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MINING
We begin by computing each individual Mining DEAs’ ‘efficiency.’ This is amount of mineral units it creates per unit of ‘capacity,’ which one can think of as the size of the facilities for that DEA. In the case of a Mining DEA, its capacity also represents how deep it is mining. Here is the ‘big picture’ mining formula: Total Mining DEA output = Determining a Mining DEA’s Efficiency The Efficiency of a DEA is a measure of how much a worker can produce and is computed thus: Mining Efficiency = Base Mining Efficiency represents the raw potential of a region for mining, including the effects of that region’s dominant terrain type. Efficiency Modifiers represent circumstantial modifiers affecting Mining Efficiency, each of which is multiplied into the formula as show below: Efficiency Modifiers = The above summarizes how to determine a Mining DEA’s Efficiency, what follows are the specifics: The base number of mineral units produced by a Mining DEA on a region (i.e., its Base Mining Efficiency) is determined by cross-indexing the mineral richness of the planet with the dominant terrain type of that particular region as show below: Planetary Regional Dominant Very Rich 12 8 5 Rich 8 5 3 Abundant 5 3 2 Poor 3 2 1 Very Poor 2 1 1 To this value is added the additional units mined from each building within that Mining DEA. The amount that each of these buildings adds is listed below: +1 Automated Mine Certain planetary structures also enhance the mineral output of each Mining DEA on that planet. The amount that each of these buildings adds is listed below: +1 Orbital Lithoscanners Certain technological achievements also enhance the mineral output of each Mining DEA throughout that civilization. The amount that each of these achievements adds is listed below: +1 Geo Harmonic Principle In addition, the Race Pick listed below can affect the quantity of mineral units produced by DEAs in regions populated by that race: Mining +1 Good 0 Average –1 Poor For example, a Mining DEA is located on a Rich (Mineral Richness) planet in a Mountain region. It’s base output is therefore eight (8) mineral units. That DEA has in it an Automated Mine (+1) and Nanotech Extractors (+3). The planet has Orbital Lithoscanners (+1) and that civilization has achieved the Geo Harmonic Principle (+1). However, the race residing in that region has Poor (–1) mining skill. Therefore, this turn, that DEA produces 8 + 1 + 3 + 1 + 1 – 1 = 13 mineral units. That is, 13 is its base efficiency value for mineral units that turn. Adding the above gives you the total base efficiency value of mineral units produced at a single Mining DEA. That value is then multiplied by several factors beginning with the Infrastructure Level of the region where that Mining DEA is located as follows: Infrastructure Efficiency 1 1.0000 2 1.3333 3 1.6667 4 2.0000 To continue our example, this Mining DEA is located in a region where the Infrastructure Level is ‘2.’ So, we multiply the base production by the Infrastructure Level and get 13 * 1.3333 = 17.33 mineral units. The next multiplier reflects the morale of the region where that DEA is located as follows: Regional Efficiency Unrest Level 1 0.75 Unrest Level 2 0.50 Unrest Level 3 0.25 Revolt 0.00 Uncontrolled 0.00 The morale of the region where the Mining DEA of our example is located is "No Unrest," so the efficiency remains at 17.33. The planet’s gravity is then considered. By cross-indexing the race of the population group in the region where the Mineral DEA is located with that race’s preferred gravity, we see the multiplier on the table below: Economic Output Modifier by Gravity Difference Species Planetary Gravity Sadly, the race working this DEA prefers a low gravity while the planet’s gravity is high. That gives us a new efficiency of 17.33 * 0.50 = 8.67. Next, Leader Skills are computed. Any Leader with the Mining Skill that has influence over that planet will have a positive effect on the mining efficiency there. If any of these Leaders affect that planet, the multiplier is:1.8 That planet’s Viceroy 1.4 That planet’s System Administrator 1.2 That planet’s Sector Governor 1.1 The Territorial Administrator That value for each Leader is then multiplied into the efficiency value. Both this planet’s System Administrator and that civilization’s Territorial Administrator have the Mining Skill. This will produce two multipliers of 1.4 and 1.1, respectively. So, the efficiency would then become: 8.67 * 1.4 * 1.1 = 13.35Government Type is the next influence on the mining efficiency list. Look up the government multiplier on the following list and multiply that value into the mining efficiency equation:Government Mining Efficiency Kin-Based 0.7 Group-Based 0.7 Despotism 0.8 Monarchy 1.0 Oligarchy 1.0 Constitutional Monarchy 1.0 Corporate 1.3 Democracy 1.2 Parliamentary 1.2 Republicanism 1.2 Hive 1.5 Unification 1.4 Government Agenda is the next influence on the mining efficiency list. Look up the government multiplier on the following list and multiply that value into the mining efficiency equation:Government Mining Efficiency Natural Harmony 0.70 All Others 1.00 Next, we factor in the detrimental consequences of pollution. If there is any pollution on a planet carried over from the previous turn, first we have to determine its Mess Level as follows: Mess Level = Pollution units / planet size [i.e., number of regions on planet] The Mess Level is then applied to the following formulas: Production Efficiency Loss from Accumulated Pollution Efficiency loss multiplier from pollution = Additional Pollution Tolerated For example, if you have 150 units of pollution on a planet with 6 regions, it’s Mess Level is 150 / 6 = 25. That means the efficiency loss multiplier from pollution will be 0.50 ^ (25 / 100) [which is 0.50 to the ¼ power] = 0.84. Thus, there is a 16% drop in DEA efficiency because their values will be multiplied by 0.84. Then planetary and regional specials are figured into the mix. Each one is multiplied into the mining efficiency separately where they