From PlanetsWiki
(Redirected from
Labor Mines)
[edit] Overview
Where there's war, there's prisoners. What to do with them? How about have them be productive and generate some income and dig up some metals for you? Brilliant! Build some labor mines at your base for every 100 prisoners and put them to work. They may not necessarily like being held prisoner and will attempt to escape, refuse to eat, or have some type of accident in the mines so expect some casualties.
- Each requires 100 prisoners to operate.
- Produces metals. It works like a mine but with 100% metal output; no ore.
- Labor Mines Income = 3 * Extracted Neutronium +3 * Extracted Duranium + 3 * Extracted Tritanium + 3 * Extracted Molybdenum.
- Produces 3 megacredits per unmined mineral type that is dug up (up to 12 megacredit per labor mine). Note that this means that it only works when extracting ore from the planet. In other words "No mining = No money".
- Labor Mines will use the mining rate of the prisoner's race instead of your own. It is still only half as effective at mining as standard Mineral Mines. Prisoners will die after they mine instead of before. (Host 212e)
- Prisoners perish after mining at a rate of 1% + ( 0.5% * Labor Mines / 100 ) or 6 prisoners per 100k. This loss rate is the same as labor camps.
- This applies to each type of prisoner (colonists, crew, troops, high guard).
- The prisoners die after working.
[edit] Details
Labor Mines use the following formula (and condition):
ExtractedMetal = (Density / 100) * (Prisoner Race Mine Modifier / 100)
* Labor Mines * 5
If ExtractedMetal > UnminedMinerals Then ExtractedMetal = UnminedMinerals
The best mining race prisoners are used first until the number of prisoners used meets the capacity of the buildings that you have.
For example, we say that you have 10k Lizards, 100k Solorian prisoners, and 90 labor mines.
The Lizards will be used in the mines first up to the 9k lizard prisoners that would fill the capacity of the 90 labor mines and the rest are skipped.
And note that standard Mineral Mines have a diminishing return over 100 mines by any mines that exceed 100 only count for their square root in number. Labor Mines don't have diminishing return.
Magik
[edit] Labor Camp / Labor Mine Combination
Note that you can use labor camps and labor mines at the same time in a base!
[edit] Special
- Cyborg prisoners will not work in labor mines.
- Robots prisoners work in labor mines, but not labor camps.
- Solorian have 0 mining rates they will not work in Labor mines.
- Many races that can build Labor Mines can also build Labor Camps.
- You can use the "USA" Command Code to destroy all Labor Camps and Labor Mines.
- You get a base log for the mines.
- The money generated by the camps can be seen in the Base Command - Overview screen, in the projected income for next turn, but it is not the correct value (host 197, client 060).
[edit] Races With Labor Mines
 |
| The Aczanny Pyramids |
|
 |
| The Birdman Republic |
|
 |
| The Holy Draconian Empire |
|
 |
| The Stormer Kingdom |
|
|
|
|
|
|
|
|
|
|
|
[edit] Research