50 minerals per worker + 100 minerals per supply depot at some amortized rate.
You have a dampening term on workers/mineral patch which saturates between 2-3 workers. It’s pretty linear till then.
Then you get a new base and do it again.
The problem is you have both time and minerals (and supply, gas) as resources, which means there are multiple competing derivatives. I’d be interested in seeing if you can approximate the economy with derivatives alone but I think you’d have to have some discrete simulation.
You purposefully over-saturate (to 3/patch) your existing base before you create a new base. Then when the new base becomes operational, you can "maynard" a chunk of workers to the new base and have it be immediately productive at ~1 worker / patch.
50 minerals per worker + 100 minerals per supply depot at some amortized rate.
You have a dampening term on workers/mineral patch which saturates between 2-3 workers. It’s pretty linear till then.
Then you get a new base and do it again.
The problem is you have both time and minerals (and supply, gas) as resources, which means there are multiple competing derivatives. I’d be interested in seeing if you can approximate the economy with derivatives alone but I think you’d have to have some discrete simulation.