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Now, I can guess what you're thinking. "Oh lord, never posted before and he wants to talk about mules". But hear me out, if you will.
I made a post on the Offical EU forums yesterday. It was about mules, but much to my surprise it evolved into something resembling an actual discussion. Given the forums, I hadn't thought this was actually possible. But, I figured, if it could even bring that forum to an actual discussion, it might be worth posting here? I've not posted here before because, you know, this is TL. What could I add that a dozen people haven't already. Still, I'm finding the thread interesting. Anyways:
The link: http://eu.battle.net/sc2/en/forum/topic/679179078
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And my initial post:
First off, the replay: http://www.sc2replayed.com/replays/88009-1v1-terran-protoss-lost-temple Anyways, a few weeks back, I decided to try and compare the two abilities, Chronoboost and Mules, in relation to early economy. So I grabbed one of my 2v2 partners and set off to find out. There were a number of rules to be set to try and make this as objective a comparison as possible. These were: 1. A barracks must be built to make Orbital Command Centres, so the Protoss must make a gateway. 2. No units apart from SCV's/Probes may be built. 3. Gas must be claimed in a timely fashion (And we end up claiming both at pretty much the same time) 4. The natural must be started at 25 supply. (That's 25 harvesters) 5. Mules will be used every cooldown. 6. Probes will be Chronoboosted nonestop. 7. As soon as one person hit 60 harvesters, the game would be paused, and the total amount of resources counted. --------------- Now, I will admit, it is not perfect, but it is as clean and concise and easy to read as I could possibly make it. Still, I will list the potential problems. 1. No mining time was lost from SCV's building all the various buildings that you would have in an actual game. 2. No energy was spent on scans. All was spent on Mules. (For every scan I would have used in this test, I would have had 270 minerals less.) 3. Chronoboost was not spent on anything other than Probes. 4. The Protoss expansion went down slightly earlier than the Terrans. Problems 1 and 2 end up biasing the results slightly in the Terrans favour. Problems 3 and 4 end up biasing the results slightly in the Protoss' favour. So, while not exactly perfect, I would argue that they roughly balance out. --------------- Well, the replay is there, but to save you the trouble of downloading it if you don't want to, the results. The game was paused by the Protoss at the 10:08 mark game time. Protoss: 4220m/2108g/60 Probes Terran: 3810m/2084g /46 SCV's The Protoss player had also spent an extra 700 minerals on one pylon and the extra Probes. Putting the Protoss player at a full 1100 minerals harvested ahead of the terran player at the 10 minute mark. Assuming we had carried on this experiment and expanded to a second expansion at 50 workers, this gap would have become even larger. (By the way, the spam at the end was a long conversation we had while paused.) --------------- In conclusion, could we possibly have less threads complaining about how OP Mules are?
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It has been mentioned millions of times that mules are meant to even out the Terran economy with Protoss' and Zergs ability to power harvesters. Hopefully people will stop complaining about it now.
Thx for the research btw
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I believe there are a few things you might've overlooked:
- Orbital commands cost 150 minerals to make. - Morphing into OCs take time, reducing available time to make more SCVs. - OCs also have other features that can "save" resources. i.e. Supply dropping when there are limited resources left on the map is more valuable than a MULE. - MULEs are free. Probes are 50 resources. - Chronoboost is only 25 energy versus MULEs are 50. - SCVs need to actually build the buildings versus probes can go back to mining.
Not sure how it overall impacts the results, but still some factors to consider.
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You are ignoring too many other factors. Let me list a few.
1: Terarn units are more cost effective than protoss units, therefor, in order for a protoss to be competetive, we need more (at least if you think in terms of early game 3 rax bio vs 4 gate).
2: A protoss simply cannot use chrono on probes only and remain in a game. Chronoboosting things like warp gate are a must. If a protss doesn't have warp tech up by the time a terran pushes them in a standard ~50 food push or so, they should lose. A terran would only NEED to scan if their scouting is completely denied. Now granted, you will say "but a protoss gets observers to scout". True, but spending 200/100 + 50/100 JUST for a scout is far far far more than you pay for a scan, since gas is much more precious. Granted, that observer is permanent (unless you scan it and kill it, in which case you have probably come out a little bit ahead, but unless you are doign something very sneaky is it worth it?)
3: 10 minutes, or 60 workers, is a very very very poor measure. Most 1 base timing attacks come at around 7-9 minutes in, and it is unlikely that either player would have an expansion up unless one did a risky FE.
