This doodad will help you determine how many unit-producing structures your bases can support.
Choose the number of buildings in your base, and choose the mixture of units that will be trained out of these buildings. Only the ratio of units is required, not the actual desired number of units in your army. For example, 2 barracks with tech labs with a unit mixture of M 1, Md 2, R 0, G 1 means that you have 2 barracks with tech labs in your base, and you train an army that consists of an equal number of marines and ghosts and twice as many marauders.
Include the cost of supply depots required
Click here for more bases or fewer bases.
With this distribution, your income will be ? minerals per second and ? gas per second. You can find the math behind the income per SCV in this article.
Below is the amount of resources used to produce your army, assuming that all buildings are continually producing units.
What this means is that continually producing units from all buildings costs ? than your bases will produce.
There are additional places to sink your resources into, such as new buildings, expansions and upgrades, which will limit the amount of resources available for growing your army. It's also quite alright if the percentage of resources you can spend exceeds 100%. In many circumstances, buildings may be idle for short periods. It's usually better to have a bit too much production capacity.
N.B. All calculations above assume the game speed is set to Normal. On Faster speed, which is common for ladder games, everything is 21% faster. You mine 21% more per second, and you produce units 21% faster. For the purpose of comparing the resources mined to the resources spent, this balances out.
If you were able to afford continually producing units from all buildings, you would produce:
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