Economy in Zerg Wars

## Mineral Economy

### Basics of mineral economy

Economy is an important aspect of Zerg Wars. Often, the path to victory is by having a more efficient economy than your opponent. The main currency is Zerg Wars is minerals. There are multiple ways to increase your mineral gain:

* Bounty from killing units or destroying structures (All factions)
* Partial bounty from A.I zerg being killed by allies
* Income upgrades (Terran, Protoss, Moebius)
* Building supply bunkers (Mengsk)
* Assimilation Aura (Kerrigan)
* Building hatcheries, lairs and hives (Zerg)
* Zerg sends from structures (Zerg)

### Bounty

#### A.I zerg bounty

Bounty is a very large part of zerg wars. Nearly all units and structures give some bounty on death to the player who killed it. Killing A.I zerg also rewards bounty to your allies. Allies get 1 mineral when a zergling is killed and 2 minerals when any other unit is killed. Please note that this only applies to the respawning A.I zerg and does not apply to player zerg or special zerg from events. This bounty is usually the main source of income for your team. It can be increased by defending closer to the spawn. However, this will also increase the amount of zerg that attacks the enemy team, thereby increasing their income. The spawn mechanics in Zerg Wars based on respawn. When one of the respawning zerg units is killed, it is immediately spawned on the enemy lane. For each unit you kill, you are giving it back to the enemy to kill.

#### Player bounty

The bounty of non-zerg units tends to be much higher than that of zerg units. For example, both marines and mutalisks have 5 bounty. Both brutalisks and aegis guards have 50 bounty. This means offensive play in Zerg Wars is high-risk high-reward. If your attack fails catastrophically, not only do you lose a significant investment, but the enemy team also gains a large boon of minerals. However, if you succeed in attacking the enemy with minimal losses, you can gain a large amount of minerals with which to fund further attacks or invest in other pursuits. A poor offense can contribute to the enemy team more than it does to your team and therefore it is advised not to play offensively unless you are at least somewhat experienced in your particular faction.

### Income investments

Terran, Protoss, and Moebius all gain 3 minerals per 9 seconds. This can be upgraded by 1 mineral per 9 seconds for 95 minerals up to 99 times. They can also spend 200 minerals to reduce the time between receiving income. This can be upgraded 3 times and has a cost increment of 150 minerals each time. Income upgrades take 15 minutes to pay off. This can be a good way to increase your income early on, as killing zerg for minerals will also give zerg for the enemy team to kill. However, investing heavily into income can leave your team vulnerable to early game offensives and may result in a loss if your allies fail to defend. Therefore it is advised only to invest in this when you are confident that your team can hold without you. Meanwhile, zerg income is based on hatcheries. Zerg income is very low in the early game without hatcheries, as it largely depends on allies killing zerg or the enemy accidently losing units to your sends. It is advised to build some hatcheries, but be mindful of potential raids by enemy players. Hatcheries give a bounty of 100 each, and can be a tempting target for offensive players. Mengsk's supply bunkers produce minerals, which he should be building for supply and defense anyway. They produce 2 minerals per 15 seconds and cost 100 minerals. These bunkers can be raided by enemy players and take longer to pay off than Protoss, Terran and Moebius income. It is therefore advised to only build bunkers for defense.

## Power and Vespene Economy

### Basics of power and vespene

Power is a special currency used exclusively by Moebius. It is generated by Moebius scientists and produced at the hybrid chamber. It is used for hybrids, spells and auras. Vespene gasis a currency used by Mengsk and Kerrigan. Mengsk and Kerrigan have different ways of producing vespene and can trade with one another.

#### Power

Power is generated by scientists and an important aspect of Moebius' economy. Without power, Moebius is limited to their mechanical forces. Scientists cost 50 minerals and produce 3 power per 15 seconds. With a 750 mineral The Moebius Theorem upgrade, they produce 3 power per 10 seconds. It is advised to train at least 1500 minerals worth of scientists (i.e 25 of them) before buying The Moebius Theorem. The hybrid chamber also produces 1 energy per second. This can be increased with the Void Conduits upgrade. This upgrade gives +1 power per second and 10 supply. It initially costs 250 minerals and has an increment of 250 minerals. The first Void Conduits upgrade costs the same as 5 scientists and produces 1 power per second. Without The Moebius Theorem, 5 scientists will also produce 1 power per second. Therefore it is advised to buy one upgrade of Void Conduits and no more afterwards.

#### Vespene Gas

Vespene is utilised by Kerrigan for upgrading her hero and her units. Her respawn pool produces 5 vespene per 5 seconds. This can be increased by building extractors on the enemy lane, which produce 15 vespene per 10 seconds each. Extractors cost 255 minerals each. It is likely that you will be unable to build and defend more than the two extractors in the zerg spawn, if the enemy tries to snipe them. When there are multiple Kerrigans in your team, this can lead to a lack of vespene for one or both players. Mengsk's gas income is quite low in the early game, but can skyrocket in the late game. Meanwhile, Kerrigan's gas income does not scale over time. It can be beneficial for Kerrigan to send gas to Mengsk in the early game and for Mengsk to send gas to Kerrigan once his production has boomed.