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The [[#Types_of_mines|type of mine]] that can be used to extract [[Natural_Resources|resources]] from a planet will depend on the planet's resource deposits:
 
The [[#Types_of_mines|type of mine]] that can be used to extract [[Natural_Resources|resources]] from a planet will depend on the planet's resource deposits:
  
* [[#Level_1_and_2_mines|Level 1 and 2 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)
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* [[#Level_1_and_2_mines|Level 1 and 2 mines]] are used when there is an accessible resource deposit (indicated by a size larger than 0 and a density of either POOR, MEDIUM, HIGH or RICH, e.g. 16,675 RICH)
 
* [[#Level_3_mines_.28deep_mines.29|Level 3 mines (deep mines)]] can be used once the original deposit has been exhausted (a resource can only be deep mined from a planet if there was a previous deposit)
 
* [[#Level_3_mines_.28deep_mines.29|Level 3 mines (deep mines)]] can be used once the original deposit has been exhausted (a resource can only be deep mined from a planet if there was a previous deposit)
  

Revision as of 15:39, 7 January 2019

Planetary Mining is the primary method for collecting the five natural resources: beron, farsu, limbalt, ziryl and olzine. This page is for Mines built on Planets not Asteroid Mining nor does it refer to laying of explosives which is covered by the Mine Warfare page.

  • Player's start the game with the ability to construct level 1 beron and farsu mines only.
  • Level 1 limbalt, ziryl and olzine mines must be researched first before they can be constructed (as should all level 2 and 3).
  • Level 1 and 2 mines can only extract a resource from an available deposit
  • Level 3 mines (deep mines) can be used to continue to extract a resource once the original deposit has been exhausted (deep mines will not work on a planet where there was no initial deposit of a resource)
  • 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.


Resource deposits

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

  • Level 1 and 2 mines are used when there is an accessible resource deposit (indicated by a size larger than 0 and a density of either POOR, MEDIUM, HIGH or RICH, e.g. 16,675 RICH)
  • Level 3 mines (deep mines) can be used once the original deposit has been exhausted (a resource can only be deep mined from a planet if there was a previous deposit)

Density

  • The speed at which level 1 and level 2 mines produce depends on the density of the deposit (POOR, MEDIUM, HIGH 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.
  • Level 3 mines (deep mines) produce at a reduced rate per hour (see below) but can produce this amount indefinitely for the duration of the Game Galaxy.

Example

Planet Resources.jpg

As of Alpha 3

This image is a tad misleading, the classification "Deep" has been removed from the game and should be treated as reading "None" See below for the optimal use of Deep (T3) Mines.

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

  • Level 1 and 2 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).
  • If the current beron and limbalt deposits were mined empty, beron and limbalt could continue to be produced by upgrading to level 3 (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

As of Alpha 3

Mines extract minerals at a rate determined by their level. T1 Small mines extract at a rate of 100.8 per hour X density expressed as a fraction of 100% IE Only a Density of 100% would give you 100 per hour with a small mine. A 60% density would yielding 60 per hour a 34% = 34 per hour per small mine and so on.

T2 Advanced mines have a base rate of 126. So a 55% density would yield 126 X 0.55 or 69/per hour fractions dropped, per Advanced T2 Mine

Deep mines extract surface deposits at the same speed as T2 but additionally they have a Deep Rate of 36 per hour. Deep mines can Only function on a planet that has at least a 3% deposit listed (36 X 0.03 =1/per hour extraction) Combine any Surface mining speed with the deep mining speed to get the final out put per T3 (Deep) mine. Example: 54% Medium deposite with a Deep mine with surface deposites still remaining yields (126 x 0.54 = 68) + (36 x 0.54 = 19) = Total 87 Per mine per hour.

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 level 3 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

Level 1 and 2 mines

Level 1 and 2 mines are used to mine from an available resource deposit. The rate at which they mine depends on the density of the deposit. Once a deposit has been exhausted, level 1 and 2 mines will not be available to extract anymore. However, upgrading a level 2 mine to a level 3 (deep mine) will enable the mine to continue indefinitely extracting the resource albeit at a slower rate.

Level 3 mines (deep mines)

Level 3 mines (deep mines) can be used to mine indefinitely once the original deposit has been exhausted.

