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Mining - Everything you wanted to know

Mining

This article deals with mining minerals from planetary surfaces through the use of mining complexes. While there are other methods of getting minerals including buying them and exploiting unusual phenomena discovered through exploration and investigation, these methods of obtaining minerals are not covered here.

Basics
A mineral deposit consists of ore in localised amounts sufficiently large and associated with common minerals such that the can be recognised from orbit. They also need to be accessible such that they can be extracted through the use of a mining complex.

A mining complex is little more than a surface shaver that draws in rocks, grinds them down and extracts the ore then processes it in order to become material suitable for use in factories. Beyond a few unusual compounds the specific minerals that form the common ore groups are not specified in order to keep the game playable. As such all the common metals such as iron, magnesium, nickel, copper etc are simply defined as metals. Basic elements on the other hand include many salts and compounds that have greater commercial value in this form rather than reducing them down to metals and non-metals. The same is true of hydrocarbons. This item covers everything from methane right up to crude oils. Unusual minerals that can be used interchangeably in industry are also given a name. Pulac, representing an unusual highly energetic mineral, though like the colour of sapphires, comes in many shades on account of trace minerals within the matrix, though white is the most common variety. While most minerals can in theory be created in laboratories, the cost is phenomenally expensive consequently it is cheaper to send survey ships to distant worlds looking to build outposts to mine them directly from the surface.


Tapping a new source of minerals involves three steps:

  • Finding a world where the mineral is present
  • Determine its location and exploitability
  • Construction of Outpost


Advancing on this there are further options:
  • Decide on mining method
  • Determine if there are sub-deposits
  • Modify deposit parameters through use of technology


Finding a world where the mineral is present through Geological Probability Indicators (GPI’s)
Scanning the surface of a world (‘GPI Planet’ order) from orbit accumulates data on the surface surface geology. Ground penetrating scans also determine what lies below to some degree, which is useful if the surface happens to be covered in ocean, desert or vegetation. This data is then analysed and assayed for the probability of useful minerals existing in the rock matrix close to the surface. Iron oxides for example clearly indicate the presence of iron. For rarer minerals however direct observation of the mineral may not be possible. Diamonds for example are predicted by the detection of kimberlite, ancient volcanic lava pipes.

The technology used by both the sensors and the analysis of the generated data means that quite often the GPI data is sufficient to determine whether the construction of a mining outpost is justified. This is accounted for by the +/- range of the GPI results in a specific sector.

GPI a planet gives the average yield across the entire planet:
Code:
    Scanning for all ores:
Metals (1) Yield = 42.87 +- 11.14
Basic Elements (2) Yield = 29.36 +- 11.14
Hydrocarbons (3) Yield = 12.75 +- 11.14
Thorlium (20) Yield = 12.21 +- 11.14
Rare Earth Elements (22) Yield = 7.02 +- 11.14

Planetary data however is not particularly useful as an average for the entire planet could mean a lot of poor deposits or a few extremely good deposits.
If any of these are some use, it may then be worth either GPI’ing areas or every single sector starting with {1,1}:

Code:
   GPI Sector {1,1}
Scanning for all ores:
Metals (1) Yield = 141.25 +- 5.01
Basic Elements (2) Yield = 11.06 +- 5.01
Hydrocarbons (3) Yield = 3.18 +- 5.01
Thorlium (20) Yield = 7.67 +- 5.01

In this case sector {1,1} does not contain any Rare Earth Elements (22) though they showed up on the planetary GPI scan. It also indicates that as Basic Elements (2) and Hydrocarbons (3) are both well below the average for the world, there are none of these deposits within a few sectors.

Note that when determining the average mineral yield for a sector, it accounts for world wrapping east to west.
N.B. it follows though that a scan planet of an asteroid (1x1) should net effectively the same results as GPI Sector {1,1}.

Determine mineral location and exploitability
As alluded to in the above comment, a mineral deposit exists in a specific sector but can be mined from adjacent sectors. From the data obtained through GPI’ing it is possible to work out the maximums and narrow down where on the planet the actual deposit is situated.

