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Workers return 5 minerals per trip from normal patches, and 7 minerals per trip from rich patches. They return 2 gas per trip from depleted geysers. Workers return 8 minerals or 8 vespene gas per trip. With the exception of the hatchery and extractor, drones can only mutate into structures if there is already enough creep to fit the completed building. When the zerg require a new structure, drones are sacrificed in the process of mutating into the desired buildings. Probes may only set beacons inside the psionic matrix generated by pylons, with the only exceptions being the nexus, assimilator, and the pylon itself. The probe may move to another task after setting the beacon, unlike SCVs and drones. Probes lay down warp beacons that result in a building after a period of time. SCVs may begin construction on most open ground. The constructing SCVs may not be controlled during construction construction must be completed, paused or cancelled to return control. SCVs must be present during the entire construction of buildings. Workers may augment base defenses in an emergency, using large numbers to partially offset their poor combat value.Įach race's worker unit has a different way of constructing that particular race's buildings.
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Workers are identical aside from HPs and construction method. Terran and protoss players typically have at least one command center/ nexus training workers and do not stop until the late game zerg must expand more aggressively and have fewer workers per expansion.
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Most players spend their starting resources, and the first five or so minutes, training workers. Workers are fundamental to economic and tech development, as they harvest resources and construct buildings.