• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:11
CEST 18:11
KST 01:11
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!29Weekly Cups (August 17-23): Zerg dominate the week5Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru SC2 best pvp 2026 game hypothesis Balance hotfix patch 5.0.16b (July 16) Weekly Cups (August 17-23): Zerg dominate the week Starcraft2 player guess game is Coming~!
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
BW General Discussion New 3v3 BGH Ladder (and more) on ShieldBattery! [ASL22] Ro24 Preview: Siren's Call Farewell Beloved Starcraft (Youtube Videos) BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro24 Group F Escore Tournament - Season 3 KCM Race Survival 2026 Season 3 [ASL22] Ro24 Group E
Strategy
Game Theory for Starcraft Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9432 users

Craftonomics - Optimal Saturation - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
natewOw
Profile Joined April 2010
United States181 Posts
February 10 2011 22:56 GMT
#41
On February 11 2011 07:51 Nagano wrote:
Show nested quote +
On February 11 2011 07:45 natewOw wrote:
You need to stop being so hostile. It's obvious to me that you're trying to put yourself in a teacher role where you believe you contributed in some meaningful way and that the rest of us just have it wrong. I understand you just completed or are in the process of completing your Introduction to Economics class, but you need to understand that your approach, while notable, is fundamentally flawed. Why? Because your conclusion is based upon the formula you used to determine the marginal revenue.


I'm being hostile? I was under the impression that people were attacking my work (thus far without merit, I have yet to see a single post that has undermined anything I said) and I was defending it. It's a standard academic procedure. You criticize, I defend.

Also, if I am wrong, can you please provide evidence that 24 workers gets you more minerals per minute than does 27?


What about the rest of my post? You clearly didn't want to acknowledge the rest of it because you wanted to take my first paragraph out of context.

Can you please provide me evidence that there isn't a flying spaghetti monster between Earth and Mars? You see what you did?

I'm saying that your work is incomplete because the formula you used to derive 27 workers is fundamentally flawed. Does it model worker movement, travel time between its destinations, the calculation the client uses to determine whether or not a worker moves or stays on a mineral patch if it is currently occupied? I didn't think so. I am not going to sit for a few days trying to determine it myself because I have better things to do, but I can assure you that no one has to do so in order to see that what you did is incomplete. Therefore your number of 27 is questionable AT BEST and PLAIN WRONG AT WORST.


Worker travel time and movement are simply components that go into determining the revenue per minute. I don't need to model these because blizzard did that already when they provided an income per minute meter. Why do I need to try and break it down when I have the final product?

Also, I'm still waiting for you to prove to me that 24 probes gets you more income per minute than 27. If you can't do that, please don't tell me I'm wrong.
lol
natewOw
Profile Joined April 2010
United States181 Posts
February 10 2011 22:58 GMT
#42
At quantity = 1-6 your measure of MR = 0 just as much at 27.


Read the post dude, I said that I didn't measure quantities 1-6, so I put in zero as placeholders.
lol
Nagano
Profile Blog Joined July 2010
United States1157 Posts
February 10 2011 22:58 GMT
#43
So now you're using the income per minute meter? I thought you acknowledged that it was inaccurate for the calculations you were doing?

Am I getting something wrong here? What did you use to calculate your numbers? The Blizzard meter or your own formula?
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
February 10 2011 22:59 GMT
#44
I love how he is totally ignoring the fact that this little "27 > 24!!!!!!" isn't applicable in a real game

natewOw
Profile Joined April 2010
United States181 Posts
February 10 2011 23:01 GMT
#45
The point everyone else is making is that the situation in which you would actually choose to get more than 24 workers per base to exactly 27 is just plain nonexistent, and thus rendering your little post here utterly null.


A huge amount of economic theory is based on assumptions that simply do not hold in the real world, and yet economics is one of the most studied sciences in the world. Just because it is not blatantly practical doesn't make it "utterly null".
lol
CherubDown
Profile Joined August 2010
United States171 Posts
February 10 2011 23:01 GMT
#46
Maybe I'm missing something here.

My question is:

[image loading]


Why the heck is there a diminishing return before the 8th worker here? Let me know if I'm stupid as I have no experience in economics.
Nagano
Profile Blog Joined July 2010
United States1157 Posts
Last Edited: 2011-02-10 23:03:17
February 10 2011 23:02 GMT
#47
On February 11 2011 07:56 natewOw wrote:

Also, I'm still waiting for you to prove to me that 24 probes gets you more income per minute than 27. If you can't do that, please don't tell me I'm wrong.


