Mines: Difference between revisions
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The MC can either purchase mining rights at the [[Town Hall]] in Hamilton Square or conquer mining locations from rogue factions in remote areas. | The MC can either purchase mining rights (e.g. to [[Kahill Mine]]) at the [[Town Hall]] in Hamilton Square, or conquer mining locations from rogue factions in remote areas (e.g. [[Silfren Mine]]). | ||
Mines are used for harvesting [[minerals]] ([[copper]], [[silver]], [[gold]]) and [[gemstones]] ([[emeralds]], [[diamonds]] and [[embryl]]). | Mines are used for harvesting [[minerals]] ([[copper]], [[silver]], [[gold]]) and [[gemstones]] ([[emeralds]], [[diamonds]] and [[embryl]]) from mineral lodes. | ||
Available output and extraction | Available output and extraction rates depend on a wide variety of factors, detailed below. | ||
===Ore veins and tunnels=== | ===Ore veins and tunnels=== | ||
A mine comes with a pre-defined base output of | A mine comes with a pre-defined base output of copper, silver and/or gold. A mine deposit can contain multiple mineral types. All minerals are finite, and a mine will eventually become depleted. | ||
Expanding '''mining tunnels''' will provide access to additional mineral veins and increase output/day by a small degree. | Expanding '''mining tunnels''' will provide access to additional mineral veins and increase output/day by a small degree. | ||
=== | ===Accommodation=== | ||
This factor displays the condition of your mine workers' facilities. | This factor displays the condition of your mine workers' personal facilities. Improving Accommodation increases maintenance costs but also improves worker happiness (and consequently, output). | ||
*'''Bad:''' Workers sleep in a dilapidated barrack without real beds. | *'''Bad:''' Workers sleep in a dilapidated barrack without real beds. | ||
*'''Poor:''' Workers sleep in a simple barrack but enjoy separate beds. | *'''Poor:''' Workers sleep in a simple barrack but enjoy separate beds. | ||
*'''Average:''' A common | *'''Average:''' A common dormitory room, with comfortable beds, privacy curtains, and a nearby entertainment room. | ||
*'''Good:''' Single rooms for each worker with a comfortable bed, a chest and a closet for clothes. The entertainment room also sports a fully equipped kitchen with a coffee maker. | *'''Good:''' Single rooms for each worker, with a comfortable bed, a chest, and a closet for clothes. The entertainment room also sports a fully equipped kitchen with a coffee maker. | ||
===Production=== | ===Production=== | ||
A mine's production capacity determines its daily output. Production capacity is calculated by the foreman's skill, number of workers and level of accommodations. | A mine's production capacity determines its daily output. Production capacity is calculated by the foreman's skill, the number of workers and the level of accommodations. | ||
===Ore=== | ===Ore=== | ||
A mine produces ore, which can be sold in larger batches at Westside Assembly | A mine produces ore, which can be sold in larger batches at Westside [[Assembly Plant]]. Ten units of ore equal one unit of pure metal. | ||
===Smelter ($150,000)=== | ===Smelter ($150,000)=== | ||
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==Workers== | ==Workers== | ||
You can assign any NPC to a mine (as | You can assign any NPC to a mine (as a worker), as long as they are either a Convict, a Slave or a Servant. Assigning NPCs to a mine works just like donating captives to a faction. This means the NPC is '''PERMANENTLY''' removed from the game, and added to the worker pool of the mine you assign them to. | ||
* A mine can house a total of 75 workers. | * A mine can house a total of 75 workers. |
Latest revision as of 02:40, 12 January 2025
The MC can either purchase mining rights (e.g. to Kahill Mine) at the Town Hall in Hamilton Square, or conquer mining locations from rogue factions in remote areas (e.g. Silfren Mine).
Mines are used for harvesting minerals (copper, silver, gold) and gemstones (emeralds, diamonds and embryl) from mineral lodes.
Available output and extraction rates depend on a wide variety of factors, detailed below.
Ore veins and tunnels
A mine comes with a pre-defined base output of copper, silver and/or gold. A mine deposit can contain multiple mineral types. All minerals are finite, and a mine will eventually become depleted.
Expanding mining tunnels will provide access to additional mineral veins and increase output/day by a small degree.
Accommodation
This factor displays the condition of your mine workers' personal facilities. Improving Accommodation increases maintenance costs but also improves worker happiness (and consequently, output).
- Bad: Workers sleep in a dilapidated barrack without real beds.
- Poor: Workers sleep in a simple barrack but enjoy separate beds.
- Average: A common dormitory room, with comfortable beds, privacy curtains, and a nearby entertainment room.
- Good: Single rooms for each worker, with a comfortable bed, a chest, and a closet for clothes. The entertainment room also sports a fully equipped kitchen with a coffee maker.
Production
A mine's production capacity determines its daily output. Production capacity is calculated by the foreman's skill, the number of workers and the level of accommodations.
Ore
A mine produces ore, which can be sold in larger batches at Westside Assembly Plant. Ten units of ore equal one unit of pure metal.
Smelter ($150,000)
Installing a smelter will automatically convert ore to pure metals that can be sold for a higher price at markets or at other establishments.
A smelter also converts any previously mined ore to pure metals.
Workers
You can assign any NPC to a mine (as a worker), as long as they are either a Convict, a Slave or a Servant. Assigning NPCs to a mine works just like donating captives to a faction. This means the NPC is PERMANENTLY removed from the game, and added to the worker pool of the mine you assign them to.
- A mine can house a total of 75 workers.
Security
Due to the presence of valuable minerals and gemstones, it's highly recommended that the MC assign guards to his mines. These can be NPCs transferred from the MC's household; they will need Affection Neutral+ and either Ranged combat or Melee combat 40+, and you will lose them as interactable NPCs permanently. Alternatively you can transfer troops from Fort Sera - but only those in excess of a minimum garrison of 75 troops for the fort.
Assigned workers might escape, regardless of their previous Affection and loyalty, due to the extremely harsh conditions in Ikaanian mines. Having at least 5 guards assigned to a mine will minimize escape attempts.
There's a small risk (Domestic event) that your mine will be targeted by raiders. If raiders are able to deplete your guard pool, they'll also take some of your mined minerals as loot.