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Comprehensive LotV Production Spreadsheet

Forum Index > SC2 General
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TrickDunn
Profile Joined January 2013
United States3 Posts
Last Edited: 2016-01-04 08:40:02
January 04 2016 08:37 GMT
#1
Im a Terran player, and I made a Terran Income and Output cost per second chart for myself initially. After realizing some more misconceptions regarding macro than I had anticipated, I decided to create one for Zerg and Protoss respectively. But I imagine it's far more pertinent for Terran players than Zerg or Protoss, given that Terran want to be producing out of every facility at all times. The Protoss race and Zerg race have different styles of opportunity cost, but nonetheless I've included data for all the races. If I may, I'd like to cover a couple numbers we can review before we delve into the charts. (If not, the link is right after all the quoted stuff.) LotV brought about the 1:1 time ratio for "faster" game speed, so these numbers have been adjusted accordingly.

Gathering Minerals: First two gather 55-63 Minerals Per Minute (1 Worker = ~0.98 Minerals Per Second), and the third only gathers the remaining up to 143 maximum Minerals /Minute per Patch (with 3 fully saturating). This means the third worker is about half as effective as either of the previous two. This is why 16 (and not 24) is optimal saturation. Another point of view on this would be seeing the first two workers getting about 41% of the potential out of the patch, while the 3rd would only get about 18%.

Gathering Vespene Gas: First three gather 46-59 Vespene Gas per Minute, and the fourth only gathers the remaining up to 160 Vespene Gas/Minute per Patch (with 3 or 4 depending on the map). A 4th worker is rarely ever worthwhile.

Base Saturation:
8 Mineral Patches (2 Workers Each) = 944 Minerals/Minute
8 Mineral Patches (3 Workers Each) = 1,144 Minerals/Minute
2 Geysers (3 Workers Each)= 320 Vespene Gas/Minute

now in Seconds
8 Mineral Patches (2 Workers Each) = 15.73 Minerals / Second
8 Mineral Patches (3 Workers Each) = 19.07 Minerals / Second
2 Geysers (3 Workers Each) = 5.34 Gas / Second

Thus,
Mineral Collection Rate of Workers 1 through 16 ≈ 0.98 Minerals Per Second
Mineral Collection Rate of Workers 17 through 24 ≈ 0.42 Minerals Per Second
Mineral Collection Rate of 25 or more Workers = 0 Minerals Per Second
Vespene Gas Collection Rate of Workers 1 through 6 ≈ 0.89 Vespene Gas Per Second
Vespene Gas Collection Rate of Workers 7 to 8 ≈ 0 to 0.37 Vespene Gas Per Second
Vespene Gas Collection Rate of 9 or more Workers = 0 Vespene Gas Per Second

Now the Charts: LotV Production Spreadsheet
Imgur Version
I've tried to make this as digestable as possible, but I'll elaborate on the purpose of some of these numbers.

Supply Per Minute: This number quantifies how taxing incessant production of a unit will be regarding your Supply. At the top of the list lies Reactored Hellions, Ultralisks, and Colossi. On the other end of the spectrum: the Reaper, Zergling, and yes, the Warp Prism.

This also helps us realize how little we should rely on the supply offered from our Command Centers, Nexi, and Hatcheries. The spread in the value is the greatest with Zerg (27:5); Terran is in the middle here with (23:13); Protoss gains the most (relatively) out of their Nexus with a (19:13), but Pylons will still offer more Supply Per Minute.


Health (+ Shields) Per Second:
How much health (and shields) is fielded by the unit compared to it's build time.

Mineral / Gas / Total Workers: How many workers are required to sustain constant production of X (Unit, Structure, Upgrade, etc.) I've used most efficient Resource Collection Rates to calculate these numbers (1-16 Mineral Workers and 100% Gas Saturation) We can extrapulate that Reactored Vikings, Ultralisks, and Tempests are the most taxing; solo Marines, Zerglings, and yes, the Warp Prism once again, but the cheapest offensive unit Zealot.

Chronoboost: I've added additional columns on the Protoss chart to accommodate the varying production that Protoss players deal with.

Understanding these constraints, and the frame they create will help you immensely when it comes to contingency plans and Macro'ing out of a bad scenario effectively and efficiently.

GG's

-TrickDunn
J. Corsair
Profile Joined June 2014
United States470 Posts
January 04 2016 10:04 GMT
#2
awesome post, thanks for the time and effort!
“...it is human nature, I suppose, to be futile and ridiculous.” - Scaramouche
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2016-01-04 10:24:31
January 04 2016 10:24 GMT
#3
Great post! This is very useful!

Could you please add something that takes into account that mineral patches runs out at different rate. How your mineral income changes over time for a base for
1. Your first base where it takes time for the workers to reach saturation level
2. Other bases where one assumes the mineral patches will be immediately saturated with 16 workers.
watchlulu
Profile Joined February 2013
Germany475 Posts
January 04 2016 10:54 GMT
#4
I know we had this for HotS as well and it's very informative but what does this help me when I'm ingame, I don't completely get it.
Have a nice day!
LemOn
Profile Blog Joined July 2005
United Kingdom8629 Posts
January 04 2016 10:58 GMT
#5
On January 04 2016 19:54 TrumpetWilli wrote:
I know we had this for HotS as well and it's very informative but what does this help me when I'm ingame, I don't completely get it.

basically how many SCVs per expansion you should have
Much is the father figure that I miss in my life. Go Daddy! DoC.LemOn, LemOn[5thF]
Sharpened
Profile Joined September 2015
5 Posts
January 04 2016 16:05 GMT
#6
It's less about how many SCV's per expansion and more about what level of production you can support.

For instance, if I have 2 Reactored Rax spitting out Marines and 2 Teched Factorys producing Tanks, what sort of income do I need:
Well, supply-wise 1 SCV constantly building depots won't be able to keep up, I'll need to supplement that every once in a while with depots from an additional SCV (but not fulltime). To afford the units and the depots, I'll need just over 26 SCVs mining (1 saturated base plus 11 on an additional base) and 3 saturated vespene geysers. So theoretically, I could ignore 1 geyser on my 2 bases. For that production, I wouldn't need the extra gas.

Obviously, this is basic, as my calculations ignored upgrades, actually building the production buildings and all sorts of other stuff. But it does give a basic idea of how to match up your production capabilities to your income.
TelecoM
Profile Blog Joined January 2010
United States10890 Posts
January 04 2016 16:56 GMT
#7
Interesting, thanks for sharing!
AKA: TelecoM[WHITE] Protoss fighting
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