Net Worth of 6 Mineral Patches: 9000

After producing these workers that is 50 Minerals every 17 seconds (in Game Time) that can be spent on other things. Now of course it's generally best to continue production of workers even after reaching this economical critical mass to transfer to your Natural Expansion but for now I'm just talking about that single base's optimal harvesting.

-The Natural Expansion will have either 8 or 7 Mineral Patches depending on the map and how easy it is to defend.
-Other Expansions aside from your natural have 7 Mineral Patches.
-Island Expansions have 6 Mineral Patches.
-Gold Expansions have 6 Mineral Patches.

These facts may become false as map evolution changes and more or less Blizzard maps make up the professional scene. But for now these statements are accurate assessments of the state of the game.

It's plain to see that any other base except Island Expansions have higher net Mineral values than Gold Expansions. And if their color was the only difference to between a Gold Mineral Expansion than a standard blue one it would make much less sense to take it. Fortunately, however, color is not their only characteristic.

-Workers harvest Standard Minerals at 5 per trip .
-Workers harvest Gold Minerals at 7 per trip.
That is 40% faster.
And if for mathematical simplicities sake the optimal worker/mineral-patch ratio is 2.5:1 then 15 workers for a Gold Expansion is preferable.
In Game Time it takes 85 less seconds from beginning to end to saturate a Gold Expansion than a main base if you are building from one Hach/Nexus/CC.
Plainly put: Less Workers, Less Time, Faster Income.

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.

8 mineral patches = 20 workers

7 mineral patches = 18 workers (rounded up)

6 mineral patches = 15 workers

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
The richest man is not he who has the most, but he who needs the least.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
June 19 2010 14:33 GMT
#2
Interesting, I usually save my mules, float a CC over to the old, call down the mules and even if i lose the gold ive made profit
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
StarStruck
Profile Blog Joined April 2010
25339 Posts
Last Edited: 2010-06-19 14:37:25
June 19 2010 14:37 GMT
#3
Hm, very informative. I always get a ridiculous amount of workers with a lot of expos but still it feels like my gas input is really slow with 3 workers on them. I usually have 3 to 1 ratio of workers to my army when playing just to get decent production going. In many cases its 4:1. Meh.
Warri
Profile Joined May 2010
Germany3208 Posts
June 19 2010 14:39 GMT
#4
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.
guN-viCe
Profile Joined March 2010
United States687 Posts
June 19 2010 14:50 GMT
#5
isnt this stuff we already know? take 1 scv and mine a patch, now mine a patch from a gold expo, extrapolate the results.

still, this is a good reminder to get gold expansions asap, as they are obviously very useful.

lets talk about mules on gold expansions, id test it myself but my sc2 computer is going in for repair
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
June 19 2010 15:13 GMT
#6
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.



Ghostcom
Profile Joined March 2010
Denmark4783 Posts
June 19 2010 15:21 GMT
#7
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.



You are in fact both wrong (or right) as it depends on the distance between the patch and the Cc/nex/hatch - the farthest benefits from having 3 and the closest not so much. 2.5 is therefor a pretty good estimation.
Barnabas
Profile Joined April 2010
United States74 Posts
Last Edited: 2010-06-19 16:34:15
June 19 2010 16:27 GMT
#8
Gold:
6 x 7 = 42 per trip
9000 minerals
Regular expansion:
8 x 5 = 40 per trip
12000 minerals.

Ignoring mules is 2 minerals a cycle worth a 1/3 smaller over all income.
I honestly dont know.

Also 7 instead of 5 may be 40% faster, but over all 42/40 isnt much.
I'm Barnabas. You haven't heard of me. Gosu Camp Attendee.
Airdraken
Profile Joined May 2010
United Kingdom64 Posts
June 19 2010 16:42 GMT
#9
On June 20 2010 01:27 Barnabas wrote:
Gold:
6 x 7 = 42 per trip
9000 minerals
Regular expansion:
8 x 5 = 40 per trip
12000 minerals.