exist. Such specials might include: Special Multiplier ValueHostile Non-Sentient Life Form, Mineral 0.40 Hostile Element, Electrical Activity 0.85 Determining a Mining DEA’s Capacity The above value gives a Mining DEA’s efficiency. This is then multiplied by its capacity to get the final number of mineral units produced by that Mining DEA. The capacity of a DEA is measure of its size or extensiveness. This also determines the size of the workforce needed to operate that DEA at full capacity. Mining Capacity = The Base Mining Capacity starts at one. The above summarizes how to determine a Mining DEA’s Capacity, what follows are the specifics: It’s capacity is much easier to determine. Simply add the base capacity of one (1) to the following list of buildings within that Mining DEA to get a sum: +0.5 Deep Extraction Mining For FLUs (Forced Labor Units), we will examine the Organic and then Robotic types separately. Note that there can never be more of each of these two types of FLUs working at a DEA than the sum of the above (i.e., Base Capacity + buildings). Organic FLUs increase a DEA’s capacity value by: Number of Organic FLUs assigned to that DEA * (that civilization’s current Oppressometer of Forced Labor setting / 10). Pressing on with our example, the capacity of this Mining DEA (1) is enhanced by Deep Extraction Mining (+0.5) and Deep Core Mining (+2.0). Thus, the capacity value is 1.0 + 0.5 + 2.0 = 3.5. As it happens, that DEA also has three (the maximum) Organic FLUs working there. That civilization’s Oppressometer of Forced Labor is set to Level 7 (Distrustful). So, the boost granted to that DEA by those slave units is: 3 x (7 / 10) = 3 x .7 = 2.1. So, by adding the capacity values of 3.5 and 2.1, that DEA would have a capacity value of 5.6. Robotic FLUs increase a DEA’s capacity value by: Number of Robotic FLUs assigned to that DEA * (that civilization’s current Robotics tech level / 10) Now, by their very nature, Organic and Robot FLUs seldom work at the same DEAs, but it could happen. For the sake of this example, let’s say that there is also one Robotic FLU working at this DEA. It’s current Robotics tech level is 13, so the capacity increase for that Robotic FLU is: 1 * (13 / 10) = 1 * 1.3 = 1.3. So, this DEA has a capacity of 5.6 with Organic FLUs figured in. When we add in the Robotic FLU, we get 5.6 + 1.3 = a capacity value of 6.9. Determining a Mining DEA’s Mineral Unit Output That sum (the capacity value of that DEA) is then multiplied by the efficiency value (determined above) to get the final mineral unit output value for that Mining DEA. Pressing on with our example, we multiply the capacity (6.9) by the efficiency (17.36) to get a result of 119.78, which is then rounded off to 120. Thus, the number of mineral units produced this turn by the Mining DEA in our example is 120. Whew! Adding Population Point Mining Production to the Mining Total The mineral units produced by all the DEAs on a planet are added together, and to this sum is added the bonus on top for those races that have the Natural Extractors race pick or the "Common Good" government agenda. Simply examine each region on that planet and add to the planet’s total number of mineral units produced an amount equal to the following formula: Population Point Mining Production Mineral unit output per population point = Race Additional Mining Government Additional Mining Regional Production AUs from the Direct Consumption of Mineral Units When a Mining DEA or the Natural Extractors of a planet’s population create mineral units, they are sold as raw materials (and sometimes food) to meet the producing civilization’s basic mineral needs. This generates taxable income for the planet that produced those minerals at the following rate: Money from Mineral Consumption = Mineral Consumption Usage Value = 3.50 if that mineral was not consumed (i.e., it’s being sold as surplus) For example, a planet’s population of Natural Extractors generates 9 mineral units from their world. Of these, 8 are consumed by Industry DEAs and 1 is consumed as food. The taxable income generated on the planet where the Natural Extractors created those 9 mineral units, therefore, is (8 * 7) + (1 * 14) = 56 + 14 = 70 AUs. AUs from Surplus Mineral Units Surplus mineral units produced are not wasted. If a planet has produced any unconsumed mineral units, they disappear into the consumer economy but do generate some additional taxable income for that planet. How much? See the formula below: Mineral units not consumed * Consumption Usage Value [see above] * Race Pick * Supply & Demand [see below] Surplus Minerals Supply & Demand = 1 – the Unemployment Rate of that planet (see "Unemployment") For example, a planet with an unemployment rate of 7.2% has 13 leftover mineral units that disappear into the local consumer economy. For taxable income purposes, they’re worth 13 * (1.00 – 0.072) * 3.5, or 13 * 0.928 * 3.5 = 42.22 AUs. Regardless of production, consumption, or surplus, wherever mineral units are created a certain amount of "rare minerals" are also generated as a byproduct. This represents the "cash crop" of mining – the discovery valuable elements (such as precious metals and gems). These rare minerals are a completely separate taxable income source generated by their direct sales as luxury items (as opposed to a mineral unit’s use as a mere industrial raw material or, for some races, food). So, what kind of taxable AUs to these rare minerals generate for their planet? See the formula below: Mineral units produced per Mining DEA or from Natural Extractors * (Mineral Richness value on Broken Terrain [see below] + Specials) * Mining Race Pick [see below] Planetary Regional Dominant Mining Rare Mineral Harkening back to our original example on mineral production, say that a total of 120 mineral units are produced at a DEA by a race with the Mining: Good Race Pick on a Mineral Richness: Rich planet. The taxable income from the rare mineral byproducts would be 120 * (5 + 0) * 1.15 * 2 = 1380 AUs. | ||||||||||||
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