• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:55
CET 11:55
KST 19:55
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !9Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
Micro Lags When Playing SC2? ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Mechabellum PC Games Sales Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
The Games Industry And ATVI Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1268 users

Neo Forte Minerals distribution

Forum Index > Brood War Strategy
Post a Reply
1 2 Next All
antrax
Profile Joined July 2005
Peru191 Posts
May 15 2006 14:02 GMT
#1
After some thread about map imbalance because of the minerals distribution (luna, r-point), I started to think about a symmetric distribution and take a look over the expos in Neo Forte, the ones with six mineral patches distributed in two opposed groups of three patches each one.
I realize something interesting about this distribution, usually the optimal number to gather minerals is three workers per patch with this every patch will have a worker mining all the time above this number you are wasting minerals in workers.
Turns out that the optimal number for these Neo Forte expos are exactly 12 (two workers per patch). Why is this? Because of the different distribution the problem of the wandering workers seeking for free patches to mine is eliminated, this problem causes that at some point a worker waste more time travelling to a free patch than actually mining.
Therefore the best places to expand in this map are these expos to get fast minerals with less workers, you could say the mains have more minerals (10 patches) but while you put more workers to gather the problem of the wandering workers will appear and you will need more or less 30 workers for optimal mining rather than 24 in two of these expos working 12 patches optimally. The expos at the top and bottom of this map don't have the same behavior but are close too.

How could this help a race with the capacity to make 12 workers fast? Make your experiments zergs and let us know.

This could be an interesting factor for making maps or maybe not, but there shouldn't be imbalances in mining because of the starting positions.

Enjoy your minerals.
Deep tech
b_unnies
Profile Blog Joined March 2006
3579 Posts
May 15 2006 14:15 GMT
#2
arent u suppose to make unlimited scvs/drones/probes? including forte? and i always thought the mineral balance issues was on the main where one main u gather slower, i could be wrong though
antrax
Profile Joined July 2005
Peru191 Posts
May 15 2006 14:23 GMT
#3
Unlimited workers is a wrong idea, pros stop worker production with a "good number" not optimal but a good one to produce more army and make timing strikes.
Deep tech
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
Last Edited: 2006-05-15 14:28:27
May 15 2006 14:28 GMT
#4
intresting but I think the avg player just keeps trying to pump workers the whole game anyway. I know I'm far to slow a player to count workers and get everything I need to done.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
b_unnies
Profile Blog Joined March 2006
3579 Posts
May 15 2006 14:56 GMT
#5
On May 15 2006 23:23 antrax wrote:
Unlimited workers is a wrong idea, pros stop worker production with a "good number" not optimal but a good one to produce more army and make timing strikes.


i dont mean as "unlimited" but a lotta workers of course u dont get 200 workers outta one base
Xeroth
Profile Joined July 2005
United States432 Posts
May 15 2006 15:28 GMT
#6
This seems like it might benefit toss in PvT, just whoring expands rather than probes (since the general rule of thumb is to have 2 expand to terrans 1, or at the very least stay 1 expo ahead). Rather than investing money in the 13th-20th probes at one of your exps, drop another nexus at another nat on forte, and then transfer 12 probes from main/nat/whatever.

Very interesting.
Everyones favorite hick.
superjoppe
Profile Joined December 2004
Sweden3685 Posts
Last Edited: 2006-05-15 15:40:46
May 15 2006 15:40 GMT
#7
can you explain how to solve the "wandering problem"?
i tested a neo forte game in singleplayer and put 30 probes to mine the main, but they was walking back and forth alot, even after 5min
DarkYoDA
Profile Blog Joined September 2005
United States1347 Posts
May 15 2006 16:06 GMT
#8
On May 15 2006 23:02 antrax wrote:
Turns out that the optimal number for these Neo Forte expos are exactly 12 (two workers per patch). Why is this? Because of the different distribution the problem of the wandering workers seeking for free patches to mine is eliminated, this problem causes that at some point a worker waste more time travelling to a free patch than actually mining.
Therefore the best places to expand in this map are these expos to get fast minerals with less workers, you could say the mains have more minerals (10 patches) but while you put more workers to gather the problem of the wandering workers will appear and you will need more or less 30 workers for optimal mining rather than 24 in two of these expos working 12 patches optimally. The expos at the top and bottom of this map don't have the same behavior but are close too.