Ignoring mules is 2 minerals a cycle worth a 1/3 smaller over all income.
I honestly dont know.

Also 7 instead of 5 may be 40% faster, but over all 42/40 isnt much.



you must remember barnabas that it takes alot fewer scvs to saturate the minerals.

say 2.5 per mineral. thats roughly 5 scvs, thats 250 minerals. sure in the lategame its not huge,but in the mid game when your deciding whether to take the risky gold or the safer blue, you can have 250 more minerals for defenses for that expansion / for your army.

or perhaps your thinking of your first expansion and you only have 20 drones mining,perhaps u want both to be saturated asap. it may be a possiblity to take the gold as by the time it is made you may have 30 scvs so you may prefer to take that gold expansion instead to get the saturation up asap. just something to consider.
Barnabas
Profile Joined April 2010
United States74 Posts
June 19 2010 17:40 GMT
#10
On June 20 2010 01:42 Airdraken wrote:
Show nested quote +
On June 20 2010 01:27 Barnabas wrote:
Gold:
6 x 7 = 42 per trip
9000 minerals
Regular expansion:
8 x 5 = 40 per trip
12000 minerals.

Ignoring mules is 2 minerals a cycle worth a 1/3 smaller over all income.
I honestly dont know.

Also 7 instead of 5 may be 40% faster, but over all 42/40 isnt much.



you must remember barnabas that it takes alot fewer scvs to saturate the minerals.

say 2.5 per mineral. thats roughly 5 scvs, thats 250 minerals. sure in the lategame its not huge,but in the mid game when your deciding whether to take the risky gold or the safer blue, you can have 250 more minerals for defenses for that expansion / for your army.

or perhaps your thinking of your first expansion and you only have 20 drones mining,perhaps u want both to be saturated asap. it may be a possiblity to take the gold as by the time it is made you may have 30 scvs so you may prefer to take that gold expansion instead to get the saturation up asap. just something to consider.


So 6 x 2.5 = 15 scvs
And 8 x 2.5 = 20

Agreed 250 minerals. But if ur replaceing an existing expansion or ur main ull already have those 5 workers
Also, 12000 vs 9000 total minerals lifetime ur getting less of an over all investment in ur defenses. That 250 doesnt equal much long term. But lets add it to the short term list.

Recap:
Gold/regular
42/40 income per trip
9000/12000 total minerals
250 less saturation cost if entirely new base, also if new base 40% faster while building up to saturation, so its up cheaper and faster to set up, less life, slightly higher max yield rate (42/40).
I'm Barnabas. You haven't heard of me. Gosu Camp Attendee.
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
Last Edited: 2010-06-20 02:49:02
June 20 2010 02:36 GMT
#11
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.

That is true.
The richest man is not he who has the most, but he who needs the least.
routine
Profile Joined January 2010
United States40 Posts
June 20 2010 03:03 GMT
#12
this thread should have a little bit of plus minus of taking gold patches. risk, reward, situations etc... Really nice mathematical analysis, can't argue with numbers
There's a fine line between looking good and looking gay
nEAnS
Profile Joined April 2010
Canada161 Posts
Last Edited: 2010-06-20 04:02:38
June 20 2010 04:02 GMT
#13
On June 19 2010 23:25 Perdition wrote:
I watch many commentaries and was a low Diamond player before the Beta went down. And I've noticed that although there is a general understanding that 'Gold Minerals mine faster!' there is also a lack of stated depth in the community concerning how desirable the Gold Minerals are and exactly why they are desirable. This post's purpose is to educate and clarify the precise effects of taking the Gold.

Rather the standard blue or the luxurious Gold all Mineral Patches have 1500 Minerals.
Your first base (the one you start with) will always have 8 Mineral Patches. That is 12000 Minerals. The optimal worker efficiency is approximately 2.5 workers per patch. With that presumption 20 workers is the optimal number for each main base.