Prospecting
In order to actually exploit a mineral deposit its unique resource ID number is needed. This is used when assigning mines. Getting this number can be achieved via two methods. The first is through prospecting, while the other is by bypassing this stage and simply building an outpost. This is because an outpost will list all the resource ID numbers in the mining report of the manifest. The drawback with this method is that at this stage only the yield of the deposit is known. Prospecting reveals other parameters that govern the exploitability of the deposit.
Example Pulac deposit

Code:
    Pulac (21) detected (Resource ID = 25356)
Yield: 56.24
10% Drop: 8
Quantity: Infinite
Dispersion: 41%
Deep Core Survey: No Sites

Yield is the maximum normal amount of mineral that is extracted per mine per week.
While the quantity of mines assigned to the deposit is less than the 10% drop, each mine will produce the yield. The next multiple of the 10% drop will produce 90% of the yield per mine; the third multiple will produce 80% of the yield per mine.

The quantity refers to how many mu’s of mineral exist in the deposit. This can be somewhat misleading where it is stated as infinite as this indicates that there is at least 20 years of mineral exploitation based on extracting the mineral at about 5 times the 10% drop in quantity of mines. In the above case there is therefore more than 2.5 million mu’s(=20years x 52weeks x 56.24 x 8 x 5).

Dispersion indicates the size of the deposit in adjacent sectors. Multiple sectors separation from the origin is calculated as the dispersion raised to the power of the distance multiplied by the yield, e.g. if 3 sectors the yield for the above deposit will be equal to 3.88(=56.24 x 0.41 x 0.41 x 0.41).

Deep core survey indicates the potential chance that the deposit will have further deposits in the subsurface as explained below.
The example above is not the full picture as all that can be stated is that this is the yield of the deposit in this sector. It could in theory (though unlikely with this yield) that the origin of the deposit is adjacent to this sector and that this yield represents only 59% of the original yield.

Typical Deposits
The table below gives the generic mineral stats for deposits. Note that worlds with weathering such terrestrial worlds often have much lower averages than those described below while active worlds where fresh ores are deposited on the surface through tectonic events are likely to have both greater variety of ores and better statistics (though system created before conversion from BSE to Phoenix rarely follow this logic).

Planets

Ore Type Yield 10% Drop Stock Dispersion
Common 95-140 20 5M 50%
Uncommon 36-44 10 1M 50%
Rare 9-12 5 100k 50%


Moons

Ore Type Yield 10% Drop Stock Dispersion
Common 100-140 20 5M 50%
Uncommon 32-48 10 1M 50%
Rare 11-15 5 100k 50%


The yield range equates to the world classification with increasing average yields descending down the list:
  • Terrestrial
  • Ice
  • Water
  • Dust
  • Crust
  • Cratered
  • Broken
  • Active

Construction of Outpost
Once an outpost has been constructed and mines built, it is simply a case of assigning them to the appropriate mineral resource through the use of the Mine order. Obviously there is absolutely no point in assigning more than ten times the 10% drop to a single mineral deposit and rarely worth assigning more than 5 times the 10% drop.

Decide on mining method
The yield of a deposit represents the standard method of mining. This is the most efficient method, balancing loss of mineral in the slag against the amount of mineral extracted while keeping the operation to a low visibility. There are however alternative methods of extraction.
Strip Mining
The deposit is blasted to pieces with no regard to the location. This method increases yield by focusing the richer areas of the deposit. Poorer areas become part of the slag and as a consequence the stockpile is reduced faster than the amount of ore extracted. The process produces large easily identifiable scars on the landscape and increases base visibility. The process makes deep coring more difficult and has additional environmental effects.

  • +50% yield
  • +5/mine environmental effect (these will be coded later)
  • +2/mine to excavation of deep core sites
  • -25% deposit effective size (for every 100mu mined, the stockpile is reduced by 125m)
  • Mines are 100% visible rather than 10%


Drift Mining
The lines of the deposit are carefully excavated to search for more of the ore. The slag is also further processed in order to remove trace amounts of mineral from bedrock. This extra effort increases deposit size available but reduces yield.

  • -10% Yield
  • +25% deposit effective size (for every 100mu mined, the stockpile is reduced by 80mu)

Open Cast
A large but considered hole is excavated over the deposit in order to allow more mines at the various work faces. This method increases deposit size and 10% drop but makes more visible from space. It also makes deep coring more difficult and has additional environmental effects. [/FONT]
  • +1/mines environmental effect
  • +1/mines to excavation of deepcore
  • +50% to 10% drop size
  • +25% deposit effective size (for every 100mu mined, the stockpile is reduced by 80mu)
  • Mines are 100% visible rather than 10%


Determine if there are sub-deposits
Mention has been made in the above mining methods of deep core mining. The nature of geology is that rock strata rare run smoothly across the surface. Often minerals exist in strata that has been folded through tectonic upheavals and exists in segments of faulted terrain. What was once a single mineral strata laid down on a seabed million of years ago may now be fragmented into multiple fragments, some of which are at the surface but others may be hundreds of metres underground as one side of the fault was raised up and the other pushed down. Part of the strata may even have been turned through ninety degrees so that only a thin line of the mineral is present at the surface.

