Interstellar mining
If it's SC1, the number of people should be between 2n -- 2n + 2 (n is the number of minerals). You can use the building card to check the number of farmers, and the number of gas mines is 3-4
However, the most important thing is tactics and operation. If it's SC2, there will be two for each mine. There will be a number prompt on the base
extended data:
resource system
the only resources in the game are mineral and gas. Among them, the ore is scattered on the ground, 6 to 8 pieces are put together. Generally, the content of one piece is 1500 units, and each piece can only be collected by one collector at most, not by two or more collectors at the same time. The ore will disappear after collection
gas can be extracted after building a refinery at a similar crater, and the content of gas in a crater is generally 5000 units. The quantity brought back by each collection team is 8, and this value cannot be increased. After the gas wells are exhausted, they can continue to be mined, and the proction is reced to 2
the base can provide the consumption of 9 to 10 personnel units, including 10 for the tran, 9 for the Protoss and 1 for the Zerg. The tran need to build a supply depot to maintain their supply, the protoss need to build a pylon to maintain their spiritual power, and the Zerg need to proce an overlord to maintain their control
it takes 4 seconds for a farmer to mine, and the shortest distance should be less than 4 seconds
2:1, which is theoretically the maximum efficiency, But actually not, because of the problem of interstellar path point, farmers will waste time in searching for idle mines. But there will be idle farmers at 3:1
2.5:1 is the best ratio, that is to say, 20 farmers in No.8 mine are the most efficient, and 3:1 is the fastest, but not the best
if we add the condition of rapid expansion, considering the upper population limit of 200, it is still the best at 1:1. The best example is Zerg, which has advantages in expansion, Generally speaking, there are not many farmers in the mining area of Zerg.
if we are strict about economy, we need to make every mine more than 2:1 and have 2.5 mines. The protoss can fill 200 people in 13 minutes, and only when the other side has launched an attack.
it is meaningless to talk about a single mine and discuss the number of farmers, Now interstellar has developed to 2 mines or even 3 mines.
as for the so-called "marginal benefit", this is a thing of western economics. As long as you know the optimal proportion in interstellar, there is no need to study it so deeply.
but no matter what race, in addition to building more or less farmers according to the tactical needs, for example, if you want to rush quickly, you can't build more farmers with crystal, but you need to control the economy to build what you need to rush...
but look at professional players and so on, why have they been building farmers? Have they always been one mine? One mine is saturated, but you will go on to open another mine. Is there no farmer in the other mine? You can directly take the farmers whose main base is saturated and go directly to mine your new mine. Is this not saturated, and you need to continue to build farmers...
farmers can't say that the more you build, the better. It depends on your actual situation