StarCraft Mineral Income Calculator

💎 StarCraft Mineral Income Calculator

Estimate mineral income from worker count, patch count, saturation, travel time, base count, MULE calls, macro boost, projected worker growth, and time to a mineral target.

🎮Economy Presets
Verified mechanics note: StarCraft II blue minerals return 5 per worker trip, gold minerals return 7, the first two workers on each patch are the efficient saturation layer, and a third worker adds less because it waits at the patch. Legacy of the Void MULEs are best modeled as separate income, commonly 200-225 minerals per call depending on patch timing.
5
SC2 blue minerals per worker trip
7
SC2 gold minerals per worker trip
2/patch
Efficient mineral saturation layer
3/patch
Displayed hard saturation planning layer
225
Default LOTV MULE minerals per call
7.5s
Default worker round trip for 40 MPM
Model And Mining Inputs
Count SCVs, Probes, or Drones assigned to minerals, not gas.
Each base adds its own mineral patch set and saturation room.
Standard SC2 blue bases usually show 8 mineral fields; gold bases often have fewer.
Use 5 for SC2 blue, 7 for SC2 gold, or 8 for classic Brood War minerals.
Lower is close-patch mining. Long distance mining should use a larger value.
The third worker on a patch queues and usually adds much less than the first two.
Use this for imperfect split, patches behind the town hall, or long-distance traffic.
Lower this when workers are pulled, scouting, stacked badly, or repairing.
Used for time-to-target and projection calculations.
Enter your next structure, unit round, expansion, or tech target.
Shows how much the economy makes over a chosen planning window.
Optional drain for constant unit production while saving toward the target.
🚀MULE, Chrono, And Boost Inputs
MULEs add direct minerals; Chrono and inject help by adding workers sooner.
One continuous Orbital Command cycle is roughly 0.65-0.7 calls per minute in real-time planning.
Use 225 for a Legacy of the Void planning default; older or custom settings may differ.
Use your net worker production rate after rallies, injects, Chrono, and transfer plans.
For Chrono or inject planning, this increases worker ramp in the target simulation.
Use for campaign abilities, co-op economy bonuses, or map-specific mineral trickles.
Mineral line estimate
Minerals Per Minute
0
from workers and macro income
Time To Target
0s
after current bank and spend
Saturation
0%
efficient layer filled
Projected Minerals
0
inside the selected window
Breakdown
📊Current Mining Profile
Layer
Workers
Rate
Minerals/min
Run the calculator to fill this grid.
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📘Reference Tables
Saturation and patch planning table
Mineral setupPatch countEfficient workersHard workersCalculator note
StarCraft II standard blue base8 patches16 workers24 workersDefault setup for ladder-style income checks.
StarCraft II gold baseOften 6 patches12 workers18 workersUse 7 minerals per worker trip and watch patch count.
Brood War natural or mainUsually 8-9 patchesAbout 2.5 workers per patchAbout 3 workers per patchPatch geometry matters more, so tune round-trip time.
Long-distance mineral miningAny visible patchesLower practical countTraffic limitedIncrease round-trip time and travel penalty together.
The calculator separates efficient workers, third workers, and overflow workers so saturation changes are visible instead of hidden inside one total.
Common mineral income assumptions
MechanicDefault valueWhy it mattersWhen to change it
SC2 blue mineral cargo5 minerals per tripTurns round-trip time into minerals per minute.Change for gold minerals, campaign, co-op, or custom maps.
SC2 gold mineral cargo7 minerals per tripGold fields raise income without changing worker count.Use only when the selected base really has high-yield fields.
Efficient saturation layer2 workers per patchThe first two workers do most of the reliable mining.Keep this at 2 for normal SC2 mineral lines.
Third worker layer50% default efficiencyThe third worker queues at the patch and adds reduced income.Raise or lower after measuring a specific map or replay.
MULE income225 minerals per callMULEs are separate direct income, not normal worker saturation.Use 200 for conservative LOTV timing or 270 for older eras.
Macro production boostWorker ramp onlyChrono and larva mechanics improve future worker count.Set to 0 if you only want current income.
Preset map
PresetGame ideaStarting inputsBest result to watch
SC2 Main 16 WorkersClean one-base saturation8 patches, 16 workers, 5 cargoMinerals per minute and target time.
SC2 Main 24 WorkersOver-saturated main8 patches, 24 workers, weak third layerThird worker value and transfer signal.
Two Base 32 WorkersTwo saturated mineral lines16 patches, 32 workersExpansion income and spending pace.
Terran MULE CycleOrbital Command economyWorkers plus MULE calls per minuteMULE share of total income.
Protoss Chrono Probe RampChrono-assisted worker growthBoosted worker production rateProjected minerals over time.
Zerg Inject Drone RampLarva-backed drone surgeHigh worker growth into new basesTime to fill efficient saturation.
Long Distance MiningMining without a town hallLong round trip and penaltyLost MPM from travel.
💡Mineral Income Tips
Expand timing: If efficient saturation is full and third workers are piling up, a new base usually gives those workers better income than leaving them in the queue layer.
Travel honesty: For gold bases, blocked patches, or long-distance mining, adjust round-trip seconds first. That single number captures most pathing and distance differences.
Macro boosts: MULEs produce direct minerals right away. Chrono Boost and Zerg injects are better treated as worker-ramp tools unless your map or mode adds direct mineral effects.

