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  #1  
Old July 14th, 2003, 08:36 PM

civ2buf civ2buf is offline
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Default Mining mounts and making resources different

Can a mount be made for say a satellite (my favorite for remote mining) or base or ship that is effective for remote mining components causing them to say triple the amount mined?

I'd like to set up a system where minerals and radioactives are most efficiently acquired by remote mining, while organics are acquired based on the number of suns and they would be impossible to get by remote mining. But I want larger satellites to enable larger scale mining, so it would be neat if the mounts worked.
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Old July 14th, 2003, 08:44 PM
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Default Re: Mining mounts and making resources different

Mounts don't affect the resources mined directly, but you can use them to make the components smaller and thus get more per sattelite.

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Old July 14th, 2003, 08:52 PM

civ2buf civ2buf is offline
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Default Re: Mining mounts and making resources different

Mainly I just wanted some way to make the bigger satellites useful, because I was going to change the size of the remote miner or the satellite so the first satellites fit.

In the normal game, satellite research is too expensive to reach the right size of satellites for remote mining in time to use it.

The neat thing about Alpha Centauri that I'd like to see in SE4, is the crawlers that go everywhere for resources. If satellites were useful for remote mining without tons of research then you could have asteroid only systems that were hotly contested.
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Old July 14th, 2003, 09:01 PM

civ2buf civ2buf is offline
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Default Re: Mining mounts and making resources different

If I made big satellites would they be able to use more than one remote miner of the same type?
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Old July 14th, 2003, 09:23 PM

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Default Re: Mining mounts and making resources different

civ2buf - what a brilliant idea i must say. This is very possible - you remove any mineral extraction facilities;
you remove organic & rad extraction components;
you add a facility like the Crystalline Solar Plant (whatever) and remove min & rad generation, leave organic only;
rads would be extracted from a planet right?
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Old July 14th, 2003, 10:04 PM
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Default Re: Mining mounts and making resources different

Quote:
Originally posted by civ2buf:
If I made big satellites would they be able to use more than one remote miner of the same type?
I believe the abilities will stack on a single satellite. You can have one sat mining each type of resource, and extras do nothing. I am not sure what happens with different types of mining on a single sat though.
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Old July 14th, 2003, 10:36 PM
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Default Re: Mining mounts and making resources different

For the fun of it, I once made miner components take up 1/3 the size so they would fit on a small sat.

So you could make different miner components of different sizes with different yields and tie them to satelite research.

Note, the smaller ones will still deplete the asteroids at the same rate.
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Old July 14th, 2003, 10:40 PM
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Default Re: Mining mounts and making resources different

Assuming you allow them to deplete asteroid values, of course. It makes no sense that they deplete the values. Building mining facilities on a planet does not decrease the planet's value, even though you can easily mine many times the amount of resources from facilities as you can from remote mining. Also, keep in mind that building a planet from the asteroids does nothing to the asteroid value, so the asteroid fields have to have the same amount of resources in them as the planets do. Why does a much slower rate of extraction (remote mining) deplete values, but the fast one does not?
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Old July 14th, 2003, 11:22 PM

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Default Re: Mining mounts and making resources different

I'm not sure where rads would come from. Organics are definitely grown based on solar, and minerals definitely asteroid based for best results.

Since remote miners deplete values, I would make them take alot more minerals than anything planetary.

I might put finite resources on as the normal way, but I'd like to be able to continue with organics regardless, I wonder if the Crystalline Solar plant works even if the resources in a finite game are depleted.

Rads could either be thought of literally as uranium or such, or as energy forms. I like the idea of using Rads as stored energy.

So a solar Rads generator could work alongside with the solar Orgs generator.

In any case, I think most basic ships should cost most organics, so that the maintenance will be predominantly that.

High tech energy weapons could be rads like they are now, and projectile weaponry could be mostly minerals.

I want to emphasize organics for most mundane stuff. Manned spaceflight is much more expensive partially because of all the food and such needed, so the costs of most ships should reflect that. If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
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Old July 14th, 2003, 11:39 PM
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Default Re: Mining mounts and making resources different

Quote:
I might put finite resources on as the normal way, but I'd like to be able to continue with organics regardless, I wonder if the Crystalline Solar plant works even if the resources in a finite game are depleted.
It does not use up any planet value at all. It makes resources totally separate from any planetary value issues.
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