4: I can see how the constant chrono would snowball the protoss economy eventually (and it should, protoss is more expensive to maintain and burns through units and resources faster, that is one of the traits of the race), but the fact is, protoss cannot use chrono on probes exclusively. The timings of various research etc are based around having chrono available to get them up. Have you ever tried getting up storm tech or amulet research without chronoing it? How about Thermal lance? How about charge for zealots? All of these are common counters to the terran beast, and all of them have insanely long research times in comparison to things like stim, siege tank reserach, conc shells, combat shield etc. Protoss research and tech really needs to be chrono boosted, or it will not be out in a timely manner. Many games i have won or lost b/c i didn't havea choronoboost to finish a research, or i had enough to research it and then won.
In short, this study, while i understand it's intent, is fundamentally flawed and cannot account for real game balance and play. The fact is, protoss economy needs to be stronger than Terrans to account for terrans more cost effective units. This is a design of the game, and gives flavor and texture to it. The problem is, Protoss simply can't ONLY use chrono on probes. If they do it is almsot assuredly a loss. Also note, that the economic boost terran receives early on from a mule is HUGE, while the economic boost protoss gets from boosting probes is more of a long term boost, and only pays dividends later on once said probes have paid for themselves.
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On October 07 2010 07:48 FrodaN wrote: I believe there are a few things you might've overlooked:
- Orbital commands cost 150 minerals to make. - Morphing into OCs take time, reducing available time to make more SCVs. - OCs also have other features that can "save" resources. i.e. Supply dropping when there are limited resources left on the map is more valuable than a MULE. - MULEs are free. Probes are 50 resources. - Chronoboost is only 25 energy versus MULEs are 50. - SCVs need to actually build the buildings versus probes can go back to mining.
Not sure how it overall impacts the results, but still some factors to consider.
On a side note, about the bolded item, this is true however OC has 200 energy, vs 100 on nexus yes? What im wondering though, does the energy on each regen at the same rate?
Like if OC has 200 energy, nexus has 100, doest he OC get 2 energy in the time it takes for the nexus to get 1? or does it just take twice as long to get the 50 required for a mule vs 25 required for a chrono.
Also, as you noted, mules are free, probes = 50. Chronoboosting probes is an investment in late game economy, one which protoss must stop in favor of boosting other things eventually, like warp research, charge, storm,thermal lance, blink, etc.
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Well this is an eye opener.
I'm sure the test wasn't 100% perfect but the results are very surprising and rather opposite of what I would have guessed (other than P being able to hit 60 harvesters more quickly).
As a P player this seems too good to be true so I'm gonna test it out later tonight under more stringent controlling factors. Ill edit this with updated results.
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On October 07 2010 07:48 FrodaN wrote: I believe there are a few things you might've overlooked:
- Orbital commands cost 150 minerals to make. - Morphing into OCs take time, reducing available time to make more SCVs. - OCs also have other features that can "save" resources. i.e. Supply dropping when there are limited resources left on the map is more valuable than a MULE. - MULEs are free. Probes are 50 resources. - Chronoboost is only 25 energy versus MULEs are 50. - SCVs need to actually build the buildings versus probes can go back to mining.
Not sure how it overall impacts the results, but still some factors to consider.
Aye, I had overlooked the OC cost, but, it is included in the Spending: Economy, which the Protoss ended up spending 700 more minerals on over the 10 minutes, so I'd say it was indirectly factored in.
Honestly, though, I was just interested in the mineral output of two purely economy focused players in the early-midgame. There are factors that affect that, but I felt it would be easier to try it rather than discuss it, then use that try to help fill in the gaps.
The thread does actually go on to cover pretty much all your points. But still, this is a different forum, so I'll at least give you some of the highlights.
Well, in that they are the only two abilities each race has to directly increase their income, I felt there was enough overlap to make it worth looking at how each affects income. And just doing it on paper is pretty tough, because CB effect is hard to quantify in numbers. Anyways, in regards to the problems: 1. I think (don't quote me on this) that an SCV harvests about 1 mineral per game second. It might be slightly less, but for some rough sums, it's accurate enough. At about 10 minutes game time on 2 bases, you've got about 17 more buildings than I had in that replay. (8 depots, 5 production buildings, 3 tech/upgrade buildings, 2 turrets) The extra buildtime required is around 900 seconds. So thats about an extra 800-900 minerals less than I had harvested. (I'm not counting the travel time, the protoss has that too) 2. 3 scans about 10 minutes in seems pretty reasonable. Call that another 800 minerals lost. So the question would be, would using, say, 8 chronoboosts on something other than probes by the 10 minute mark drop your total harvested income by about 1700 or so minerals. Lets say that's 4 probes less over 300 or so seconds of harvesting, putting it at about 1200 minerals less than harvested in the "Perfect economical scenario", but you've spent 200 less on probes. It's roughly even between 1/2 and 3. --------------- So, if , in the Perfect Economical Scenario, the Protoss comes out ahead in minerals, it might explain why a marauder can beat a stalker in a one on one a-move situation.