As a consequence it is possible to investigate a surface deposit and determine if there are subsurface deposits that can be deep core mined. A Deep Core Scan can be conducted from orbit and gives details regarding the world:
Code:
    Scanning Garrius (680) for likely deep core results.
Using best equipment and a skilled officer: Unlikely -> Assured deposits
Using basic equipment and no officer: No Sites -> Excellent deposits


The order of likelihood is as follows from least to most: No Sites, Unlikely, Possible, Moderate, Good, Excellent or Assured.
The
Code:
    Rare Earth Elements (22) detected (Resource ID = 3828)
Yield: 43.58
10% Drop: 10
Quantity: Infinite
Dispersion: 46%
Deep Core Survey: Unlikely

The deep core survey is based on the prospecting skill of the officer and survey equipment present.
Code:
    Deep Coring Rare Earth Elements (22) deposit (ID = 3828):
Prospecting Skill: +0
Survey Equipment Level: +1
No deep core sites discovered.
Basic Survey Rig (2325) expended during deep core survey.

The same site can be scanned again if the skill officer improves or better survey equipment is available. This may give an improved result.
Code:
    Deep Coring Rare Earth Elements (22) deposit (ID = 3828):
Prospecting Skill: +4
Survey Equipment Level: +2
Deep Core Deposits:
Rare Earth Elements (22) detected (Sub ID = 1)
Yield: 41.01
10% Drop: 10
Quantity: 1144837
Instability: Stable
Excavation: 156 mine weeks
Survey Rig mkII (2326) expended during deep core survey.

Where the likelihood of a deep core deposit is high, the possibility of multiple deposits exist.
Code:
    Metals (1) detected (Resource ID = 32471)
Yield: 178
10% Drop: 24
Quantity: Infinite
Dispersion: 54%
Deep Core Survey: Excellent
Deep Coring Metals (1) deposit (ID = 32471):
Prospecting Skill: +4
Survey Equipment Level: +2
Deep Core Deposits:
Metals (1) detected (Sub ID = 1)
Yield: 176.7
10% Drop: 20
Quantity: 5800674
Instability: Stable
Excavation: 215 mine weeks
Metals (1) detected (Sub ID = 2)
Yield: 201.84
10% Drop: 26
Quantity: 5713075
Instability: Minor
Excavation: 581 mine weeks
Metals (1) detected (Sub ID = 3)
Yield: 207.84
10% Drop: 30
Quantity: 6098171
Instability: Stable
Excavation: 219 mine weeks
Survey Rig mkII (2326) expended during deep core survey.

Deep core mining can only use the standard mining method.

Note that all deep core deposits have an excavation parameter. This is how many mine weeks have to be used in order to reach the subsurface deposit. In the above example, if sub ID 3 wanted to be exploited (as it by far the best), 219 mine-weeks have to used in order to reach the deposit. This is simply achieved by assigning mines to the deposit then each maintenance day rather than producing minerals, the excavation time will be reduced by the number of mines assigned (10% drop does not apply). Note that no ore is produced if the mine is still deep coring. If 50 mines are assigned, then in the 5 week, 31 mines though not deep coring, will not produce minerals. Also note that each mine week also require 1 structural module which is automatically removed from the base (lowest mk used first). If insufficient modules are present, the amount of excavation conducted will be reduced appropriately.

Stability refers the possibility of an event occurring during maintenance if the subsurface deposit is being exploited. At this time, this code is not active so there are no dangers.

Modify deposit parameters through use of technology
Surface and subsurface deposits can be modified through the use of technology. For the technology to be used it needs to be tooled in the base where the deposit is being exploited. In many cases where a deposit is upgraded there will be a downside to the modification such that if a deposit is modified in such a way so as to improve its stockpile at the cost of its yield, using further tech to improve its yield at the cost of stockpile will may not be sufficient to generate an overall improvement. As with subsurface deposits described above, all upgrades have an excavation time. This catch-all term simply indicates how many mine-weeks it will take to implement the technological upgrade.