Not to mirror your hostility here, but can you please tell me where I said 24, or any other quantity, is better than your number or 27? I said your results are based on incomplete calculations, such as the formula you used to get your numbers to decimal places, lol. You're touting unfalsifiable claims that 27 is better because we should just trust whatever "cubic" formula you made. Come on.

You clearly underestimate the education of some people on the forums. Believe it or not, there are faculties of education higher than undergrad econ.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
madmaekki
Profile Joined January 2011
8 Posts
February 10 2011 23:06 GMT
#48
On February 11 2011 07:01 natewOw wrote:

Show nested quote +
Btw, the cost is actually wrong it's 50 minerals for the worker +100/8 = 12.5 for the supply. The real cost is 62.5 pr worker.


Please explain, I don't understand how you come to this conclusion. I don't even know what your unit of measurement is.



You are not taking suply into consideration at all. The cost of your 12th worker ist actually not 50 minerals, its 50 minerals, +100 minerals for a supply depot, + pulling 1 worker from mining for the time the depot needs to be constructed (and the time he needs to get to the construction site *2).
This being just one of many flaws in your analysis, I doubt that it has any practical value whatsoever.
natewOw
Profile Joined April 2010
United States181 Posts
February 10 2011 23:09 GMT
#49
To everyone wondering how this is applicable in a real game, I have thought of a valid scenario:

Consider the following situation:

You have two bases, your main and your natural. Between them you have 40 workers.

Your main becomes mined out, and so you transfer all your workers mining at the main to the natural, while also building a third base.

You now have 40 workers mining at the natural, but any amount of workers above 27 gets you nothing, and may even decrease your net income due to cluttering.

Your third base is still under construction.

Using the knowledge you have gained from this thread, you should take 13 of the 40 workers and commence distance mining with them, since having 40 workers on the same base essentially means that 13 workers are doing nothing.

As soon as the third base finishes, those 13 workers are already primed to start delivering minerals to that base, so you don't have to waste time transferring workers from the natural, 13 of which weren't doing anything anyway.
lol
natewOw
Profile Joined April 2010
United States181 Posts
February 10 2011 23:13 GMT
#50
You clearly underestimate the education of some people on the forums. Believe it or not, there are faculties of education higher than undergrad econ.


Please tell me where I have made any assumptions or implications about anybody's education.
lol
natewOw
Profile Joined April 2010
United States181 Posts
February 10 2011 23:14 GMT
#51
On February 11 2011 08:01 CherubDown wrote:
Maybe I'm missing something here.

My question is:

Show nested quote +
[image loading]


Why the heck is there a diminishing return before the 8th worker here? Let me know if I'm stupid as I have no experience in economics.


It's not diminishing return, but I see why you're confused. Honestly, it's a terrible graph. The problem is that I use open office, rather than MS office, and I don't know how to use it too well. I didn't look at any numbers before 7 workers, so I put in zero as placeholders for everything before 7 workers.
lol
kNightLite
Profile Blog Joined December 2010
United States408 Posts
February 10 2011 23:15 GMT
#52
On February 11 2011 07:58 natewOw wrote:
Show nested quote +
At quantity = 1-6 your measure of MR = 0 just as much at 27.


Read the post dude, I said that I didn't measure quantities 1-6, so I put in zero as placeholders.

Sigh. I did read your post. Perhaps you put it in there as placeholders, however in your model using marginal cost per minute, at time 0 your total cost = 0 because you get those first 6 SCVs for free. Marginal cost is the derivative of total cost with respect to quantity, so at time 0 in your model, MC=0 as well.

You can't just change the definition of marginal cost and then continue to use traditional cost analysis.
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
February 10 2011 23:15 GMT
#53
If you are forced to stack workers from running dry, It either means you are getting fucked, or you suck and forgot to expand. In the former case, distance mining is likely to get all your workers killed. Latter case, you just suck and need to l2p

Still doesn't apply
Insanious
Profile Blog Joined April 2010
Canada1251 Posts
February 10 2011 23:15 GMT
#54
On February 11 2011 08:09 natewOw wrote:
To everyone wondering how this is applicable in a real game, I have thought of a valid scenario:

Consider the following situation:

You have two bases, your main and your natural. Between them you have 40 workers.

Your main becomes mined out, and so you transfer all your workers mining at the main to the natural, while also building a third base.

You now have 40 workers mining at the natural, but any amount of workers above 27 gets you nothing, and may even decrease your net income due to cluttering.