-Net Worth of 8 Mineral Patches: 12000
-Net Worth of 7 Mineral Patches: 10500
-Net Worth of 6 Mineral Patches: 9000

After producing these workers that is 50 Minerals every 17 seconds (in Game Time) that can be spent on other things. Now of course you it's generally best to continue production of workers even after reaching this economical critical mass to transfer to your Natural Expansion but for now I'm just talking about that single base's optimal harvesting.

-The Natural Expansion will have either 8 or 7 Mineral Patches depending on the map and how easy it is to defend.
-Other Expansions aside from your natural have 7 Mineral Patches.
-Island Expansions have 6 Mineral Patches.
-Gold Expansions have 6 Mineral Patches.

These facts may become false as map evolution changes and more or less Blizzard maps make up the professional scene when the game actually comes out. But for now these statements are accurate assessments of the state of the game.

It's plain to see that any other base except Island Expansions have higher net Mineral values than Gold Expansions. And if their color was the only difference to between a Gold Mineral Expansion than a standard blue one it would make much less sense to take it. Fortunately, however, color is not their only characteristic.

-Workers harvest Standard Minerals at 5 per trip .
-Workers harvest Gold Minerals at 7 per trip.
That is 40% faster.
And if for mathematical simplicities sake the optimal worker/mineral-patch ratio is 2.5:1 then 15 workers for a Gold Expansion is preferable. In Game Time it takes 85 less seconds from beginning to end to saturate a Gold Expansion. Plainly put: Less Workers, Less Time, Faster Income.
However, because a Gold Expansion has 6 Mineral Patches compared to 8 for a standard base a fully saturated Gold Expansion does not produce 40% more income than a regular base. Granted, it takes more more workers to saturate a regular base. But once it is saturated because it has more minerals it produces not 40% less income.

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

EDIT: Revised post. Much of my math was blatantly incorrect.

Thanks for reading, I hope my post was helpfully informative. Please comment with criticism.


To sum that up very neatly:

Expansion at blue minerals good; Expansion at gold minerals better.

Now what does that mean now that you did all the mathcraft? Should you just expand to the gold right away? Well the answer to that is depends.

General rule of thumb about expanding is that if you can't keep an expansion up for 3 minutes fully saturated then it is not cost effective (correct me if I'm wrong but that's what I remember reading somewhere on TL). In terms of a Gold expo I'm sure the time for that is slightly less.

So when should you actually expand to a Gold expansion instead of a normal one? There are several situations:

1) Sneaking an expansion at the gold
You take the gold expansion and hope your opponent doesn't find it. However, this works on some maps better than others and also depends on your spawn location. For example, If you are on the same side of the map on Kulas Ravine directly North or South, sneaking a gold expansion on the other side of the map early/mid game would be easier then say Metapolis,

2) Gold expansion is logical course with map
Lost Temple is a perfect example of this (depending if its inbetween you and your opponent). Your 3rd would be close by to your main so its very safe to expand there.

3) Aggressive play
The age old tactic of being aggressive towards your opponent while expanding. In some cases, being aggressive can make you look like you are doing some kind of an all in build which your opponent needs to defend. If you make it look like you're pushing instead while expanding at the gold then you set yourself up for a more macro intensive game. Remember that the best defense is offense.

Hopefully this adds to the post! These types of timings are more for early/mid game as you should have already have mass expos should you enter into late game.
TitleRug
Profile Blog Joined May 2010
United States651 Posts
June 20 2010 04:06 GMT
#14
That is a interesting find. I would have thought a gold expansion was at least 50 % better than a regular expansion.
coLCruncher fighting!
Ichabod
Profile Joined May 2010
United States1659 Posts
June 20 2010 04:13 GMT
#15
Hmm...so you can get access to gold minerals more quickly, but return less in the long run, since it only has 6 rocks (1500 ea) and other expos have 7-8 (usually) rocks, also at 1500 ea. There must be some long-term intersection between the amount of minerals you can spend (more you can spend, the better gold mineral expo-taking becomes) and the amount you want to save up for later...