And then:
Show nested quote +You're forgetting the fact that mules just get more and more useful as the game progresses, since they can mine through saturated fields.
Also, in most games you play you can't affoard to chrono boost probes because the terran army will come get you. In most scenarios you're forced to chrono boost first a zealot in case of an early marauder push then a stalker incase of a reaperrush and after that even a sentry just incase he pushes early and you need to close off your ramp.
It's a pretty dire comparison. Particularly because the terran really doesn't need to spend any energy on anything else than mules, unless he's feeling particularly lazy and wants to scan early in the game.
Firstly, Mules only start edging out ahead, in the way you describe, once you hit 3 fully saturated bases. That's pretty much the magic number. Any more SCV's and your army size is hurting far too much. Honestly, how many games do you play where you actually have the time to get 3 fully saturated mineral line? With battles/harrass and so on, that's like 20 minutes into the game. Like, 15% of my games actually reach that point. (and I'm not even going to try talking about the Bronze-Gold avearge of turtling on 2 bases for about 30 minutes every game. That's so far from the optimal way to play that trying to discuss balance around it is doomed to fail.) Second point, I'm going to go all Day9 here. You could say "chronoboost out that zealot, then that stalker, then oh no, need to chronoboost out that next stalker, damn I'm behind, need to chronoboost out that sentry, oh dear, so many marines, I'd best chronoboost out that stalker." Or you could say "chronoboost out that stalker for reapers, chronoboost the warp gate (because it's about the best upgrade in the game, it's so important) then just flat out CB probes, so that by the time he attacks, I've had enough extra minerals to buy 4 extra zealots." You could CB out units, or you could CB probes and just have more stuff.
Not to mention:
Show nested quote +well, to get a actual, non mathematical, bonus from a Nexus to a OC, you would need 8 Chronoboosts (1 probe more) per Nexus, that is a lot, for a very small gain.
my two points regarding the Mule are:
to soon: spending 5-6 Chronoboosts to equal a OC, means it is reached at around 30 Supply/Workers, a OC kicks in at around 20 Supply, giving the terran a early advantage for the duration it takes to protoss to build 10 probes more with chronoboosting from a single nexus. (150 seconds)
Well as you said (and I'm assuming this is what you meant) 5 CB on a nexus = 1 OC. And I'd say this is roughly right. If a terran player is muleing constantly, then 6 CB roughly equals the OC, because none stop muleing means a nonstop mule that's worth about 3 scvs. However, once you do something with that energy that's not a mule, the lifetime average "SCV worth" of that OC goes down. If it spend 10% of it's time not muleing, the OC is now only worth 2.7 SCVs. So, in a real game situation, you should start seeing a profit over the mule on the 6th CB on the nexus. And to the second point. Don't forget that it takes time (about 2 scv's worth of time) to actually make the OC. But I will agree, there might be a small window of opportunity around 30 supply where the terrans income might be more, but I think the word there is "small". Not sure if that information would be of much use.
And finally:
I'm glad you brought that up. (Yes I was totally waiting for someone to bring that up. Sad, I know. ) Saving up mules to drop on an expo is risky. In the time it takes to save up, lets say, 6 mules, that's 6 mules worth of minerals you're not spending on your army. This makes it a gamble. (eg, by the time you mule the gold, you're missing out on about 1600 minerals. Thats 32 marines not in your army by the time you start muleing the gold. That's HUUUUUGE) 6 mules off 2 OC's is 270 seconds of no muleing. That's 270 seconds where your army size is smaller than if you had used the mules. (If you're macroing properly). Then, once you drop the mules, it takes 162 seconds (roughly) to break even in minerals. That's 332 seconds of a mineral defecit. And then, once you are into the profit, it will take even more time to utilise that profit to make your army actually bigger than it would have been, had you not bothered saving the mules up. So six minutes where your army is smaller that is should be for a somewhat larger army after that six minutes is a pretty big gamble. 6 minutes a vast amount of time in SC2.
