General Idea
The idea behind Nation Wars is pretty simple: we create a league for teams that feature the best players of their country. The complete design is very similar to the one of ordinary Clan War Ladder: each team chooses their own leader and plays against the other teams. The main difference is, that the teams do not follow a totally fixed schedule.
Unlike Clan League, in which each team plays exactly one war per play week, Nation Wars allows more active teams to play up to three wars pe
StarCraft II continues the epic saga of the Protoss, Terran, and Zerg. These three distinct and powerful races will clash once again in the fast-paced real-time strategy sequel to the legendary original, StarCraft. Legions of veteran, upgraded, and brand-new unit types will do battle across the galaxy, as each faction struggles for survival.
Above mewould be the first epic paragraph that can be read on one of the most extraordinary websites known to the gaming community. With its lush graphics,
Introduction
When you first glance at three workers harvesting Vespene gas from the relevant building it seems that there is absolutely no room for more. Therefore, some players took it for granted that this is the optimal amount required for gas collection. However, would using 4 workers increase productivity from one extractor? Even among the best StarCraft players there was uncertainty as to what the ideal worker saturation was on gas.
An experiment was required to find the optimal number of
Auto-mining

One of the most heated and discussed topic in 2008 was the automining feature that came with StarCraft 2. Hardcore original StarCraft fans playing the game competitively felt it would destroy the macro aspect of the game, while the remaining bunch saw it as something good; now you can focus on micromanagement a lot more.
Automining along with multiple building selection was what the StarCraft 2 haters held as their main reasons for wanting to stick with the original.
However, when