Your third base is still under construction.

Using the knowledge you have gained from this thread, you should take 13 of the 40 workers and commence distance mining with them, since having 40 workers on the same base essentially means that 13 workers are doing nothing.

As soon as the third base finishes, those 13 workers are already primed to start delivering minerals to that base, so you don't have to waste time transferring workers from the natural, 13 of which weren't doing anything anyway.

This makes a lot of assumptions that cannot be stated with what you found (to be fair) being:

1) When does cluttering actually occur? Other people have stated at 30, so then you would have 30 workers on minerals not 27. Since your 27 number only talks about when it costs more to produce then use, but when already produced then...

2) This also assumes that the minerals gained by workers 25,26 and 27 are great when mining from your natural then from long distance mining... something that would be map dependant and needed to be testing.

3) This also assumes that the 3rd is not being taken at a gold expansion where long distance mining on say Xel'Naga Caverns or LT as examples would yeild gold minerals from long distance mining most likely larger than the amount of minerals mined by workers 25,26 and 27 at a single base.
If you want to help me out... http://signup.leagueoflegends.com/?ref=4b82744b816d3
Nagano
Profile Blog Joined July 2010
United States1157 Posts
February 10 2011 23:17 GMT
#55
I honestly can't tell if I'm being trolled. Quote the rest of my post(s) for the real meat. Including the guy above asking about the DR @ 8 workers.

This thread is going nowhere fast because the OP is refusing to acknowledge any of the real logical problems of his approach and results brought up in the thread, instead going for the colloquial attacks.

Clearly this thread is going nowhere.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
February 10 2011 23:19 GMT
#56
On February 10 2011 01:58 LaLuSh wrote: After 22 workers mining minerals there is actually a gain from sending your workers distance mining. At least if the expansion is at a similar distance to that of LT’s 12 o’clock position.

Maybe you should reread LaLuSh's thread. If you think 27 is the optimal number when you get more money from long distance mining after 22 then your entire premise is redundant.
madmaekki
Profile Joined January 2011
8 Posts
February 10 2011 23:20 GMT
#57
On February 11 2011 08:09 natewOw wrote:
To everyone wondering how this is applicable in a real game, I have thought of a valid scenario:

Consider the following situation:

You have two bases, your main and your natural. Between them you have 40 workers.

Your main becomes mined out, and so you transfer all your workers mining at the main to the natural, while also building a third base.

You now have 40 workers mining at the natural, but any amount of workers above 27 gets you nothing, and may even decrease your net income due to cluttering.

Your third base is still under construction.

Using the knowledge you have gained from this thread, you should take 13 of the 40 workers and commence distance mining with them, since having 40 workers on the same base essentially means that 13 workers are doing nothing.

As soon as the third base finishes, those 13 workers are already primed to start delivering minerals to that base, so you don't have to waste time transferring workers from the natural, 13 of which weren't doing anything anyway.


This doesn't have to be true. Depending on the distance between your second and your in-construction-third sendig more than 13 workers distance mining might (taking your numbers surely will) generate a greater income.
natewOw
Profile Joined April 2010
United States181 Posts
February 10 2011 23:24 GMT
#58
On February 11 2011 08:15 Insanious wrote:
Show nested quote +
On February 11 2011 08:09 natewOw wrote:
To everyone wondering how this is applicable in a real game, I have thought of a valid scenario:

Consider the following situation:

You have two bases, your main and your natural. Between them you have 40 workers.

Your main becomes mined out, and so you transfer all your workers mining at the main to the natural, while also building a third base.

You now have 40 workers mining at the natural, but any amount of workers above 27 gets you nothing, and may even decrease your net income due to cluttering.

Your third base is still under construction.

Using the knowledge you have gained from this thread, you should take 13 of the 40 workers and commence distance mining with them, since having 40 workers on the same base essentially means that 13 workers are doing nothing.

As soon as the third base finishes, those 13 workers are already primed to start delivering minerals to that base, so you don't have to waste time transferring workers from the natural, 13 of which weren't doing anything anyway.

This makes a lot of assumptions that cannot be stated with what you found (to be fair) being:

1) When does cluttering actually occur? Other people have stated at 30, so then you would have 30 workers on minerals not 27. Since your 27 number only talks about when it costs more to produce then use, but when already produced then...

2) This also assumes that the minerals gained by workers 25,26 and 27 are great when mining from your natural then from long distance mining... something that would be map dependant and needed to be testing.