Just interested to know.. How did you "experimentally come to this conclusion"? Not disbelieving you but did you hear it from somewhere, or you did an experiment on it to validate this. Also if you did the experiment, can you post the results of your experiment so we know how you come to that conclusion from your numbers? Thanks.
It's a comedy to claim thy superiority when it's anothers' inferiority which elevated thy mediocrity
ShabZzoY!
Profile Joined July 2004
Great Britain760 Posts
May 15 2006 16:44 GMT
#9
Effiency isnt always that siginificant, if it was people would just get 1 worker per patch then expand again; the maximum mineral flow from the mains is much higher even if you need more workers. Maybe a base just got mined out and you have spare workers, in this case youll be gutted if you only have 6 mineral blocks and 20 probes free.
The main minerals will also last longer.
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
May 15 2006 18:02 GMT
#10
I would guess a brute force experiment would be to use 12 workers and mine for 10 minutes, repeat with 13, 14, 15, etc and gather data, and repeat a few times with each and average out the values.
DarkYoDA
Profile Blog Joined September 2005
United States1347 Posts
May 15 2006 18:52 GMT
#11
On May 16 2006 03:02 thedeadhaji wrote:
I would guess a brute force experiment would be to use 12 workers and mine for 10 minutes, repeat with 13, 14, 15, etc and gather data, and repeat a few times with each and average out the values.


That's what I'm asking about. Was it done like this or was it just a theory he heard from somewhere or made up. =(
It's a comedy to claim thy superiority when it's anothers' inferiority which elevated thy mediocrity
antrax
Profile Joined July 2005
Peru191 Posts
May 15 2006 20:21 GMT
#12
Ummm, it seems that this issue is not well known, I will try to describe the problem in a formal way. Stay tuned ...
Deep tech
Slipgoon
Profile Joined November 2005
Sweden390 Posts
May 15 2006 20:30 GMT
#13
and whats the dealwith the gas @ 13 ?!
We cant call people without wings angels. So we call them friends.
beavis.smurf
Profile Joined December 2005
United States339 Posts
May 16 2006 02:06 GMT
#14
basically by the time I take my 3rd expansion my main should be out of minerals, so those probes go there, 4 bases is plenty, and if you have like 80 or some probes you will be outmassed. Usually in late game im seriously working 4-5 expansions while the rest have less probes.
a korean just pulled off some sexy cheese and got cheesed back - tasteless
Liquid`Drone
Profile Joined September 2002
Norway28727 Posts
May 16 2006 02:19 GMT
#15
really interesting find and a good post

too bad most posters seem unable to appreciate it, first strategy post posted on this site I have ever learned anything from though

so do experiment more

and yeah, this basically means that if you are terran and fast expanding on forte, protoss and fast expanding on forte or zerg and fast expanding on forte, you can get maximal mining efficiency with 6 probes / scvs / drones less than what you would normally assume was the case.
Moderator
DarkYoDA
Profile Blog Joined September 2005
United States1347 Posts
May 16 2006 02:49 GMT
#16
It's definitely a good post, but like any other new discoveries, it needs at least some validation or else anyone can come up with anything that looks new but aren't real.
It's a comedy to claim thy superiority when it's anothers' inferiority which elevated thy mediocrity
Return
Profile Joined June 2005
Ivory Coast856 Posts
May 16 2006 03:29 GMT
#17
It makes sense, i have been thinking about this aswell, since there is 3 on each side they cant travel so its only needed 2 on each patch to be one on the patch at all times