Holy hell, that's a ridiculous wall of text. Not sure how good of an idea it is, to try and put an entire thread in one post. Umm, sorry. Have a virtual cookie if you read all that.
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I think one of the issues though, is that although yes, I can saturate my base much much faster than a terran can, spending 400 on an expo is very risky. if an all in push comes from the T, my expo will not be up in time to pay for itself, and i will be at a unit disparity in comparison to the T, and surely lose. So while it is true that a P can saturate faster, does that really give them that much of an advantage in real game play? Something to think about.
I will do some games where i only chrono out probes, no resarch etc, see how it pans out in 1k+ diamond play.
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The MULE is never called OP in the early game (1 MULE at a time, very astute energy management, etc). The situations when a MULE is "OP" is when both players are limited to 1 base either by force or by choice, and in the very late game when your multiple OCs have spare energy reserves used to 'multi-MULE' on gold expansions or after losing every single one of your SCVs to resaturate.
The MULE supersaturates mineral lines, thus, on 1 base versus P or Z, Terran has a higher income rate, allowing him to produce more units/tech than either other race in the same situation.
The MULE does not cost supply (I think it should cost 2 supply while its alive)
The MULE ensures that vs. a T you shouldn't base race and hope to win, provided the base race is even. + Show Spoiler +No wonder we see so many Terran all-ins...
Disregarding floating buildings, if both players lose all their minerals and all their workers, the Terran player will win because he has MULEs.
The above are the complaints about the MULE, not the facts you just spent a lot of time testing.
It is very handy information however, and points out how important getting a 2nd base is for both Zerg and Protoss when playing against T.
Thanks for putting the effort into this.
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On October 07 2010 08:12 learning wrote:The MULE is never called OP in the early game (1 MULE at a time, very astute energy management, etc). The situations when a MULE is "OP" is when both players are limited to 1 base either by force or by choice, and in the very late game when your multiple OCs have spare energy reserves used to 'multi-MULE' on gold expansions or after losing every single one of your SCVs to resaturate. The MULE supersaturates mineral lines, thus, on 1 base versus P or Z, Terran has a higher income rate, allowing him to produce more units/tech than either other race in the same situation. The MULE does not cost supply (I think it should cost 2 supply while its alive) The MULE ensures that vs. a T you shouldn't base race and hope to win, provided the base race is even. + Show Spoiler +No wonder we see so many Terran all-ins... Disregarding floating buildings, if both players lose all their minerals and all their workers, the Terran player will win because he has MULEs. The above are the complaints about the MULE, not the facts you just spent a lot of time testing. It is very handy information however, and points out how important getting a 2nd base is for both Zerg and Protoss when playing against T. Thanks for putting the effort into this.
definitely agree with what youre saying here, too many games that i have seen won after a Terran has been decimated but can drop 5-10 mules and keep his eco going to quickly get resources, while a P is limited to his constant stream, and cannot oversaturate.
Thats a very good point, while chronoboosting does yield faster saturation, mules go BEYOND saturation, so even on a base that has 3 scv per patch (max saturation), mules add more saturation than normally possible. Very interesting way too look at it.
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Problems: -does not account for response to early pressure, needs more build orders to test -does not account for strength of resulting army (don't sweat this one, it's pretty tough to get right) -does not account for different stages of the game and timing attacks -the big one: gives Protoss a ridiculously early expansion, I'd say that this throws the entire test off
To clarify: Protoss rarely, if ever, gets an expansion at 25 food, especially in PvT. Instead, P stays inbase and techs (or 4gates) until their tech allows them to secure an expo. More importantly, an early expansion benefits Protoss FAR more than Terran, because the Chrono Boosted Probes get more resources from an entirely new mineral line than another MULE and however many SCVs Terran has at the time. If you test for one-base or delayed two-base play, I'm sure you'll have much different results.
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It's nice to see people actually doing research to back up their numbers. However it doesn't seem like a realistic scenario to have a Protoss player spending EVERY chronoboost cooldown on probes.
It really hurts your results to have discrepancies like "The Protoss expansion went down earlier" as this would be quite a large cumulative effect. Also the Terran number is a bit high as alot of mining time would be lost building rax/fact/starports and so on.
Also doesn't address a few of the other points with mules in that they can beat worker saturation, be used as a mobile repair force and can be instantly transferred to remote expo's.
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Did you take into factor where you're rallying workers? Over a period of time that adds up considerably.
