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March 22nd, 2001, 10:04 AM
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Sergeant
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Join Date: Jan 2001
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Re: Remote mining reduces production?
Argh! That's not how it works, it only goes down 1% per turn, like Raynor mentioned previously.
[sarcastic comments deleted]
[This message has been edited by Drake (edited 22 March 2001).]
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March 22nd, 2001, 04:47 PM
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Major
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Re: Remote mining reduces production?
This has been debated at length before; and Drake is right, the decrease is 1% per turn, no matter how many (or how few) miners/farmers/extractors are being used per turn. So that starbase could mine a 144% asteroid field for 144 turns.
Well, OK, slightly less than that, since eventually maintenance will be higher than the resources mined; but with Mineral Miner III's, a Master Computer (slightly less expensive than all those life support and crew quarters for a starbase), and the 50% maint. reduction for bases, that comes to, um, 5000 minerals/125 orgs/725 rads maintenance cost; 24 miners extracting (800*value) each means that you make profit on any asteroid (or planet) with mineral value higher than 26%. So, in reality, that Starbase loaded with mineral miners could mine for (144 - 26) or 118 turns. Obviously, you'd want to scrap it at that time. Which would return a little value also... 
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March 22nd, 2001, 05:28 PM
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Shrapnel Fanatic
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Re: Remote mining reduces production?
quote: My MOD has maintanence set to 15%.
Whoah! Does that mean that if you set your "maintenance reduction" trait to +20%, that your ships will have -5% maintenance?
Ie. Ships make you money by sitting in space!?!
Just repeat build factory bases with lots of expensive components, and soon you'll be making 1M resources from one planet!
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March 22nd, 2001, 06:07 PM
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Corporal
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Join Date: Dec 2000
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Re: Remote mining reduces production?
I just did a quick test on this in 1.30 and zero is as low as maintenance will go. So Racial points spent above would be wasted.
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March 23rd, 2001, 02:31 AM
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Corporal
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Join Date: Mar 2001
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Re: Remote mining reduces production?
I think adding in an official "Deep space mining" set would be awesome. If you took all those remote mining components out of their current spot s you could group them together like this:
Tech Level 1: small expensive mining components that give lots of resources per turn put reduce the planet/astroids value.
Tech level 2: Large expensive mining components that give a small return without reducing value
As time goes by your remote mining components would become cheaper and the returns they give could potentially become much greater then that of your surface based mines. This would give players the choice of whether to specialize in remote mining or planetary mining, plus the ability to choose whether to take the huge amount of resources each turn at the cost of polluting the galaxy, or go the slower way with a larger initial investment and a small return forever.
Maybe one of you mod-people could work on this and send a complete set to MM?
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March 23rd, 2001, 05:10 AM
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Lieutenant Colonel
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Re: Remote mining reduces production?
quote: Originally posted by DirectorTsaarx:
This has been debated at length before; and Drake is right, the decrease is 1% per turn, no matter how many (or how few) miners/farmers/extractors are being used per turn. So that starbase could mine a 144% asteroid field for 144 turns.
Well, OK, slightly less than that, since eventually maintenance will be higher than the resources mined; but with Mineral Miner III's, a Master Computer (slightly less expensive than all those life support and crew quarters for a starbase), and the 50% maint. reduction for bases, that comes to, um, 5000 minerals/125 orgs/725 rads maintenance cost; 24 miners extracting (800*value) each means that you make profit on any asteroid (or planet) with mineral value higher than 26%. So, in reality, that Starbase loaded with mineral miners could mine for (144 - 26) or 118 turns. Obviously, you'd want to scrap it at that time. Which would return a little value also... 
Well, this goes against my experience in the game, and I don't recall seeing anything in the History that says it was changed. The resources should go down 1% for EACH miner component, and I have seen it do just that several times when I experimented with miner components on BaseShips (just barely profitable, not really worth it). If it only goes down 1% per vessel (and thus, 1% per turn no matter how many components), then it's a bug and should be reported with a savegame.
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March 23rd, 2001, 05:12 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Remote mining reduces production?
quote: I just did a quick test on this in 1.30 and zero is as low as maintenance will go. So Racial points spent above would be wasted.
Including the "merchants" or "engineers" culture?
-----------------------
Windborne:
I'm pretty sure MM would have to add another component ability. As it is now, you can turn the value reduction on & off, but only on a global scale, using the settings.txt. All remote mining components will act the same in regards to value reduction.
E-mail MM, and ask for that new ability, and explain the reasoning behind it.
I like the idea, but I'm sure MM will have to change the .EXE
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