Suggestion: Planet-based Mining Facility

One of the more annoying things about the current setup is that resources located in-system to a habitable planet are very rarely exploitable, in a practical sense.  

Given that Administration is a precious ability, it's not really worth creating a mining starbase for just a single resource, unless you have no other options to get that resource. Which means, on maps where you have a fair amount of planets, placing mining starbases next to habitable planets is a waste of Administration.  You really only place starbases where they can mine multiple resources and/or artifacts.  Lone resources are really not useful, and can't be justified against the cost of an Administration point.

It also means that the location of the resource is wasted, since it takes up what would otherwise be a usable asteroid mine.

We've also lost the ability (a long time ago, IIRC) to place mining AND economic rings on the same starbase.

So the end result is that, for even mid-sized maps, there tend to be a lot of singleton resources unexploited. And, of course, the AI has a bad tendency to want to claim these resources, even if they're deep in someone else's territory, which leads to all sorts of perverse stuff.


Given that I don't see having mining and economic rings co-existing again, I'd like to suggest a solution to this annoyance:  planet-based mining facilities that enable resources (not artifacts, just resources) to be mined.

 

My view is that they should be less efficient than mining starbases, and have a fixed, non-expandable radius. Just enough to grab resources in-system, and not 10 or 20 hexes away.

 

As such, I'd like to propose 2 new Improvements, available to all races:

 

Mining Facility:  available on the Interstellar Mining technology. Costs 100 production to make, and 1 Durantium.  Maintenance of 1. Allows collection of resources at a rate of 0.10/turn.  Is of a All Production type, provides a +1 All Production adjacency, and receives a +2.5%/level All Production bonus.

 

Mining Center: available on the Resource Extraction technology. Upgrade from Mining Facility. Costs 250 production to make, and 2 Durantium plus 1 Promethion. Maintenance of 1.  Allows collection of resources at a rate of 0.20/turn.  Is of a All Production type, provides a +1 All Production adjacency, and receives a +5%/level All Production bonus.

 

Both would be One Per Planet, with a max distance to resource of 4.

 

Would this be possible solely via a XML change, or would the "EffectType = Mining" have to be coded in for Improvements, not just StarBases?

41,040 views 11 replies
Reply #1 Top

personally, I just use a starbase.  Administrators are almost never an issue for me (citizens work), and min-maxing econ/influence bases is something I never do.  And yeah, if I don't get it, the AI will.  And to me, planetary tiles are far more valuable than that 12th econ starbase.

I don't believe you have EVER been able to place mining and econ rings on the same base.

(edit) also, single resources are totally worth it to me.  Every Durantium counts.

Reply #2 Top

it does kind of annoy me that people complain about "not enough admins".  Even in huge universes, so long as I can get my hands on some Epi Pollen, there is no shortage of admins for me.  Depends on play style, I suppose.  But if you want to have so many Scientists/Economists/etc that admins are a shortage, I suppose that is balance.

Reply #3 Top

I tend to focus on whatever type of resource is most common around my starting system, so if, for instance, there's 2 promethion in one system and 1 thulium in another and both systems have no/poor planets, I just build a starbase to cover the 2 promethion. If there's 1 promethion in a cluster of 2 thuliums, obviously I take the whole thing. But it's to get more promethion so other races have less.

Obviously durantium gets the priority, I grab all I can find.

Reply #4 Top

I wouldn't mind more administrators. Also I like the originals posts idea. I guess the balance for this is to only allow one resource.

Reply #5 Top

I go to wars over Epithemius Pollen.  An extra 4 admins per Admin Citizen?   Hell yeah.  

I'll also war over Monsantium, if I'm playing Aquatic.  Farms everywhere, planets populate faster to max than Robots.

The biggest sticks are Durantium and Promethium.  Though I've played games where Antimatter and Elerium are the key, with high logistics, lots of miniaturization, and small ships.

One resource?  Go play another game.

 

Reply #6 Top

First of all planet based space resource collectors are not in this game. So you go play another game. Also no other game does what this game does. If it was a planet based improvement then it wouldn't cost an administrator. Read the original post again, so you go play another game, unless you meant about improvements collecting space resources. Also I suggested balancing this improvement, so you still might want to use starbases to collect these resources sometimes. Did you change your mind about sacrificing a tile to not use a starbase.

Reply #7 Top

You are the one who said there should only be one resource in the game, dude.

Reply #8 Top

For used  by planet bAsed improvement s.

Reply #9 Top

Quoting admiralWillyWilber, reply 8

For used  by planet bAsed improvement s.

 

Ok, I see that I misunderstood your post.  That is my bad.  Sorry for rudeness.

 

No hard feelings, eh?  We both post here (and obviously play the game) a lot.

Reply #10 Top

For the record, I would not be opposed to a planet-based mining facility.  It would give players more choice, and indeed preserve admins.  For my play style, I probably wouldn't use it much (but may sometimes), but that doesn't mean it wouldn't be a decent addition.

And I would agree that such a planet-based facility should be specialized to one resource mined.  It should probably also be 1/planet, so that only one resource could be mined from each planet.

Reply #11 Top

Misunderstandings happen. Its ok.