It’s five minutes until the timer and your resource count is rising, but your mineral count isn’t. You don’t have enough resources to construct that new technology unit. You’re out of minerals, but you aren’t losing the game.

What does this mean? That’s where the calculator comes in. It crunches numbers so you don’t have to. It makes the abstract world of economics concrete in terms of seconds. Understanding what your economy can sustain will often be the difference between winning or losing. Look at reality, not hope.

Use the Calculator to Win the Game

Saturation is treated by most player as a raw body count. More bodies = constant increase in income. Wrong.

The initial pair of miners on every mineral patch are efficient. They have unblocked paths. They don’t wait on each other. The third miner isn’t like that. The third miner spends a lot of time waiting for the previous two to finish their trips. The first two miners is highly efficient and don’t have any queueing delays. So your total output per patch drop off, because all those miners are burning time while waiting. The chart on that page is quite clear about it: after two workers your income curves level out.

Know the dip. It informs you where you ought to expand, and when you shouldn’t. Don’t waste more people in same holes.

Many players forget about travel time as well. The longer the miner has to walk from the base to the mine and back, the less income he earn. If you have long distance mineral patches on a map, it increases the time spent traveling back and forth. This slashes your income per minute, even if you saturate perfecty. Sure, you may have twenty workers at your base. But if they’re spending half their time walking, you’re effectively making as much money as you would with ten workers. The calculator will help you adjust for travel penalties so you can see what the true cost is. Bad splits and poor base placement all has a cost. It’s small, but it matters.

That changes things when you look at race specific boosts. MULEs boost the terran player. Chrono Boost speeds up construction for protoss players. Injects allow zerg players to swarm the board with drones. These are not bonuses. They’re structural advantages that basically shift baseline math. The calculator factors these in. It views MULEs as separate income sources. Chrono Boost acts as a rate of worker growth. This is important because it’s a difference between sustainable economic foundations and temporary income spikes.

How you earn your money informs how you spends that money. Is your income coming from direct mineral production? Or additional workers? Your spending habits is another major factor that determine your results. You don’t want to hoard minerals. That’s not really a winning strategy. And you certainly don’t want to spend them blindly.

Enter the amount of minerals you want, along with what you currently have in the bank, into the tool. Then it’ll show you exactly how long it will take before you can justify building whatever it is you plan on building. And it will force you to face facts. Is that as long or longer than your opponent’s attack? If so…you’ve got problems.

Because I am afraid this tool is a rough mirror, but it’s an honest one. Ultimately, this isn’t just about crunching numbers. This is developing a mental model of your economy. Knowing the trade-offs means you don’t guess anymore. You plan. The trade-offs include macro boosts, travel efficiency, and saturation depth. Then you realize that game becomes a sequence of calculated moves. It is not a sequence of reactions.

Next time you’re under the pressure of a stalling economy, you’ll know what lever to pull. How to get things moving again. It’s all about controlling the flow. And you control it one mineral at a time.

StarCraft Mineral Income Calculator

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