Mineral Mine

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Mineral Mine
Tech 1
Megacredits 5
Supplies 1
Limit 10,000 (per base)
Orbital Bombardment
Hit Points 5

[edit] Overview

Minerals are in the ground ready for you to dig up and refine into usable metals. Those metals are what you can use to build ships and ship parts with. A Mineral Mine is where 100 colonists will go to dig up unmined minerals. A portion of those minerals will become ore and the rest will become metals. A refinement process must be performed on the ore to make it into useable metals. Mineral Mines have that capability as well as Smelters and some other methods.

  • The Mineral Mine mines for all 4 different types of ores at the same time.
  • Each Mineral Mine removes up to 10 kt of each type of unmined metal from a planet.
  • Production rate depends on the mineral density of the planet the Mineral Mine is located on and by the racial mining skill of the owner of the Mines.
  • Any Mineral Mines in excess of 100 will only contribute their square root of the number of mines over 100.
  • Produces 75% metals and 25% ore.
  • Having any Mines on a base owned by a race able to build smelters will process 30 kts of each type of mineral ore each turn.
  • Having more than 20 Mineral Mines and more than 600k colonists in a base causes a happiness drop by Mineral Mines / 20. Turning off mines does not effect this happiness drop.
  • 100 colonists are required to run 1 mineral mine.
  • Each race has a mining modifier, which will increase or decrease the amount of minerals mined from a single mine.
  • The same colonist can work in mines, factories, farms, and other buildings.
  • They add 5 "hit points" each to a ground base, which will help keep it from being destroyed.

[edit] Special

  • Your mining rate is doubled if you have 50,000 or more Reptilians natives living on the base.
  • The Solorian Unity cannot build Mineral Mines and if they come into the possession of some, they will not function at all. Reptilians do not help the Solorians in any way except the extra tax income that they generate.
  • The Coalition can use both 50k Reptilians and 50k Insectoids to increase the mining rate. One type of native will double the efficiency and both natives will triple the efficiency.
  • The Arerran Capital will reduce the mining rate by 1/8th.
  • The Xelovi Hive will triple the mining rate.
  • The Coalition has efficient refining facilities in their mineral mines, which can refine 5% of the ore at the base every turn.

[edit] Bad Effect

  • If you have more than 50 mines on a single base you will start to run into problems, more than 50 mines will start to cause a decrease in the happiness of the colonists living one the base.
  • 51 mines will cause a drop of 8 happiness points a turn on the base and every 5 extra mines above 51 mines will cause another 1 point drop in happiness.

'Afaik the 2 points above are no longer true Jochen 00:03, 6 September 2007 (CEST)

  • When colonists happiness gets below 20 the colonists on the planet will begin to destroy 10 mines a turn until happiness once again is above 20. The Cyborg are immune to these effects.
  • Turning off mines/smelters does not effect happiness, you have to destroy them with command codes (see below).
  • More than 100 mines reduce their effectiveness per mine.
  • Racial Specials
    • Cyborgs do not lose happiness ("Happiness is irrelevant").
    • Lizards and UEA can use a single Psi-Opps Hisser to offset the happiness decrease.
    • Robots can use 10,001 Colonists with 90 Emotion Chips to operate 100 Mines with no happiness decrease.
    • IMT do not lose happiness for many mines ("Unemployment is down!")

[edit] How to Remove Them

  • You can use the base Command Codes EPA to command all mines and smelters on you base be destroyed (useful if you build too much of them).

[edit] Code

[edit] Ore Extracted

IF Mineral Mines > 100 THEN Mineral Mines = SquareRoot(Mineral Mines - 100) + 100

Bonus = 1
IF Xelovi Hive THEN Bonus = 3
IF Arerran Capital THEN Bonus = 1/8
IF Coalition and 50k Insectoids THEN Bonus = Bonus + 1
IF 50k Reptilians THEN Bonus = Bonus + 1

ExtractedOre = (Density / 100) * (Race Mine Modifier / 100) * Mineral Mines * 10 * Bonus

IF ExtractedOre  > CoreOre THEN rY = CoreOre ' you can't mine more than there is.

IF ExtractedOre  > 0 THEN
  CoreOre   = CoreOre   - ExtractedOre        ' ore still in the planet's core
  BaseOre   = BaseOre   + ExtractedOre  * .25 ' ore in the base
  BaseMetal = BaseMetal + ExtractedOre  * .75 ' metal in the base
END IF

[edit] Happiness

(HOST 195)

IF Mines > 50 THEN

     HappinessDrop = (Mines - 10) / 5

     IF Happiness > -300 THEN 
       IF Race <> The Cyborg Collective THEN 
         Happiness = Happiness - HappinessDrop 
         BaseLog "Mineral mines cause a " & HappinessDrop & " point happiness drop."
        END IF
     END IF

     IF Happiness < 20 THEN
       IF Race <> The Cyborg Collective THEN 
         Mines = Mines - 10
         BaseLog "Colonists have closed 10 mineral mines."
       END IF
     END IF

END IF

[edit] See also

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