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October 22nd, 2004, 06:23 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: whats the math on mining bases?
Now you realize, you don't pay any maintenance while the space station is being built. Also, you get the same depletion level each turn no matter how few mining components there are (when playing infinte resources). So you should put them all on and just build.
I recognize thats slow for battle station and starbase building. But in that case, you'll still want it as fast as you can, so just go for the 50% retrofit rule.
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October 22nd, 2004, 06:48 PM
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Shrapnel Fanatic
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Re: whats the math on mining bases?
OK I got all of that. Lets see if I can respond to them all.
First off, it would stay at only one space station. But it would be a 1 miner, then become a 2 miner, then a 3 etc etc.
Also, Im aware of the maintenance but there is still some profit. So while the 1miner is being retrofitted to a 2miner, it still brings in minerals. When its a 2miner and I retrofit it to a 3miner then I am getting the benefits of 2miners working while the 3rd is being "repaired" into the space station. Continue until that station is full and then start a farming station.
All in all it seems a good idea because instead of waiting until the whole thing is finished I am getting benefits "while its being built" in a manner of speaking. Also, it gives me a chance to break off at any time and build something else... hmmm...no strike that. It frees up the ShipYard after the first miner is done, so I could build a level one miner base, and a level one farm base, and then a level one radioactive base, having them all retrofitting upward AND providing resources at the same time. I should have my ShipYard back for new orders after starting all three in less time than it would have taken to build the initially maxxed-out base that is being recommended?
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October 22nd, 2004, 09:40 PM
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Corporal
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Re: whats the math on mining bases?
Quote:
Gandalf Parker said:
so I could build a level one miner base, and a level one farm base, and then a level one radioactive base, having them all retrofitting upward AND providing resources at the same time.
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It's not a good idea to build all 3 in one sector, as only one will function;
From the FAQ:
4.6.3 Only one Ship or Base can mine a location at once. Whichever is placed first will mine.
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October 22nd, 2004, 11:46 PM
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Major
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Join Date: Oct 2003
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Re: whats the math on mining bases?
Here's some starting math:
Cost to build Space station 500 kt with 3 Robo Miner I Mineral/Organic/Radioactive
5000 M/300 O/550 R
Maintenance per turn (12.5%):
625 M/37 O/68 R
Production for Miner 1 - 600 Min/Turn (at normal mining ability and 100% mineral content of asteroid/planet) + 600 Org/Turn + 600 Rad/Turn.
Obviously with Increased tech, it becomes Robo II up to 700, 800 per turn.
I am not sure where this discussion is going really, though.
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October 23rd, 2004, 12:16 AM
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Shrapnel Fanatic
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Re: whats the math on mining bases?
Quote:
Tanus said:
Quote:
Gandalf Parker said:
so I could build a level one miner base, and a level one farm base, and then a level one radioactive base, having them all retrofitting upward AND providing resources at the same time.
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It's not a good idea to build all 3 in one sector, as only one will function;
From the FAQ:
4.6.3 Only one Ship or Base can mine a location at once. Whichever is placed first will mine.
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Note that you can use 3 satellites in a sector, one mining each type of resource (but not 2 or 3 mining the same resource). The 1 vehicle limit applies only to ships and bases. Not sure how other units are treated, but a mining drone or fighter would be odd to say the least...
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October 23rd, 2004, 12:55 AM
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Shrapnel Fanatic
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Re: whats the math on mining bases?
Nothing odd about a mining drone; the're just expendable ships. A mining fighter would be odd.
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October 23rd, 2004, 05:30 AM
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General
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Re: whats the math on mining bases?
Note that resource aptitudes are NOT used while remote-mining, and so Nomads should scrap their resource aptitudes (unless they plan to capture a lot of planets or the like). A miner with 25% mineral aptitude will be just as effective as a miner with 150% mineral aptitude.
I would much rather put a single, specialised mining base rather than "one of each", as you will only deplete one of your basic resources this way. Once (or if) your mineral value gets too low, you will then be able to make a retrofit to the Organic or Radioactive variant. (Or vice versa if you started with Radioactives)
Gandalph, if you do want to do a retrofit, you should start with two miners then. It will add a single turn of construction (assuming you have 120% construction rate, which is more than advised if you plan on using mobile SYs), but will allow you to reach four miners through a single retrofit, giving you perhaps a few more resources and allowing you to gain one turn over the regular construction rate.
Alternatively, build your first base with one miner, the basics and a few components slightly increasing the price of the base (armour for example). The point is to have a base costing 4,800 resources in total, allowing you to add two more miners (1,200 resources each) with the first retrofit. Make sure to remove the armour components you have added previously though. Your spaceyard will have to remain at that sector while making the retrofits and the repairs though.
A Last way would be to build a basic base spaceyard at the asteroid spot. This base will be completed in a few turns, and will then build your remote-mining base, allowing your mobile spaceyard to repeat the process elsewhere. The base spaceyard will be able to handle the retrofit process, and will be useful to make the switch to Battle station/Starbase later on.
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October 22nd, 2004, 06:49 PM
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Lieutenant Colonel
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Re: whats the math on mining bases?
While we're on this topic, I have always beleived that robo-miners don't actually stop mining when the ship runs out of supplies. At least, mine have never done so from what i can tell. Bug?
Alarik
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October 22nd, 2004, 07:30 PM
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Shrapnel Fanatic
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Re: whats the math on mining bases?
Quote:
alarikf said:
While we're on this topic, I have always beleived that robo-miners don't actually stop mining when the ship runs out of supplies. At least, mine have never done so from what i can tell. Bug?
Alarik
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Miners do not need any supplies to mine, no. This might have been done to reduce the tediousness of having to send all miners back to resupply depots periodically...
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