Robot mining

From IceWars Documentation

Jump to: navigation, search

Template:TOCright The term Robot mining describes ress bases and all around them. This article shall help beginners and advanced players in understanding tis seemingly complex topic.

For always being in the first front of the run for resources ressbases are necessary. The bring large amounts of iron and chemistry early in the game - and relatively cheap, too - and supplies one with life-bringing ice (and therefore water) later on. But there's one caveat: robomining is exhaustive cultivation par excellence. It takes planets full of resources and leaves them as barren worlds, that are unusable for all players. Therefore they should be used with care. Well, one *can* of course destroy good planets with ress bases if one wishes so -- if one doesn't want to have this planet as a colony and is strong enough.

Contents

[edit] Necessities

[edit] Research

For building the robominer center (please change here and below with the "real" name when you know it) and the mining devices one need the "Robomining" research. If one wishes to build the Robominer V1 ion the own planets (and not buy it / let ist deliver from the fleeter of the alliance) the research of the prototype is also necessary. Both researches are available in Evolution Step 3.

[edit] Buildings

Just having researched the robomining isn't sufficient, ane also needs the "step building" of the "robomining center". This is a "step building" and can be built a maximum of three (3) times on a planet. The maximum number of buildings on anyone planet in an account defines the maximum in robomining devices one can operate at the same time. (in English: you can't robomine 5 planets if you have built this building 2 times on planet A and 3 times on planet B, only 3).

Attention: The Robomining Center has nothing in common with the "Robomining Complex" except the necessary research!

[edit] Robominer V1

This device transforms itself to a "Ress base". See ship information page for details.

[edit] Planets

Ress Bases are in principle "compatible" with every form of free space, but only make sense to build on Chunks of Stone, Asteroids, Giant gas balls and Ice planets.

[edit] Build them

Costs: for iron mining:*
Iron 5'000 Ice 0
Steel 5'000 Water 0
VV4A 1'000 Energy 5'000
Chem 5'000 Rabbits 0
Building Time 12h 0 min Population 0
Costs: for chem mining:*
Iron 5'000 Ice 0
Steel 5'000 Water 0
VV4A 1'000 Energy 5'000
Chem 5'000 Rabbits 0
Building Time 12h 0 min Population 0
Costs: for ice mining:*
Iron 10'000 Ice 0
Steel 10'000 Water 0
VV4A 2'500 Energy 10'000
Chem 10'000 Rabbits 0
Building Time 12h 0 min Population 0
* Costs and Building Time are not modified by the planet where it's built

[edit] Finding Planets

With the help of scouts and probes like X11 one should make geoscans of as many planets of the types mentioned above as possible. For iron mining asteroids should be scanned, for chemical elements giant gas balls and for ice of course ice planets. But some chunks of stone are also usable.

The following planet values are important: Type of planet (see above), concentrations of iron/chemical elements/ice (for the mining rate), genetic modifications and dictatorship-bonuses.

All other values, especially gravitation and all building modificators have no effect on ress bases.

[edit] Send a Robominer

One sends a Robominer with the appropriate option ("build ress base" - please change) to the desired planet. There it builds without further interaction the ress base. To actually use it one needs quite a few resources (see below), so one should send some transporters with ress, too - unfortunately the storage room is quite limited at the beginning on a ress base...

[edit] Let it work

When the Ress Base is built successfully one can make it work. First the "mining device" has to be built. Except in special circumstances one takes the one with the highest mining rate. Please notice that one and only one mining device per ress base can be built. Good players have the needed ress already on the ress base when it's construction is complete.

For ress bases that primarily mine chemical elements or ice the storage room can be enhanced. The ress base doesn't stop when the storage room is full but mines and mines and drives the concentrations of the resources down without you being able to use them! Build the storage room to match your average time between visits of your account. Most people sayy it's only necessary to build more storage space if you can't view into your account at least every 12 hours. Iron Bases don't need this.

