Mine: Difference between revisions

From Rise: The Vieneo Province

No edit summary
No edit summary
Line 13: Line 13:
*Most towns, villages, worksites have a name. You can name your mine here.
*Most towns, villages, worksites have a name. You can name your mine here.
===Expansion===
===Expansion===
*This menu list the building types, how many you have, how many you can have, the benefit of the building, the cost in material, and the labor required to build it. ===Demolition===
*This menu list the building types, how many you have, how many you can have, the benefit of the building, the cost in material, and the labor required to build it.  
This menu list the building types, how many you have, how many you can have, the benefit of the building, the material you could salvage from it, and the labor required to raise it.  
===Demolition===
*This menu list the building types, how many you have, how many you can have, the benefit of the building, the material you could salvage from it, and the labor required to raise it.  
===Manage Trade===
===Manage Trade===
*Here you can store money for the [[ATM]] and purchases, list what items you want to buy and how much you will pay for them, what you want to sell, and the min and max you want.  
*Here you can store money for the [[ATM]] and purchases, list what items you want to buy and how much you will pay for them, what you want to sell, and the min and max you want.  

Revision as of 17:24, 4 April 2007

Mining Colonies

Once you have a farm producing food to feed your workers you will want to build a mine. A mine removes the materials in a plot for you to use or sell.
The higher the survey concentration is, the better the production once you are finished building. A plot that has trace as a survey value will often not be worth the effort to build on.

Command Center

The command center is the brains of the operation. This one building is the seed that lets you build every thing else. You can access all the menus to change what the mine is doing or charging from the command.

Survey

  • Check the plot to see what type of ground the mine is on.

Rename Plot

  • Most towns, villages, worksites have a name. You can name your mine here.

Expansion

  • This menu list the building types, how many you have, how many you can have, the benefit of the building, the cost in material, and the labor required to build it.

Demolition

  • This menu list the building types, how many you have, how many you can have, the benefit of the building, the material you could salvage from it, and the labor required to raise it.

Manage Trade

  • Here you can store money for the ATM and purchases, list what items you want to buy and how much you will pay for them, what you want to sell, and the min and max you want.

Cargo operations

  • This list what storage space you have, how much of each item you have, and lets you move things to or from you vehicle and the plot with out visiting the marketplace your self.

ATM fee

  • How much do you want to charge visitors for the privilege of not having to fly with cash that they could lose if they died in route to your mine.


Extraction

The digger, each extractor pulls a little over 12mt dirt out of the ground. You can build 11 extractors and they are affected by the plot efficiency. A plot at 150% efficiency will extract over 175mt dirt a day.

Raw Material Storage

Once we have to start thinking about power management you will need the raw material storage. The dirt that has not been separated in to spoil and product is kept here while your mine waits for power to run the separator.

Separator

The Separator takes dirt, pulls out the product (rare, fuel ore, common) from the spoil (junk dirt). The product is moved to the processed storage, and the spoil is thrown out.

Material Obliteration

On a plot the is surveyed as poor and running at 150% you will have approximately 30mt product and 140mt spoil you have to get rid of it somehow.

Processed Material Storage

Support Structures

Power Production

Defensive Platforms