Blueprint Upgrades
Blueprints give modest improvements in a chosen area but suffer from negatives in other areas. Note that these modifiers are based on the weighted average values for the type of mineral and not the specific mineral deposit itself.

Blueprint Yield Stockpile 10% Drop Dispersion Excavation Weeks
Localised Mineral Extraction (10016) 10% -8% -5% -12%300
Planetesimal Exploitation (7005) -25% 5% - -100
Geological Mapping (7029) -5% 2% - 20%450
Hydrothermal Vein Mapping (7030) -5% -10% 15% 10%250
Deep Core Sampling (7021) - 2% -10% -20%150
Volcano Analysis (7022) 2% - -10% -15%250
Fault Analysis (7010) - 5% -30% 10%100



Tech Upgrades
Techs are more expensive and require longer tool times but their advantage is that they give better results. Multiple techs can even be used in conjunction to offset most penalties though the loss of weeks while upgrading for all but the largest mines can make this a somewhat pointless.

Tech Yield Stockpile 10% Drop Dispersion Excavation Weeks
Specialist Mineral Extraction (8508) -15% 30% - -250
Mining (8650) 20% 10% -20% -200
Excavation(8660) -5% 5% 40% 15%450
Seismology (8719) -5% 10% 20% 15%200
Hydrothermal Analysis(8722) -10% 5% 20% 20%100
Volcanology(8721) 20% 5% -5% -15%200




Example of using Planetesimal Exploitation on a Collidium deposit.

Code:
| Collidium (31)                        97241     8.205     5         126667   |
| |
|-Mining Report----------------------------------------------------------------|
| |
| 0 available mines |
| |
| MINES MINERAL TYPE ID OUTPUT |
| 16 Collidium (31) Normal 97241 117 |

Upgrading Collidium (31) deposit:
5.46 (-2.75) Yield
131667 (+5000) Stockpile
100 (+100) mine weeks excavation
Planetesimal Exploitation (7005) has been exhausted and removed from your
position.


Rare ores have an average stockpile of 100,000mu
Code:
| Collidium (31) {100 m.w.}             97241     5.455     5         131667   |
| |
|-Mining Report----------------------------------------------------------------|
| |
| 0 available mines |
| |
| MINES MINERAL TYPE ID OUTPUT |
| 16 Collidium (31) Normal 97241 0 |

N.B. Very rare ores cannot be upgraded.




 
News
Is open for business...
 
***** Inter Galactic News *****

*** Videtis quantum scelus contra rem publicam vobis nuntiatum sit? ***

The Flagritz Empire is no more! The Flagritz Republic is reborn! Quick on the heel of the collapse of the Empire, the Fessin caste declared a new era of foreign and economic policy with a rapid withdrawal behind the Black Gate.

The new ecologically-friendly Prime Minister Kayxaer, asked for patience as “economic” reforms were undertaken. It remains to be seen whether there will be any price to pay for the dramatic changes being made by the reclusive Flagritzi or whether it will all be sunshine and rainbows going forward.

Inside this issue of the SSS: * Large at Large * &etc

 
***** Inter Galactic News *****

*** Bravo for Freedom ***

Naplian Forces have attacked three human pirate outposts in the Morroglyph system. A spokesperson for Naplia HQ told the press that the plucky duct-tape loving free people would continue their war against slavers and pirates in their home periphery.

One salty Naplian libertarian told the SSS, “The people of the Naplian Home Periphery are sick and tired of human criminals coming here just because their homeworld is an overcrowded hell. It’s time for them to go back home.”

Inside this issue of the SSS: * Igor of Fang and Horns * Admiral Loves Dick Turpin * &etc

 
***** Inter Galactic News *****

.What is It?
..a wOrmhOle?.
…No.. worse..
….the KANG singularity!…
…..It pulls us IN…..
……lOOks sO familiar……
…….yet so strange…….
……..what is……..
………that?……..

*** Flagritz Liberalise Economy ***

In good news for all the galaxy the Flagritzi have vowed to liberate all slaves across their Empire. Furthermore, the hectapods have given up eating other sentient species; taking up a strict diet of veganism and soy chai lattes. Sales of turtle neck sweaters and Forbidden Fruit laptops have skyrocketed.

The news was cautiously welcomed by the benevolent Felini Tyranny who looked forward to reducing the War phase of their daily Nap-Lick-Nap-War-Nap-Eat-Sleep cycle to a perfunctory forty winks.

