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 usable metals. Mineral Mines have that capability as well as Smelters and some other methods.

[edit] Mining

  • 100 colonists are required to run 1 mineral mine (the same colonist can work in mines, factories, farms, and other buildings).
  • 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 (each race has a mining modifier, which will increase or decrease the amount of minerals mined from a single mine).
  • 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.
  • They add 5 "hit points" each to a ground base, which will help keep it from being destroyed.

[edit] Details

Standard mineral mines use the following formula (and condition):

ExtractedMetal = (Density / 100) * (Race Mine Modifier / 100) * Mines * 10 * Bonus1
If ExtractedMetal > UnminedMinerals Then ExtractedMetal = UnminedMinerals

1 Bonus here is a base of 1 for all standard races, .125 for RCS using Arerran Capital, 3 for RCS using Xelovi Hive.


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.

[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 have some specials:
    • The Coalition has efficient refining facilities in their mineral mines, which can refine 5% of the ore at the base every turn.
    • 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.

[edit] Bad Effect on Happiness

  • If you have more than 20 mines and more than 600k colonists in a single base causes a happiness drop by Mineral Mines / 20 to the colonists living one the base.
  • Turning off mines/smelters does not effect happiness, you have to destroy them with command codes (see below).
  • 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.

[edit] 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] See also

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