Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » Remote Mining
Remote Mining Thu, 29 November 2007 12:33 Go to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
Which of you math geniuses knows all about remote mining, and wouldn't mind enlightning the less intelligent among us (namely, ME)?

What I am particularly interested in atm pertains to the remote mining cap, precisely what it is and how it's determined, if that's not to complex. Hopefully the formula does not exceed elementary-level algebra. Very Happy



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

Report message to a moderator

Re: Remote Mining Thu, 29 November 2007 12:52 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
From memory, I can say that the remote mining cap is per fleet, not per planet, and you can have multiple fleets at a planet. The AR mineral fountain requires multiple fleets at the planet to be effective.

I do not remember whether the cap per fleet is measured in mining units or mining robots, but 80 Robo-Ultra Miners is just under that limit.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

Report message to a moderator

Re: Remote Mining Thu, 29 November 2007 13:27 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
Remote mining caps at 4000 mine equivalents/fleet. If you have more remote mines than that in a fleet, they will produce no additional minerals.

The concentration on the planet is lowered between each fleet mining, so it is a good idea to have big fleets at 4000 mine equivalents rather than several smaller fleets. That is, the same number of miners will produce fewer minerals if split into multiple fleets compared to fewer fleets as long as no fleet has too many miners.

To be clear, the Robot Midget Miner says it can mine up to 5kt of each mineral, so it is equivalent to 5 mines. The Robot Ultra Miner can mine up to 25kt of each mineral so it is equivalent to 25 mines. If you make a bunch of small hull miners with two Ultra Miners each, each ship would be equivalent to 50 mines and you would want 80 such ships in any single mining fleet.

Report message to a moderator

Re: Remote Mining Thu, 29 November 2007 15:30 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
Many thanks for the replies. Exactly the kind of info I was hoping for. Smile


I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

Report message to a moderator

Re: Remote Mining Sat, 01 December 2007 05:21 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

At the middle late game when the ultra miners are available, it is cheaper to build 16 ultra miners with ultra mining pod than 80 midget miners. You can add 3 cloaks and still be cheaper.

Mineral concentration 1 planets will always produce the minimum amount for each fleet in orbit - (i.e. 40kt for a fleet with 4000 mine equivalents). 5 fleets in orbit will mine 200kt each year since the mineral concentration can't drop below 1 between each fleet mining.

5 fleets of 4000 mine equivalents each reduce mineral concentration 100 to concentration 34 in one turn. After 2 turns, it's time to move on.

The highest mineral concentration I have ever seen at a planet is 200.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

Report message to a moderator

Re: Remote Mining Sat, 01 December 2007 12:24 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Vastly useful and neatly summarized info. Looks like a candidate for the "Must Know" section to me. Rolling Eyes


So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Remote Mining Sat, 01 December 2007 12:26 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
The two reasons to use a small hull for your end game miner are gateability and cost. While the ultraminer hull can make the overall cost of the fleet cheaper, actually building those ships can only be done on well established worlds and then they have to be gathered and move through normal space. A midget miner hull with 2 mining robots on the other hand can be built at space docks across the empire and gated together very quickly.

Report message to a moderator

Re: Remote Mining Sun, 02 December 2007 17:57 Go to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
That's true, but for anyone except AR, that means when moving from an exhausted world to the next one a minimum of one turn to get back to a gate, then one turn to gate, then one turn to reach the destination. Flying through open space would probably actually be quicker, and the ability to slap a few cloaks on to conceal the existence of your highly valuable, highly fragile, miners is rather lovely.

If you expect to mine at a particular world for a couple of decades or more, then the travel time starts to get irrelevant. So as long as you can build the miners within ~2-3 years travel there's no real need for them to be gateable, or even for them to have a good engine.

That said, an Ultraminer is not really much more cost efficient than a Midget miner anyway. Smile

AR of course really, really, wants gateability, as that means *zero* travel time between worlds, as AR can mine on arrival at a gate. All you ahve to do is get the gate up at the destination, and mid-late game ARs can get gates up at reds extraordinarily quickly. Wonderfull for cutting micro too - forgot to bring minerals to a world and the build queue has turned red? Just gate in a few hundred miners and they'll mine before production. Very Happy

Report message to a moderator

Previous Topic: Long time... Really Long time...
Next Topic: HE mini-coloniser hull - bug.
Goto Forum:
  


Current Time: Sat Apr 27 14:21:14 EDT 2024