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Stop comparing races like this. It makes no sense. There are a MILLION other factors that affect how a race holds up to another one. If Terran and Protoss had the same exact units, buildings and spells you might consider comparing them but is just a waste of time.
Remember, this isn't Warcraft in space.
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On October 07 2010 07:59 Legion.217 wrote: You are ignoring too many other factors. Let me list a few.
1: Terarn units are more cost effective than protoss units, therefor, in order for a protoss to be competetive, we need more (at least if you think in terms of early game 3 rax bio vs 4 gate).
2: A protoss simply cannot use chrono on probes only and remain in a game. Chronoboosting things like warp gate are a must. If a protss doesn't have warp tech up by the time a terran pushes them in a standard ~50 food push or so, they should lose. A terran would only NEED to scan if their scouting is completely denied. Now granted, you will say "but a protoss gets observers to scout". True, but spending 200/100 + 50/100 JUST for a scout is far far far more than you pay for a scan, since gas is much more precious. Granted, that observer is permanent (unless you scan it and kill it, in which case you have probably come out a little bit ahead, but unless you are doign something very sneaky is it worth it?)
3: 10 minutes, or 60 workers, is a very very very poor measure. Most 1 base timing attacks come at around 7-9 minutes in, and it is unlikely that either player would have an expansion up unless one did a risky FE.
4: I can see how the constant chrono would snowball the protoss economy eventually (and it should, protoss is more expensive to maintain and burns through units and resources faster, that is one of the traits of the race), but the fact is, protoss cannot use chrono on probes exclusively. The timings of various research etc are based around having chrono available to get them up. Have you ever tried getting up storm tech or amulet research without chronoing it? How about Thermal lance? How about charge for zealots? All of these are common counters to the terran beast, and all of them have insanely long research times in comparison to things like stim, siege tank reserach, conc shells, combat shield etc. Protoss research and tech really needs to be chrono boosted, or it will not be out in a timely manner. Many games i have won or lost b/c i didn't havea choronoboost to finish a research, or i had enough to research it and then won.
In short, this study, while i understand it's intent, is fundamentally flawed and cannot account for real game balance and play. The fact is, protoss economy needs to be stronger than Terrans to account for terrans more cost effective units. This is a design of the game, and gives flavor and texture to it. The problem is, Protoss simply can't ONLY use chrono on probes. If they do it is almsot assuredly a loss. Also note, that the economic boost terran receives early on from a mule is HUGE, while the economic boost protoss gets from boosting probes is more of a long term boost, and only pays dividends later on once said probes have paid for themselves.
1. I won't argue with that.
2. I would argue that the extra build time that didn't go on in the replay for Terran is (alongside scanning) fairly comparable to using 5-6 CB's in the first 10 minutes.
3. An interesting point. The more I think about it, the more I agree. I'd have to give that one some thought.
Stepping away from the replay for a second though, I do understand that Protoss can't *just* CB probes. But for CB to start outperforming Mules economically, (theoretically) one nexus needs to use only 6 CB's on probes to start getting a net income greater than one OC constantly using Mules. Now, over a game that has reached the midgame, I'd say this is a more than likely scenario. So, in this (theoretical) situation, the protoss player has harvested more minerals over the course of the game so far than the Terran.
But, as you said, Terran units are often more costeffective than Protoss ones, leading to a conclusion that there is a very strikable balance between the two economies. I mean, I know that's pretty darn obvious to any sensible person, that the two races economies, while different, have a balance to them, but so many people seem to feel otherwise, that I felt compelled to actually try to figure out why it's balanced.
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Pure 2 base econ isn't realistic, of course a zerg will econ harder than a toss and a toss will econ harder than a terran the game is designed that way. A better test would be to simulate real world conditions by doing a standard build with a delayed expo without just full blown econ powering.
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Mules bring back 30 minerals per trip (but take 2.05x longer to mine it). A probe or svc mines (2.05 x 5) 10.25 minerals in the time it takes a mule to mine 30. That means each mule is worth 3 probes or svcs, however probes and svc have to move between mining that 10 minerals, meaning they are generally just getting back when the mule leaves. Which would make it worth more like 4 svcs/probes.
Now take into accoutn the time it takes to build a probe or svc (even chrono'd) takes 8.5 seconds to build. That's 8.5 seconds compared to instant for a mule which is roughly an extra 25-30 minerals (one trip not quite one trip) while making making the mule worth at least 2 more.
That means each mule is worth approximately 6 probes/svc's per its life span. Roughly.
