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Forum Index » » Beta Testing Discussion » » .484 uniresources, mining and you
 Author .484 uniresources, mining and you
Chief Marshal
Galactic Navy

Joined: March 29, 2003
Posts: 4031
From: The Gideon Unit
Posted: 2005-09-11 10:53   
ok, for these purposes it is assumed that

  1. all the mines on a planet are the same level (ie, all deep core mines)
  2. differences in mining rate due to resources available dont play a part (they do, but im just ignoring them)
  3. my math is correct (but it probably isnt)

Mines produce X amount of resources per update cycle (we'll call it one "tick") as a product of the rate at which a single mine produces (+10, +20 or +30, level dependant) and the number of mines on the planet. thusly 4 mine3s can produce 120 resources per tick. this remains the same.

factories do not currently produce ship parts. factories now act as a production modifier for mining (this is the Production: stat in planet management). one factory, one production. in this regard hubs also count as 1 production. basic math is mining times production, 4 mine3s * 2 production (a hub and a factory) = 240 resources mined per tick.

where it gets complex is when you start trying to maximize total mining within a limited space. with only 32 slots available you can have up to 32 mines OR factories, though in practicality its quite a bit less since you have support buildings, and probably a mix of mines and factories.
im sure there is a formula that will show the best balence for the number of factories and mines, but in absence of that, i made my own.

where X = production (1 + number of factories)
Y = number of mines
30 = level of the mines, in this case mine3's which have +30 mining. (see assumption A)
10 = the mining from the hub

now lets say we have 10 slots left on our planet for mining, and we want to use all 10 for that purpose. our choices are 10 mines + no factories, 0 mines + 10 factories, and every combination in between (9/1, 8/2, 7/3, 6/4, 5/5, 4/6, 3/7, 2/8, and 1/9).

(Fig. A) - mining/factory combinations

(Fig. B) - graph of Fig. A

as we can see here, the best combination is an EQUAL number of factories and mines, with 5 of each we get 800 resouces mined per tick. this holds true using mine1s and mine2s, although obviously the total mining changes.

however if you have an odd number of slots available, say 11, its better to have 1 more factory than 1 more mine. 6 factories and 5 mine3s gets you 960 total mining, where as 5 facs and 6 mines is only 950.

Quick summary:

  • Keep your mines uniform in level (all one level)
  • Keep the number of mines and factories even
  • If you have to choose between 1 more factory and 1 more mine, choose the factory


  ICQ status
Galactic Navy

Joined: March 23, 2003
Posts: 11180
From: Bristol, England
Posted: 2005-09-11 18:04   
Thanks for the info Dory

  Goto the website of BackSlash
Grand Admiral

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-09-17 04:45   
Your original formula is flawed, or at least your table results are, unless I am misreading them.

With 10 mine3s and 0 facts and one hub you should still get a base production of 310 per cycle.

[ This Message was edited by: Weebl on 2005-09-17 04:50 ]
It's gone now, no longer here...Yet still I see, and still I fear.rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell   ICQ status
Chief Marshal
Galactic Navy

Joined: March 29, 2003
Posts: 4031
From: The Gideon Unit
Posted: 2005-09-17 09:59   
its teh table then



  ICQ status
Fleet Admiral
Galactic Navy

Joined: October 06, 2001
Posts: 3405
From: Charlotte, North Carolina
Posted: 2005-10-05 10:57   
I can see that where there was hope for Faustus to return to the best resource system DarkSpace has ever had, all that has come is just another shot in the dark...



ADM Saver
Grand Admiral

Joined: May 14, 2005
Posts: 9
Posted: 2007-10-26 16:11   
As of right now, i get no production modifier; or does it not show up in the MINING?

to answer my own question (i should of thought of it before), it does not show up, but you do get the modifier.

[ This Message was edited by: Saver on 2007-10-26 16:12 ]

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