3) This also assumes that the 3rd is not being taken at a gold expansion where long distance mining on say Xel'Naga Caverns or LT as examples would yeild gold minerals from long distance mining most likely larger than the amount of minerals mined by workers 25,26 and 27 at a single base.


1) Even if cluttering starts at 30, it doesn't change the fact that workers 28 and 29 are not affecting your revenue per minute positively. You can only receive a certain maximum amount of income per minute from one base, and I have stated from the beginning that this maximum is realized when you have 27 workers on one base. And actually, this number doesn't talk about when it costs more to produce than to use. It talks about what amount of workers gets you the most minerals per minute (which is using the workers).

2) No arguments. It may net you more minerals to distance mine with 20 rather than 13. But given the work I've done here, I show you that you should never have more than 27 on one base.

3) Same as 2.
lol
plagiarisedwords
Profile Joined November 2010
United Kingdom138 Posts
February 10 2011 23:25 GMT
#59
I did my undergrad in economics and got top of my class so I know the theory you are basing this on fairly well. I have tried applying economics to Starcraft as well but generally find that it is not too useful. Mainly because starcraft is much more complex than many economics model allow for. The big problems are opportunity cost, risk and time.

The real concerns when playing starcraft is staying alive, and making sure you stay alive in the future too. This is based on what you do but also what your opponent does so is very hard to model. So optimality of revenue is a pretty small factor when deciding how many workers to build. What people care about is whether they can build it, stay alive and benefit in the long run or cut workers now and kill the opponent before their economy kicks in.

I have played with a few models but didn't post the results up on TL because the findings are so blatantly obvious to a diamond level plus player.

the human mind is too good at making calculations about risk and return, it is hard wired into our intuition to help is survive!
natewOw
Profile Joined April 2010
United States181 Posts
February 10 2011 23:25 GMT
#60
On February 11 2011 08:20 madmaekki wrote:
Show nested quote +
On February 11 2011 08:09 natewOw wrote:
To everyone wondering how this is applicable in a real game, I have thought of a valid scenario:

Consider the following situation:

You have two bases, your main and your natural. Between them you have 40 workers.

Your main becomes mined out, and so you transfer all your workers mining at the main to the natural, while also building a third base.

You now have 40 workers mining at the natural, but any amount of workers above 27 gets you nothing, and may even decrease your net income due to cluttering.

Your third base is still under construction.

Using the knowledge you have gained from this thread, you should take 13 of the 40 workers and commence distance mining with them, since having 40 workers on the same base essentially means that 13 workers are doing nothing.

As soon as the third base finishes, those 13 workers are already primed to start delivering minerals to that base, so you don't have to waste time transferring workers from the natural, 13 of which weren't doing anything anyway.


This doesn't have to be true. Depending on the distance between your second and your in-construction-third sendig more than 13 workers distance mining might (taking your numbers surely will) generate a greater income.


It's possible, but the 27 gives you the lower bound. If you want to get the most minerals off ONE base, it's 27.
lol
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 313
Trap 15
SHIN 13
EnDerr 8
StarCraft: Brood War
Britney 51463
Calm 4852
EffOrt 916
Shuttle 870
Soma 749
Light 648
Mini 310
ZerO 305
Stork 290
Rush 252
[ Show more ]
Snow 252
Yoon 148
hero 144
ggaemo 139
Dewaltoss 76
Liquid`Ret 63
910 41
Sexy 34
Terrorterran 21
Aegong 17
soO 13
Dota 2
qojqva4345
Dendi2638
Pyrionflax243
Counter-Strike
fl0m4422
pashabiceps679
x6flipin448
Other Games
Gorgc4035
B2W.Neo898
Liquid`RaSZi876
hiko812
crisheroes635
Beastyqt518
FrodaN449
DeMusliM197
Hui .176
Liquid`VortiX125
KnowMe100
Mew2King98
QueenE68
Trikslyr29
ZerO(Twitch)14
[ Show 14 non-featured ]
StarCraft 2
• mYiSmile139
• Shameless 29
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2133
League of Legends
• Nemesis2880
• TFBlade645
Other Games
• Shiphtur248
Upcoming Events
Replay Cast
7h 49m
Escore
17h 49m
IntoTheTV X SOOP
18h 49m
Korean StarCraft League
1d 9h
GSL
1d 18h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Weekly
2 days
Afreeca Starleague
3 days
GSL
4 days
[ Show More ]
PiGosaur Cup
5 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 22: Qualifier 1
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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 © 2026 TLnet. All Rights Reserved.