Not all of that might make sense...but instead of deleting it all and trying to re-explain my thoughts---
TL;DR: Getting gold minerals might not be worth it early if you don't plan on spending it asap (or the risk of expanding to it might not be worth it if there's another, safer, expansion).
zenias
Profile Joined June 2010
United States2 Posts
June 20 2010 04:14 GMT
#16
Unless you have a ton of drones at the main base a gold will pay off faster because as you try to saturate the expansion the drones will be more efficient during those vital first couple minutes. Gold expansions also have a psychological effect, players do not want to allow an opponent a gold and you can count on a gold expansion drawing firepower and can use that to your advantage in unit positioning.
Myv382
Profile Joined May 2010
China31 Posts
June 20 2010 04:20 GMT
#17
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.
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
June 20 2010 04:29 GMT
#18
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.
The richest man is not he who has the most, but he who needs the least.
virgozero
Profile Joined May 2010
Canada412 Posts
Last Edited: 2010-06-20 04:32:16
June 20 2010 04:30 GMT
#19
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
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2010-06-20 04:40:50
June 20 2010 04:39 GMT
#20
okay, so if theoretically you float to a gold expo early, you come out ahead as long as you take <85 seconds to float there, and are able to get enough defenses to prevent an early attack?


also on desert oasis the high yields have high yield gas in addition to minerals, making those expos very desirable.
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.
waffling1
Profile Blog Joined May 2010
599 Posts
Last Edited: 2010-06-21 03:27:48
June 21 2010 03:26 GMT
#41
another good fact to know might be the exact saturation ratio per MINERAL PATCH.

it really does seem like that 3rd drone on a patch is very not worth it comapred to the first two, which get full mining time.

the saturation ratio based on one mineral patch would be quite similar to multiple patches, with a one way trend.
Plakk
Profile Joined April 2010
Canada32 Posts
June 21 2010 05:07 GMT
#42
On June 20 2010 13:59 FabledIntegral wrote:
You can't use 2.5 because you can't split SCV efficiency over two minerals. You need to use three per mineral patch.

Show nested quote +
On June 20 2010 00:13 Endorsed wrote:
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.


Your not splitting SCV efficiency over 2 separate mineral patches, your at taking into account the mineral patches a little further away which is of course map dependent.

In the case of the gold however, since there are less patches and hence less patches further away, 2 per mineral patch might be an optimal number. Anyone here done a test on income rates for gold and non gold for a specific map.
My ZvZ mentality: My muta micro is better than your muta micro
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
June 22 2010 01:45 GMT
#43
On June 20 2010 16:39 virgozero wrote:
high yield gas? is that proven?


High Yield Gas does not exist.
The richest man is not he who has the most, but he who needs the least.
Xapti
Profile Joined April 2010
Canada2473 Posts
June 22 2010 02:27 GMT
#44
On June 20 2010 13:39 PrinceXizor wrote:
also on desert oasis the high yields have high yield gas in addition to minerals, making those expos very desirable.
That's why people are talking about HY gas. Never have I seen or heard this, so I assume he just stated a rumor (or better term myth) as a fact.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
July 03 2010 14:04 GMT
#45
On June 22 2010 11:27 Xapti wrote:
Show nested quote +
On June 20 2010 13:39 PrinceXizor wrote:
also on desert oasis the high yields have high yield gas in addition to minerals, making those expos very desirable.
That's why people are talking about HY gas. Never have I seen or heard this, so I assume he just stated a rumor (or better term myth) as a fact.

In the current state of the game high yield gas does not and has never existed.
The richest man is not he who has the most, but he who needs the least.
Lighioana
Profile Joined March 2010
Norway466 Posts
July 03 2010 15:23 GMT
#46
Thanks for the analysis Perdition.
And forgive me nothing for I truly meant it all
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 03 2010 16:27 GMT
#47
Basically, your life is short and sweet with the gold, and slow but steady at the blues, no?
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 03 2010 20:09 GMT
#48
Thanks for shedding some light on it... good thing to have in the back of your head when beta reopns/game comes out :-)
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
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