Inside this issue of the SSS: * Baron Womble * A Short History of the DPP * &etc

 
***** Inter Galactic News *****

*** Empire Strikes: Solo ***

A massive fleet of some 1600 warships, including large numbers of super-heavy capital 300 and 400 hullers, attacked the DEN in the Solo system, catching them with their metaphorical pants down. The DEN gate platform and some two hundred DEN freighters were subject to antimatter missiles amongst other high tech ordinance.

Jack the lad, Viceroy of the Empire, claimed a victory for freedom and the Imperial (right of) way leaving the sullen Dewiek unusually unresponsive.

With DOM platforms firing on CIA ships, will the IMP now demand the DOM add them to the Do Not Fire lists as well? And what exactly is the nature of the DOM and DEN alliance in light of the sustained attack from the Empire? And will the DEN’s alien friends stand idly by as the Empire fleet camps in the vital gate system of Solo? How will the DEN retaliate for this action or are they ready to roll over and have their bellies rubbed?

All this remains unknown. All that is certain is the “feel good” factor across the DTR has increased, with citizens reassured that for some time yet, they may continue in their slumber with the easy assurance that their number is not coming up anytime soon.

Inside this issue of the SSS: * New BHD Guy * DOM Statement * &etc

 
***** Inter Galactic News *****

*** To Ur Is Dewiek ***

Dewiek forces had a hefty smackdown against the mysterious living ships known as the T’Cath (TCA). Seven adult TCA 400 hull capital ships, each firing eight of their notorious plasma cannons, were killed by a DEN and DOM fleet of some 700 ships.

Of the minimal losses suffered by the DEN / DOM, one-eyed Magnus and Nevets Motnhap of the FEL were amongst the dead.

Inside this issue of the SSS: * Caribbean Congo Continues * Ur Witness Report * * Hive Briefing * &etc

 
***** Inter Galactic News *****

*** The Long Quiet Season ***

Listen…
There’s no sound of anger or of annoyance,
There’re neither cruisers racing on the jump lanes
Nor there jump lanes for them to race on,
There’re neither monks chanting on the battlegrounds
Nor bells calling us to the True One.
There’s neither the lightning cracking of the sky
Nor the persistent Naplians pattering on my roof.
There’s no Dewiek arm in arm to admire the magnificent view
There’re no war drums to feed Human ears
Nor Hive sirens to steal the boredom away
There’s no unfamiliar wing creeping underneath the Falconian sun
Nor floods to enshroud the Aquaphid grounds
The land lies lonely out here
On this lazy summer’s day
There’s no pollution to poison the airs of Inversion
Nor forests to give them life
All I hear is the hushing sound of the wind
Assisting the sand to fall into beautiful undulations.

Whilst we’ve been away: * Operation Giantslayer * Naplian Liberation * Back in the DTTR * &etc

 
***** Inter Galactic News *****

*** Falconians Saved ***

The Imperials have cunningly saved the Falconian Republic from being consumed by the Dewiek Elder Nation and at no small cost to the DEN either. Whilst the new pro tem Consul crowed about the “victory”, all former FCN systems besides Acropolis have been taken over by the two warring Empires - Human and Flagritz.

Was it all worth it? For the IMP / GTT it clearly was, for the movement of a few hundred thousand troops is surely nothing to the cost they endured trying to and failing to knock the DEN out of Solo after the fact. The FCN now plucked off most of their navy and wider assets are a tiny nothing of their former self. The DEN may have resorted to some dirty namecalling but can the costs endured to save an enfeebled FCN have really been worth it? Time will tell.

Inside this issue of the SSS: * INDignation * FELicitous Caribbean * Nah Plan for Naplia * Mercs Trouble DEN * &etc

 
***** Inter Galactic News *****

*** Acropolis Now ***

The IMP and GTT have brought peace and stability to Acropolis.

 
***** Inter Galactic News *****

*** Goodbye Falconians ***

The galaxy bid farewell to the Falconian Republic as the Human Empire subsumed them into their expanding territories. This marks the second death of an alien civilisation at the hands of the IMP / GTT in recent years. Like the extinguishing of the nearby Ulians, no voices of opposition could be heard from other quarters. This marks a long-period of appeasement by the Detinus Republic and Dewiek Elder Nation.

Inside this issue of the SSS: * DOMination * &etc

 

Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
Dedicated human moderators
Player and Moderator driven plotlines
Discover new worlds to explore, exploit & colonise
Over 20 years of content development
Persistent Browser-Based Game (PBBG)

I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
-Zigic