If anyone wants to send me the exact time it takes an svc/probe to mine 5 minerals, the average travel time, and the exact time chrono boost lasts I'll actually figure it out more exactly.
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A few days ago in the "MULES ARE OP" thread, I posted this analysis, it could be helpful in this thread too, and is more relevant to the overall topic (all calculations done theoretically, assuming ideal conditions, perfect macro, equal number of expansions, etc.)
(This is just an analysis of the abilities, not other factors in the game, including harassment, early pushes, cutting workers for a timing attack, etc.)
Exciting thread...needs some actually analysis though, 1 mule-90 seconds, equivalent of about 4.5 SCV's mining ( 42$/min per SCV = 189$/min, high estimate of mule yield, but since diminishing returns are present, seems viable) In 90 seconds: 2 chronoboosts can go off (energy regeneration rates)--a reduction of about 13 seconds of probe production, so Protoss gets 3/4 more probes than a terran during the time 1 mule is used; since the probes are permanent, after about 540 seconds, Protoss has enough probes to make up for the usage of a mule...assuming a place to saturate with them, and mules/chronoboosts are used once enough energy is present. Essentially: mules can provide a boost at the early game, but protoss has the ability to overtake that boost by the 9:00 mark with diligent chronoboosting of probes. This is somewhat fuzzy but seems to make sense, assuming all chronoboosts are used on probes up until the 9 min mark. So...mules aren't OP, they're just good to have, just like chronoboost is good to have, they are built-in mechanics of the game, undoubtedly balanced around each other with seemingly great effectiveness.
Things not initially included: time to morph CC into OC, cost of OC, the scans terran will likely use throughout the game, and opportunity cost of making a planetary fortress instead of an orbital command at one of the expansions (less of an issue since i'd just be a about 160 mins/min reduced).
+ Show Spoiler +Also, the cost of the extra probes would come into play, with the assumption of a 42 mineral/minute mining rate and cost per probe being 62.5 minerals (accounting for pylon also) Each additional probe every 120 seconds, with a 62.5 mineral cost, which will pay for itself after about 90 seconds....and I'm not exactly sure how to plug this into the overall theorem, so it shall be ignored for now.
Assuming chronoboost starts at approximately 45 seconds (once 25 energy is accumulated) into the game, and supply blockage is a non-issue.--add 45 secs to the 540 second timer = 585s.
Assuming the OC is started at approximately 136 seconds (right when 14th SCV finishes) into the game, takes the 35 seconds to produce and the mule is used exactly at 171 seconds.--subtract 171 seconds from the 585 second timer = 414 s
The OC's cost is about 58% of the yield of one MULE, so this reduces the advantage time by about 52 seconds: 414 - 52 = 362s For every scan used within the first 362s of the game, the advantage overtaking time is reduced by 90 seconds (essentially 90s for Protoss to chronoboost w/o opposition).
For every chronoboost used within the first 362s of the game not on probes, the advantage overtaking time is increased by approximately 45 seconds (essentially 45s of a terran MULE without any opposition).
Verdict: 6minutes 2 seconds, T and P have equal economies
Note: This is not a perfect simulation, since it assumes that the worker will not be over-saturating the field. Pulling workers to and from gas is also not included because that is mainly preference and wouldn't really add any relevant information.
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This test is irrelevant, there is no way for Protoss to lose it. OP tested for who can reach 60 workers first comparing the race that increases production speed against increased mining. Doing so, there is no way for Terran to make use of extra money gained from OC, in fact, the Terran would reach 60 workers faster by not making an OC at all since it delays scv production and that's all that matters for the OP's test. With no way to take advantage of extra harvest income from the mule, what's the point of doing this analysis at all. Additionally, scanning isn't lost mules, the player is deciding that the tactical advantage of the scan is worth more than a higher income. That is just the same as a Protoss player making an observer to scout with instead of an immortal. Having other options to use energy on does not decrease the value of the mule, but instead increases the power of the orbital command. Lastly, as was mentioned before, there are key things Protoss have to chrono boost such as the first stalker, warp gate research along with other tech upgrades. For example - Concussive Shells take 60s while Blink takes 110s, Combat Shields takes 110s and Charge takes 140s, Seige Tech takes 80s, Extended Thermal Lance takes 140. I won't even mention the time difference in unit construction other than to say Protoss units all take longer than the Terran "equivalent."
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Well, I would still trade mules for chronoboosting, imagine 1 cloaked banshee harass in 60 seconds =x there would be no zerg alive xD
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