Beron mines

  Beron Mine 1.png Beron Mine 2.png Beron Mine 3.png
Level 1 2 3
Upgradable Yes Yes No
Research to unlock None Beron lvl 2.png Minimization of Beron Smelting Beron Deep Mining.png Beron Deep Mining
Civilization specific names
Mankind Small Beron Mine Beron Mine Deep Beron Mine
People's Realm Small Beron Mine Beron Mine Deep Beron Mine
Ripchee Small Beron Pit Beron Pit Deep Beron Pit
Syntis TB02S - Beron Operator TB02 - Beron Operator TB02D - Beron Operator

Farsu mines

  Farsu Mine 1.png Farsu Mine 2.png Farsu Mine 3.png
Level 1 2 3
Upgradable Yes Yes No
Research to unlock None Farsu lvl 2.png Minimization of Farsu Smelting Farsu Deep Mining.png Farsu Deep Mining
Civilization specific names
Mankind Small Farsu Mine Farsu Mine Deep Farsu Mine
People's Realm Small Farsu Mine Farsu Mine Deep Farsu Mine
Ripchee Small Farsu Pit Farsu Pit Deep Farsu Pit
Syntis TB04S - Farsu Operator TB04 - Farsu Operator TB04D - Farsu Operator

Limbalt mines

  Limbalt Mine 1.png Limbalt Mine 2.png Limbalt Mine 3.png
Level 1 2 3
Upgradable Yes Yes No
Research to unlock Limbalt lvl 1.png Industrial use of Limbalt Limbalt lvl 2.png Minimization of Limbalt Smelting Limbalt Deep Mining.png Limbalt Deep Mining
Civilization specific names
Mankind Small Limbalt Mine Limbalt Mine Deep Limbalt Mine
People's Realm Small Limbalt Mine Limbalt Mine Deep Limbalt Mine
Ripchee Small Limbalt Pit Limbalt Pit Deep Limbalt Pit
Syntis TB05S - Limbalt Operator TB05 - Limbalt Operator TB05D - Limbalt Operator

Ziryl mines

  Ziryl Mine 1.png Ziryl Mine 2.png Ziryl Mine 3.png
Level 1 2 3
Upgradable Yes Yes No
Research to unlock Ziryl lvl 1.png Ziryl-90 Fusion Ziryl lvl 2.png Ziryl Fusion System Upgrade Ziryl Deep Mining.png Ziryl Deep Mining
Civilization specific names
Mankind Small Ziryl Mine Ziryl Mine Deep Ziryl Mine
People's Realm Small Ziryl Mine Ziryl Mine Deep Ziryl Mine
Ripchee Small Ziryl Pit Ziryl Pit Deep Ziryl Pit
Syntis TB06S - Ziryl Operator TB06 - Ziryl Operator TB05D - Ziryl Operator

Olzine mines

  Olzine Mine 1.png Olzine Mine 2.png Olzine Mine 3.png
Level 1 2 3
Upgradable Yes Yes No
Research to unlock Olzine lvl 1.png Olzine Extraction Olzine lvl 2.png Olzine Pump Minimization Olzine Deep Mining.png Olzine Deep Mining
Civilization specific names
Mankind Small Olzine Mine Olzine Mine Deep Olzine Mine
People's Realm Small Olzine Mine Olzine Mine Deep Olzine Mine
Ripchee Small Olzine Pit Olzine Pit Deep Olzine Pit
Syntis TB07S - Olzine Operator TB07 - Olzine Operator TB07D - Olzine Operator

Research

  • Each civilization starts off with access to level 1 Beron and Farsu mines only
  • Level 1 mines for Limbalt, Ziryl and Olzine can be unlocked by researching the relevant technology (see 'Research to unlock' in the tables above)
  • All Level 2 and 3 mines can be unlocked by researching the relevant technology (see 'Research to unlock' in the tables above).

Constructing and upgrading

  • Level 1 mines can be constructed directly
  • Level 2 mines can be built only by upgrading a level 1 mine
  • Level 3 (deep mines) can be built only by upgrading a level 2 mine

Upgrading mines

To upgrade 1 or more mines:

  • Select the mine to be upgraded from the colony's constructed structures list
  • If the level above has been researched the option 'Upgrade' will be available (in addition to the 'Dismantle' option)

Stats

The below tables show the performance and cost for each mine that a civilization could access (at the moment performance and costs of mines are the same for all civs).

Mankind

NameLevelUpgradeMiningDeep miningPersonnelDesirabilityPCBeCreditsBuild
Small Beron Mine1Beron Mine100.8-2,500-5101,000250720
Small Farsu Mine1Farsu Mine100.8-2,500-5101,000250720
Small Limbalt Mine1Limbalt Mine100.8-2,500-5101,000250720
Small Ziryl Mine1Ziryl Mine100.8-2,500-5101,000250720
Small Olzine Mine1Olzine Mine100.8-2,500-5101,000250720
Beron Mine2Deep Beron Mine126-2,500-5101,0001,2503,600
Farsu Mine2Deep Farsu Mine126-2,500-5101,0001,2503,600
Limbalt Mine2Deep Limbalt Mine126-2,500-5101,0001,2503,600
Ziryl Mine2Deep Ziryl Mine126-2,500-5101,0001,2503,600
Olzine Mine2Deep Olzine Mine126-2,500-5101,0001,2503,600
Deep Beron Mine3-126362,500-10102,0006,25018,000
Deep Farsu Mine3-126362,500-10102,0006,25018,000
Deep Limbalt Mine3-126362,500-10102,0006,25018,000
Deep Ziryl Mine3-126362,500-10102,0006,25018,000
Deep Olzine Mine3-126362,500-10102,0006,25018,000