seems correct to me
Diiiscoo-oh, thats where the happy people go!
tKd_
Profile Joined February 2005
United States2916 Posts
May 16 2006 03:46 GMT
#18
Ah I remember the wgtour dossier on this. It really makes sense however and I will have to keep it in mind. I suppose for protoss and terran it will be more of a waste as zerg might not need as many drones in one area.
antrax
Profile Joined July 2005
Peru191 Posts
May 16 2006 05:30 GMT
#19
On May 16 2006 11:19 Liquid`Drone wrote:
really interesting find and a good post

too bad most posters seem unable to appreciate it, first strategy post posted on this site I have ever learned anything from though

so do experiment more

and yeah, this basically means that if you are terran and fast expanding on forte, protoss and fast expanding on forte or zerg and fast expanding on forte, you can get maximal mining efficiency with 6 probes / scvs / drones less than what you would normally assume was the case.


Thx for the comment ...

Years ago i was trying to solve the problem of the wandering worker but nothing really worked. For me this is more a defect of the gathering AI, don't know if programmers didn't notice or if there were computational costs involved (you seek once the closest free patch and go, calculating it all the time could be really costly and multiply it for every worker ...).

Now with this kind of mineral distribution this problem is almost zero and if map makers adopt it for new maps the game-play can change in a significant way. Moreover the same symmetric distribution for every starting point represents fairness for every player.

Some people could argue that an important aspect of the game is simplified, the classic non-stop workers now would be a fixed number (2 per patch) but still you have to expand, you can harass eco, etc., etc., i guess the time will tell us if this is huge or not.

Finally i am afraid that protoss can take advantage of this because of his building technology. Or that terran take the worst part.

Here is a map with 2 possible distributions with a total of 8 patches per starting point, still the wandering worker reappears but is minimal i think you could considered 2 worker per patch optimal.

http://rapidshare.de/files/20631932/antrax_distribution.scm.html

1 vs 1 ?

Enjoy it and let's see if some mapmaker decide to use it.

Deep tech
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
May 16 2006 07:05 GMT
#20
Even given that zerg can actually mine his natural to the capacity that terran's and protosses can, I don't think zerg is going to be able to compete very well with terrans and tosses on this map. Being able to fast expand by walling off and since zerg's are forced to build a 2nd hatch before expoing to defend both main and nat, thus putting them in a position VERY weak to fast wraith or tank drop, more than compensates for this, unfortunately. But useful information still, thanks for sharing~~
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
10:00
Weekly #116
SKillous vs GgMaChineLIVE!
CranKy Ducklings101
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 205
DivinesiaTV 7
StarCraft: Brood War
Sea 4247
Calm 2942
Rain 2185
GuemChi 1218
Horang2 1101
Stork 655
Shuttle 602
Soma 312
Sharp 307
Rush 275
[ Show more ]
hero 275
firebathero 186
Last 161
Light 112
EffOrt 90
Barracks 70
soO 63
Killer 50
Mong 43
NaDa 38
Terrorterran 28
ggaemo 25
Movie 23
zelot 20
GoRush 15
910 14
Hyun 13
SilentControl 7
Britney 0
Dota 2
singsing1573
Gorgc519
XcaliburYe506
NeuroSwarm57
League of Legends
JimRising 436
rGuardiaN1
Counter-Strike
zeus1
Heroes of the Storm
Khaldor259
Other Games
Fuzer 361
Mew2King64
B2W.Neo24
febbydoto12
Organizations
StarCraft: Brood War
CasterMuse 3
StarCraft 2
ComeBackTV 1
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH307
• LUISG 30
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV876
• lizZardDota2107
League of Legends
• Jankos2191
• Stunt769
Upcoming Events
WardiTV 2025
5m
Reynor vs Solar
Clem vs MaxPax
Classic vs SHIN
WardiTV0
Ladder Legends
6h 5m
BSL 21
9h 5m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
22h 5m
Wardi Open
1d 1h
Monday Night Weeklies
1d 6h
WardiTV Invitational
3 days
Replay Cast
3 days
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
5 days
[ Show More ]
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.