Mining

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Mining is the primary method for collecting the five natural resources: beron, farsu, limbalt, ziryl and olzine. Player's start the game with the ability to construct standard beron and farsu mines only, and must research relevant technologies to unlock other types of mines.

Mines are undesirable structures. Each mine constructed on a colony contributes negatively towards colony happiness (for civilizations affected by happiness). To offset their negative affect, other structures that contribute positively to colony happiness should be constructed e.g. entertainment centers and military camps.


Resource deposits

The type of mine that can be used to extract resources from a planet will depend on the planet's resource deposits:

  • Standard and small mines are used when there is an accessible resource deposit (indicated by a size larger than 0 and a density of either POOR, MEDIUM, or RICH, e.g. 16,675 RICH)
  • When there is no accessible resource deposit (indicated by a 0 and DEEP), only deep mines can be used

Density

The speed at which small and standard mines produce, depends on the density of the deposit (POOR, MEDIUM, or RICH). If the density is POOR, it could take three or more mines to achieve the same production rate per hour than a single mine could produce if the density was RICH.

Deep mines produce at a fixed rate of around 2 units per hour (any previous deposit and its density has no effect on deep mining).

Example

Planet Resources.jpg

The image to the right shows the resource deposits for an example planet:

  • Standard and small mines can be used to extract the accessible resource deposits of beron (16,675 RICH) and limbalt (7,849 POOR). One beron mine will produce more beron per hour than one limbalt mine due to the differences in density (RICH and POOR).
  • Deep mines can be used to produce farsu, limbalt, or ziryl as there are no deposits of these resources (0 DEEP).
  • If the current beron and limbalt deposits were mined empty, beron and limbalt could continue to be produced by upgrading standard mines to deep mines.

Colony activity

Colony Resources Mining Rate.jpg

The image to the right shows the colony stockpile levels for each of the natural resources, along with the current rate at which they are being mined (as well as mining, these stockpiles can be affected by existing surface resources when the planet was colonized, or orbiting ships transferring resources to or from the colony).

Mining rate

While a resource is being actively mined, the mining rate per hour is shown as a small green number (in this image, beron is being mined at 30 units per hour, farsu and limbalt at 4 units per hour, while neither ziryl or olzine are being mined).

Hovering any of the resource rows will show a breakdown of the mines contributing to the mining rate.

Paused activity

At times, the mining rate could show as 0 per hour despite there being a resource deposit remaining, or deep mines constructed. Mining activity can be halted in the event of certain situations that affect the colony e.g. loss of power, rioting due to unhappiness, etc. A red warning triangle will be visible over the colony population or colony power supply icons during such an event, and a notification about the situation on the planet should also be received.

Types of mines

Standard mines

Beron Mine Farsu Mine Limbalt Mine Ziryl Mine Olzine Mine
Beron Mine 2.png Farsu Mine 2.png Limbalt Mine 2.png Ziryl Mine 2.png Olzine Mine 2.png

Standard mines are the first type of mine that can be accessed/researched for each natural resource. The rate at which they mine depends on the density of the deposit. A standard mine cannot produce if a deposit is empty, however, it can be upgraded to a deep mine which can.

Beron and farsu standard mines are available at the start of a game and do not need to be researched. To be able to construct limbalt, ziryl and olzine mines, the following technologies need to be researched:

  • Limbalt smelting (Limbalt Mines)
  • Ziryl-90 fusion (Ziryl Mines)
  • Olzine extraction (Olzine Mines)

Small mines

Small Limbalt Mine Small Ziryl Mine Small Olzine Mine
Limbalt Mine 1.png Ziryl Mine 1.png Olzine Mine 1.png

The main advantage of small mines is that although they mine at the same rate as standard mines, they require significantly less personnel (ideal for colonies with small populations).

A downside is that they cannot be upgraded to deep mines - only standard mines can. Once a resource deposit has been exhausted, any small mines should be dismantled as they are no longer of any use.

To be able to construct small mines (there are no beron or farsu small mines), the following technologies need to be researched:

  • Minimization of limbalt smelting system (Small Limbalt Mines)
  • Minimization of ziryl smelting system (Small Ziryl Mines)
  • Olzine pump minimization (Small Olzine Mines)

Deep mines

Deep Beron Mine Deep Farsu Mine Deep Limbalt Mine Deep Ziryl Mine Deep Olzine Mine
Beron Mine 3.png Farsu Mine 3.png Limbalt Mine 3.png Ziryl Mine 3.png Olzine Mine 3.png

Deep mines can be used to mine indefinitely once the deposit accessible to standard mining has been exhausted (at a flat rate of 2.16 resource units per hour). Deep mines can only be constructed by upgrading existing standard mines.

If there is an accessible resource deposit, deep mines perform like standard mines (a maximum production rate of 10.08 resource units per hour depending on the density).

To be able to construct deep mines, the relevant deep mining technology for that resource needs to be researched e.g. Beron deep mining for beron, Farsu deep mining for farsu, etc.

Upgrading to deep mines

Standard mines can be upgraded to deep mines once the relevant deep mining technology has been researched.

Standard Mine Options.jpg

The above image on the left shows that two standard beron mines have been constructed (for a Syntis civilization). Clicking the icon opens the menu options shown on the right. The upgrade option is only available because deep mining research for beron has been completed and this is a standard mine (small and deep mines can’t be upgraded at the moment). The dismantle option is available for most constructed buildings (dismantling takes time, but returns 80% of the original resources used in the building’s construction).

