Labs

Economy Lab

Workers, bases and expansion timing, with the compounding drawn rather than asserted.

The short version

  • A worker pays for itself in about seventy five seconds and then keeps paying for the rest of the game. Nothing else you can buy does that.
  • An expansion costs 400 minerals and puts you behind. The interesting number is not the cost, it is the minute you get back to level, and it is usually sooner than people think.
  • Patches saturate. Two workers a patch is full rate; the third adds about a quarter of a worker; the fourth adds nothing. This is why more bases beats more workers once you are full.
  • The gap between expanding and not expanding does not stay the same size. It grows, because the extra income buys workers, which buy more income.
  • Every rate on this page is an assumption, and you can change all of them.

When the expansion has paid for itself

The same position twice: one of you expands, one of you does not. The gap between the curves is what the decision was worth.

2.5min

Paid for itself after

Counted from the minute you put it down.

9262minerals

Ahead by minute 20

714a minute

Mining now

17 workers' worth, after saturation.

1.2min

A worker pays for itself in

And then it keeps going for the rest of the game.

Expanding at minute 5 costs you 400 minerals and puts you behind until minute 7.5. From there it never stops paying: by minute 20 you are 9262 minerals ahead of the version of you who stayed home.

0 6084 12167 18251 24335 Minutes
You expanded You did not Minerals mined, less what the expansion cost
Minute Expanded: minerals Expanded: workers Stayed: minerals Stayed: workers
0 134 21 134 21
2 1464 24 1464 24
4 2976 24 2976 24
6 4130 33 4488 24
8 6249 47 6000 24
10 9215 48 7512 24
12 12239 48 9024 24
14 15263 48 10536 24
16 18287 48 12048 24
18 21311 48 13560 24
20 24335 48 15072 24

What the model does

Two versions of you start from the same position. At the minute you choose, one of you spends 400 minerals on a hall and keeps making workers into it; the other saturates what they have and stops. Nothing else about the two of you is different: no army, no harassment, no losses.

The curve that matters is the difference between them. It starts negative, because a hall is 400 minerals of nothing. It crosses zero, which is the payback. Then it bends upward, which is the whole argument for expanding: the lead is not a fixed 400 minerals, it is an income.

lead(t)=t0t(rtwo bases(τ)rone base(τ))dτc\text{lead}(t) = \int_{t_0}^{t} \big(r_{\text{two bases}}(\tau) - r_{\text{one base}}(\tau)\big)\,d\tau - c
(1)
Show the maths

The integrand is not constant, which is the part that catches people out. The expanding player's income keeps rising after the expansion, because the new hall gives new patches for new workers, and the worker that pays for itself in seventy five seconds is now a worker that has somewhere to mine. The staying player's income is flat: their patches are already full, so every worker after that adds a quarter of a worker and then nothing at all.

Saturation, and why it is the reason to expand

A mineral patch takes two workers at full rate. A third can mine it, but it queues, so it adds about a quarter of a worker's income. A fourth adds nothing you can measure.

With eight or nine patches a base, that is sixteen to eighteen workers at full rate, and about twenty four before the base is genuinely finished. Build past that on one base and you are paying 50 minerals a time for a quarter of a worker.

This is the sentence the lectures kept coming back to and which is worth carrying: macro is not a bank, it is units you can use. A big bank is a sign that your income has outrun your production, and the answer is more production or more army, not more workers.

What this lab assumes
AssumptionValueWhy, and how sure we are
Minerals a worker a minute 42 Our figure for a worker on a close patch with room to work, and the single biggest thing we have not measured. It is a field: set it to what your own replays show.
Patches a base 8 A typical main. Some maps give nine, some give seven, and a mineral only expansion changes the whole shape.
Third worker on a patch a quarter Our estimate of the queueing loss. The direction is certain, the size is not.
Expansion cost 400 minerals The hall, and nothing else. No defences, no creep, no pylon, and no worker travel time, all of which make the real payback later than this.
Nothing ever dies no army at all This is an economy model, not a game. The reason to expand late is that you might be attacked, and that reason is not in here.
Not measured against the engine yet pending Validating the mining rate against a headless engine run is on the list. Until it is done, treat these as arithmetic on assumptions you can see.