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| #Post#: 2074-------------------------------------------------- | |
| Zerg Economy 101 | |
| By: bossypalladin Date: April 15, 2021, 5:20 pm | |
| --------------------------------------------------------- | |
| 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 | |
| --------------------------------------------------------- | |
| 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 | |
| --------------------------------------------------------- | |
| 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 | |
| --------------------------------------------------------- | |
| 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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