If the fleets to transport the ress away are started on the ress base (see "fleet control center" for other ways) one needs always a little chemistry on the base. Chem Bases need not to worry about this, of course :)

[edit] Dismantling

In a Mainpage of your choice click on the planet's name. Then a list of all Colonies and Bases appears. Click on "dismantling" - but only when you are sure which base should be dismantled. Look at least trice!.

The base is then re-transformed into a robominer and stationed above the planet where it was located. Therefore you need to go to the Military menu and call back the robominer and all transporters and other fleet -- if you have enough chemical elements there. If not you have to send a transporter with chemistry to the planet and click "station it there" as sending option...

[edit] Mining rate

There are two factors that define how many resources a ress bease mines:

  • Resource concentration of the planet
  • Mining device

[edit] Formula

[edit] Mining device: Iron

Iron:  10  * iron concentration (in percent)
chemical elements: 1/2 * concentration of chemical elements
ice:    1/2 * concentration of ice

[edit] Mining device: chemical elements

Iron:  1/2 * iron concentration
chemical elements: 10 * concentration of chemical elements
ice:    1/2 * concentration of ice

[edit] Mining device: Ice

Iron:  1/2 * iron concentration
chemical elements: 1/2 * concentration of chemical elements
ice:    8 * concentration of ice

[edit] Example

(please fill in)

[edit] Decrease of Resource concentration

The production of a ress base decreases rapidly. Because of it's nature the resource concentration decreases daily 1.5% for every 500 units of mined ress per hour

Example: The ress base produces at the moment 3'800 units per hour and has a concentration of 380%. 3'800 = 7.6 * 500. Therefore the resource concentration sinks 11.4% in 24h (to 368.6%) and the production rate sinks to 3686/h.

[edit] Tactics

Please translate!

[edit] Planeten besetzen

Die Situation ist bekannt: Man scannt fröhlich vor sich hin und trifft auf einen freien Planeten, der sich ganz vorzüglich als neuer Standort einer Ressbasis eignen würde, aber man hat entweder das Kontingent an Ressbasen ausgeschöpft, die Forschung noch nicht oder einfach gerade keinen Robominer zur Hand. Wäre doch schade, wenn ein anderer Herrscher einem dieses Schmuckstück vor der Nase wegschnappen würde. Also nix wie hin mit einer Kampfbasis. Diese "markiert" den Planeten als besetzt und bringt bei allfälligem Interesse eines Feindes am Planeten immerhin eine gewisse Zeit zum reagieren.

[edit] Auf Besiedlungsforschungen warten

Bei Planeten mit Chemie-, Eisen- oder Eis-Vorkommen über 250% und akzeptierbaren Gravitationswerten lohnt es sich auf die Evolutionsstufen 3 (Eis) und 5 (Chemie und Eisen) zu warten. Dort lauern jene Forschungen, die man zum Besiedeln von Asteroiden, Gasgiganten oder Eisplaneten benötigt. Der Vorteil von Kolonien liegt auf der Hand: Sie haben keinen (Eisen und Chemie) oder nur sehr geringen (Eis) Abbau der Ressdichte und die Ressourcenförderungs-Gebäude werden mit der Zeit deutlich leistungsfähiger. So sind im späten Spielverlauf Produktionen im hohen sechsstelligen Bereich - pro Planet - möglich. Bis dahin sollte man diese Perlen wie oben beschrieben reservieren und notfalls verteidigen.
Planeten, welche eine Gravitation von über 5 G aufweisen, kann man bedenkenlos mit einem Robominer leerräumen. Sie sind sowieso nicht besiedelbar.

[edit] Systemblockade

In Kriegen ist es von Vorteil, wenn der Feind keine Kampfbasen im Heimsystem aufstellen kann. Dazu werden freie Planeten und sonstige Gebilde mit Platzhaltern versehen. Sollte man beim Aufstellen von Kampfbasen an die Kapazitätsgrenzen stoßen, hat es sich gezeigt, dass auch Ressbasen, die im späteren Spielverlauf außer auf Eisplaneten sowieso nutzlos sind, als Absperrbasen eignen.

[edit] Foren-Artikel

Personal tools