See definitions below for more info about table fields

People's Realm

NameLevelUpgradeMiningDeep miningPersonnelDesirabilityPCBeCreditsBuild
Small Beron Mine1Beron Mine100.8-2,500-5101,000250720
Small Farsu Mine1Farsu Mine100.8-2,500-5101,000250720
Small Limbalt Mine1Limbalt Mine100.8-2,500-5101,000250720
Small Ziryl Mine1Ziryl Mine100.8-2,500-5101,000250720
Small Olzine Mine1Olzine Mine100.8-2,500-5101,000250720
Beron Mine2Deep Beron Mine126-2,500-5101,0001,2503,600
Farsu Mine2Deep Farsu Mine126-2,500-5101,0001,2503,600
Limbalt Mine2Deep Limbalt Mine126-2,500-5101,0001,2503,600
Ziryl Mine2Deep Ziryl Mine126-2,500-5101,0001,2503,600
Olzine Mine2Deep Olzine Mine126-2,500-5101,0001,2503,600
Deep Beron Mine3-126362,500-10102,0006,25018,000
Deep Farsu Mine3-126362,500-10102,0006,25018,000
Deep Limbalt Mine3-126362,500-10102,0006,25018,000
Deep Ziryl Mine3-126362,500-10102,0006,25018,000
Deep Olzine Mine3-126362,500-10102,0006,25018,000

See definitions below for more info about table fields

Ripchee

NameLevelUpgradeMiningDeep miningPersonnelDesirabilityPCBeCreditsBuild
Small Beron Pit1Beron Pit100.8-2,500-5101,000250720
Small Farsu Pit1Farsu Pit100.8-2,500-5101,000250720
Small Limbalt Pit1Limbalt Pit100.8-2,500-5101,000250720
Small Ziryl Pit1Ziryl Pit100.8-2,500-5101,000250720
Small Olzine Pit1Olzine Pit100.8-2,500-5101,000250720
Beron Pit2Deep Beron Pit126-2,500-5101,0001,2503,600
Farsu Pit2Deep Farsu Pit126-2,500-5101,0001,2503,600
Limbalt Pit2Deep Limbalt Pit126-2,500-5101,0001,2503,600
Ziryl Pit2Deep Ziryl Pit126-2,500-5101,0001,2503,600
Olzine Pit2Deep Olzine Pit126-2,500-5101,0001,2503,600
Deep Beron Pit3-126362,500-10102,0006,25018,000
Deep Farsu Pit3-126362,500-10102,0006,25018,000
Deep Limbalt Pit3-126362,500-10102,0006,25018,000
Deep Ziryl Pit3-126362,500-10102,0006,25018,000
Deep Olzine Pit3-126362,500-10102,0006,25018,000

See definitions below for more info about table fields

Syntis

NameLevelUpgradeMiningDeep miningPersonnelDesirabilityPCBeCreditsBuild
TB02S - Beron Operator1TB02 - Beron Operator100.8-2,500-5101,000250720
TB04S - Farsu Operator1TB04 - Farsu Operator100.8-2,500-5101,000250720
TB05S - Limbalt Operator1TB05 - Limbalt Operator100.8-2,500-5101,000250720
TB06S - Ziryl Operator1TB06 - Ziryl Operator100.8-2,500-5101,000250720
TB07S - Olzine Operator1TB07 - Olzine Operator100.8-2,500-5101,000250720
TB02 - Beron Operator2TB02D - Beron Operator126-2,500-5101,0001,2503,600
TB04 - Farsu Operator2TB04D - Farsu Operator126-2,500-5101,0001,2503,600
TB05 - Limbalt Operator2TB05D - Limbalt Operator126-2,500-5101,0001,2503,600
TB06 - Ziryl Operator2TB06 - Ziryl Operator126-2,500-5101,0001,2503,600
TB07 - Olzine Operator2TB07D - Olzine Operator126-2,500-5101,0001,2503,600
TB02D - Beron Operator3-126362,500-10102,0006,25018,000
TB04D - Farsu Operator3-126362,500-10102,0006,25018,000
TB05D - Limbalt Operator3-126362,500-10102,0006,25018,000
TB06 - Ziryl Operator3-126362,500-10102,0006,25018,000
TB07D - Olzine Operator3-126362,500-10102,0006,25018,000

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