How many drones per base




















The latter is based on the idea that when powering drones you don't want to have to select your Hatcheries individually, so by doing this both sites need just as many new drones and you can power without noticing location. This often falls under the criticism that any drones being transferred aren't producing minerals; this is fine when they're at reduced effectiveness, while it's a bad idea under While this is true, any drones produced at one base and rallied to the next suffer from the same problem, so the net loss is actually zero unless you don't rally, in which case your economy is slowed for other reasons.

If you start playing with really ridiculous math ridiculous because of the assumptions you have to make you should find out that the net effect is the same. You will notice that Pro players tend to favor the former as more money now is better than the same money later.

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Categories Stubs Transportation buildings Buildings Add category. Cancel Save. Universal Conquest Wiki. Finally, travel distances vary among mineral fields, with some fields closer to the base than others. Therefore, players may attempt to further maximize mining efficiency by forcing workers to first saturate the closer fields done by selecting a worker and repeatedly telling it to mine a given field until it starts mining there. Having any more than two workers on a mineral field will force the third worker to move to mine another field instead, unless they are also over-saturated.

This chart represents the number of minerals a group of workers can harvest on a "standard" base. Zergs Drones were used, on Lost temple. All Drones were gathered on a specific spot, then clicked on the middle mineral patch, and the mineral count was taken after 30 seconds.

The Game Speed was set to Faster. Keeping more than 3 workers per patch is a complete waste. The 4th worker will not give you any additional income. The progression of minerals harvested per second is roughly linear the only variation coming from patch distances, but this is minor until you have 2 harvesters per patch. The 1st and 2nd worker on a close mineral patch will be more efficient than the first two on a far patch.

But, the 3rd worker on a far patch will be more efficient than a 3rd worker on a close patch. In other words, fill up the closest patches with 2 workers over far patches. But send any 3rd worker to the farthest patch before sending them to closer patches. However any patch with 3 workers will yield exactly the same rate regardless of distance.

This is because the limiting factor becomes the time "on" the mineral patch, while the difference in travel distances is nullified by having a worker that is always waiting to be "on" the patch. Because the marginal income rate of third worker of a patch is less efficient than the first two, transferring all of the third workers to a newly completed expo is ideal.



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