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#Post#: 2074--------------------------------------------------
Zerg Economy 101
By: bossypalladin Date: April 15, 2021, 5:20 pm
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A lot of players do not understand how zerg economy works so I
will try to spell it out very clearly in this thread, which they
can be referred to.
A zerg player's income is the product of (1) that player's
number of extractors and (2) the total number of spawners of
both zerg players. In addition, a zerg player receives 30
minerals per minute per extractor and 80 minerals per minute
from that player's hive.
Thus, building extractors increases your own income, but not the
income of your teammate. But building spawners increases the
income of both you and your teammate.
Your goal as zerg should always be to maximize the team's
income, not your own individual income.
There is a very simple visual guide in the game that you can
check to see what will maximize your team's income. Click on an
extractor and hover over the blue and gold mineral symbols in
the bottom right of your screen. Hovering over the blue symbol
will show you how many minerals you will get from building an
extractor:
[attachimg=1]
The bottom number shows you the income you will get by making an
extractor: 54 minerals per minute.
To see how much the team will get from making spawners, hover
over the gold symbol:
[attachimg=2]
The number at the bottom shows you how much income the team will
get from making 4 spawners: 48 minerals per minute.
Generally, you want to keep the blue and gold bottom numbers
close to even, but never let the gold number get higher than the
blue number. If the gold number is higher than the blue number,
it means you or your teammate made too many extractors.
By keeping the number of extractors and spawners in balance, you
will maximize the team's income, which will pay off over time
and is the only way to kill terrans lategame.
#Post#: 2078--------------------------------------------------
Re: Zerg Economy 101
By: Adam Date: April 15, 2021, 6:03 pm
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great post
only thing I would add would be going into a little more detail
that lowest supply cost spawners - slowlings and ofc limited
striks- are a way to eco
many players just go with highest tier unit they have to the the
point that if u get armor 3 for infused its very real posibility
that ur random ally will start just massing primals without care
also one general rule of "do not get tanklings" would also help
economy of many zergs
#Post#: 2080--------------------------------------------------
Re: Zerg Economy 101
By: scdpride Date: April 15, 2021, 10:36 pm
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tanklings and beastling are one of the best units
#Post#: 2095--------------------------------------------------
Re: Zerg Economy 101
By: bossypalladin Date: April 20, 2021, 1:05 pm
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Regarding the mineral numbers indicated by the blue/gold symbols
on the extractor, while you still have strikeling supply, you
need to add the number of team extractors to the gold number to
get the income from making equivalent supply of strikelings vs
an extractor. The team starts out with 12 extractors and should
be adding on average 3 extractors per supply (combined), so the
blue number should be significantly higher than the gold number
during the "build strikelings" phase of the game.
#Post#: 2307--------------------------------------------------
Re: Zerg Economy 101
By: Persephone Date: January 27, 2022, 7:42 am
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You've got it backwards. Due to the higher cost of lings and
especially strikelings, it's better for zerg economy to make
more extractors (up to a point). The "gold number" should be
slightly higher than the "blue number" (especially when making
strikelings).
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