Standard Mine Upgrade.jpg

This image shows the upgrade screen. There are two standard beron mines (left) and zero deep mines built (right) on this colony. Both mines could be upgraded with the same command, or if there aren’t enough colony resources, one could be upgraded now and the other later. Once an upgrade has been ordered, the mine will remain offline until the upgrade has been completed.

Stats

The below tables show the performance and cost for each mine that a civilization could access. For Mankind, People's Realm and Ripchee, the stats are the same, only the names used for mines change. Syntis mines are also similar, except they consume more power and are more expensive.

Mankind

NameLevelUpgradeMiningDeep miningPersonnelDesirabilityPCBeCreditsBuild
Beron Mine1Deep Beron Mine10.08-2,500-510805007,200
Farsu Mine1Deep Farsu Mine10.08-2,500-510805007,200
Limbalt Mine1Deep Limbalt Mine10.08-2,500-510805007,200
Ziryl Mine1Deep Ziryl Mine10.08-2,500-510805007,200
Olzine Mine1Deep Olzine Mine10.08-2,500-510805007,200
Deep Beron Mine2-10.082.162,500-1020801,2007,200
Deep Farsu Mine2-10.082.162,500-1020801,2007,200
Deep Limbalt Mine2-10.082.162,500-1020801,2007,200
Deep Ziryl Mine2-10.082.162,500-1020801,2007,200
Deep Olzine Mine2-10.082.162,500-1020801,2007,200
Small Limbalt Mine1-10.08-1,000-510501,0007,200
Small Ziryl Mine1-10.08-1,000-510501,0007,200
Small Olzine Mine1-10.08-1,000-510501,0007,200

See definitions below for more info about table fields

People's Realm

NameLevelUpgradeMiningDeep miningPersonnelDesirabilityPCBeCreditsBuild
Beron Mine1Deep Beron Mine10.08-2,500-510805007,200
Farsu Mine1Deep Farsu Mine10.08-2,500-510805007,200
Limbalt Mine1Deep Limbalt Mine10.08-2,500-510805007,200
Ziryl Mine1Deep Ziryl Mine10.08-2,500-510805007,200
Olzine Mine1Deep Olzine Mine10.08-2,500-510805007,200
Deep Beron Mine2-10.082.162,500-1020801,2007,200
Deep Farsu Mine2-10.082.162,500-1020801,2007,200
Deep Limbalt Mine2-10.082.162,500-1020801,2007,200
Deep Ziryl Mine2-10.082.162,500-1020801,2007,200
Deep Olzine Mine2-10.082.162,500-1020801,2007,200
Small Limbalt Mine1-10.08-1,000-510501,0007,200
Small Ziryl Mine1-10.08-1,000-510501,0007,200
Small Olzine Mine1-10.08-1,000-510501,0007,200

See definitions below for more info about table fields

Ripchee

NameLevelUpgradeMiningDeep miningPersonnelDesirabilityPCBeCreditsBuild
Beron Pit1Deep Beron Pit10.08-2,500-510805007,200
Farsu Pit1Deep Farsu Pit10.08-2,500-510805007,200
Limbalt Pit1Deep Limbalt Pit10.08-2,500-510805007,200
Ziryl Pit1Deep Ziryl Pit10.08-2,500-510805007,200
Olzine Pit1Deep Olzine Pit10.08-2,500-510805007,200
Deep Beron Pit2-10.082.162,500-1020801,2007,200
Deep Farsu Pit2-10.082.162,500-1020801,2007,200
Deep Limbalt Pit2-10.082.162,500-1020801,2007,200
Deep Ziryl Pit2-10.082.162,500-1020801,2007,200
Deep Olzine Pit2-10.082.162,500-1020801,2007,200
Small Limbalt Pit1-10.08-1,000-510501,0007,200
Small Ziryl Pit1-10.08-1,000-510501,0007,200
Small Olzine Pit1-10.08-1,000-510501,0007,200

See definitions below for more info about table fields

Syntis

NameLevelUpgradeMiningDeep miningPersonnelDesirabilityPCBeCreditsBuild
TB02 - Beron Operator1TB02D - Beron Operator10.08-2,500-515801,0007,200
TB04 - Farsu Operator1TB04D - Farsu Operator10.08-2,500-515801,0007,200
TB05 - Limbalt Operator1TB05D - Limbalt Operator10.08-2,500-515801,0007,200
TB06 - Ziryl Operator1TB06D - Ziryl Operator10.08-2,500-515801,0007,200
TB07 - Olzine Operator1TB07D - Olzine Operator10.08-2,500-515801,0007,200
TB02D - Beron Operator2-10.082.162,500-1030802,4007,200
TB04D - Farsu Operator2-10.082.162,500-1030802,4007,200
TB05D - Limbalt Operator2-10.082.162,500-1030802,4007,200
TB06D - Ziryl Operator2-10.082.162,500-1030802,4007,200
TB07D - Olzine Operator2-10.082.162,500-1030802,4007,200
TB05S - Limbalt Operator1-10.08-1,000-515502,0007,200
TB06S - Ziryl Operator1-10.08-1,000-515502,0007,200
TB07S - Olzine Operator1-10.08-1,000-515502,0007,200

Definitions

  • Level: the tech-level of the mine
  • Upgrade: whether the mine can be upgraded to another mine
  • Mining: yield rate per hour for standard mining
  • Deep mining: yield rate per hour for deep mining (applicable to deep mines)
  • Personnel: number of colonists required to operate (contributes to employment)
  • Desirability: effect on colony happiness
  • PC (Power Consumption MWt): amount of colony power required
  • Be (Beron): cost in beron
  • Credits: cost in credits
  • Build: build time in seconds