|
This means that for 500 deposits of
Meleenium, you will find
2 deposits of
Laboi or
120 deposits of
Durelium.
Prices are the opposite of rarity. Check the
table.
The following formula defines the sizes of a deposit.
Equations
Deposit Size = Random * 750 * Material Rarity
Random: (0.1 .. 1.5)
You can sell either to another group or single player at the price
you define or you can sell to the server (see
Marketplace).
As you can see, selling to the server is not very useful unless you
are in dire need of money. Of course, you cannot sell materials to the
server from anywhere in the galaxy, you must first transport them to a valid
market facility or trade station.
You can buy from other groups / individual players at the price they
define or you can buy from the server (see Marketplace). But
the quantities are limited. You cannot buy more than what the server has in
stock. The stock is everything that the server has purchased, minus what it has
sold. Of course, you will not be able to purchase materials anywhere in the
galaxy, you will have to travel to a valid market facility or trading station.
There are deposits of raw materials
on every planet, on any kind of terrains (Note: you will only find
Tibanna Gas on Gas Giants and Deposits and only 1 deposit can be found
on a square at any given time). These deposits can be found by
prospecting the terrain tiles using special equipment to scan for
resources. You must be on the surface or inside a city to prospect.
Each terrain type has its own probability of a raw material deposit
being found, which is displayed on Planetary Grids: Terrains and Raw Material Deposits.
The chance to find a deposit depends of the following:
- Searcher's Computer Operations
- Sensors of Equipment
- Terrain Probability
The following equations are to find a deposit, time required and cost
for Prospecting:
Equations
Chance of finding = ( 1 + Total Sensors(Comp
Op/30+0.05) ) * Terrain Prob
Sensors: Mining Resource Sensors of Vehicle or Ship scanning
Comp Op: Computer Operation Skill of scanner
Terrain Prob: Figure found in table above
Equations
Time Taken for Prospecting = {[( 24 / (Total Sensors/(120
- NPC))0.1) - LOG(9 - Comp)((Comp + NPC + 1) *
Total Sensors)] / LOG10(Speed + 1)} / 1.2
NPC: Total NPC working helping with the Prospecting
Total Sensors: Sensors of Vehicle or Item scanning
Comp Op: Computer Operation Skill of scanner
Speed: Speed of Vehicle or PC
Equations
Cost of Prospecting = 10000 * (1 + Tax + Crime )
Tax: Tax Level of Planet
Crime: Crime Level of Planet
The cost of prospecting is
paid by the owner of the prospecting vehicle. You will not automatically
find a deposit under your feet if you look for one. The type of the mine
depends of the rarity ratio (see the below Mining: Determining
Type of Deposit). When a deposit is found, the
deposit will become public knowledge. Anyone using the specialised
equipment will be able to see all found deposits on a planet.
Currently only the SX-65 Groundhog and FK-7 Airspeeder can be used to
scan terrains for resources, However this will expand into ships and
probably more vehicles. The SX-65 has 40 Mining Resource Scanners for
prospecting and the FK-7 has 10.
Different terrains have different
Materials available, not every material can be found on all terrains.
The table below shows what material is available on what terrain and the
chance of finding any type of material on each terrain.
| Mineral/Terrain |
Black Hole Terrain | Cave | Crater | Desert | Forest | Gas Giant | Glacier | Grassland | Jungle | Mountain | Ocean | River | Rock | Sun Terrain | Swamp | Volcanic |
| Quantum | NO | YES | YES | NO | NO | NO | NO | YES | NO | YES | YES | NO | YES | NO | NO | NO | | Meleenium | NO | YES | YES | NO | NO | NO | NO | YES | NO | YES | YES | NO | YES | NO | NO | NO | | Ardanium | NO | NO | NO | NO | YES | NO | YES | YES | YES | NO | NO | NO | NO | NO | YES | NO | | Rudic | NO | YES | YES | YES | NO | NO | YES | NO | NO | YES | YES | YES | YES | NO | NO | NO | | Ryll | NO | YES | NO | NO | NO | NO | NO | NO | NO | YES | NO | NO | YES | NO | NO | NO | | Duracrete | NO | NO | NO | YES | YES | NO | NO | YES | YES | NO | NO | NO | YES | NO | NO | NO | | Alazhi | NO | NO | NO | NO | YES | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | | Laboi | NO | YES | YES | YES | NO | NO | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | | Adegan | NO | YES | YES | YES | NO | NO | NO | NO | NO | YES | NO | NO | YES | NO | NO | NO | | Rockivory | NO | YES | YES | YES | NO | NO | NO | YES | NO | YES | YES | YES | YES | NO | NO | NO | | Tibannagas | NO | NO | NO | NO | NO | YES | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | | Nova | NO | YES | YES | NO | YES | NO | NO | YES | YES | YES | NO | NO | YES | NO | YES | NO | | Varium | NO | NO | NO | NO | YES | NO | NO | YES | YES | NO | NO | NO | YES | NO | YES | NO | | Varmigio | NO | YES | YES | YES | NO | NO | NO | YES | NO | YES | YES | YES | YES | NO | NO | NO | | Lommite | NO | YES | YES | YES | NO | NO | YES | NO | NO | YES | YES | YES | YES | NO | NO | NO | | Hibridium | NO | NO | YES | NO | NO | NO | YES | NO | NO | NO | YES | NO | NO | NO | NO | NO | | Durelium | NO | NO | NO | NO | YES | NO | YES | NO | YES | NO | NO | NO | NO | NO | YES | NO | | Lowickan | NO | YES | YES | YES | YES | NO | NO | YES | YES | YES | YES | NO | NO | NO | NO | NO | | Vertex | NO | YES | YES | YES | YES | NO | NO | YES | YES | YES | YES | YES | YES | NO | NO | NO | | Berubian | NO | YES | YES | YES | YES | NO | NO | YES | YES | YES | YES | YES | NO | NO | NO | NO | | Bacta | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | NO | | Probability | 0% | 10% | 8% | 5% | 3% | 3% | 1% | 2% | 4% | 10% | 2% | 4% | 8% | 0% | 4% | 0% |
A percentage for all materials found on the terrain type is calculated
and a random selected (0-100).
IF Random is in the cumulative percentage range THEN
select material type ELSE check next material on list
Example
On Desert Terrain
Rudic = 10.25%, Duracrete = 21.35%, Laboi = 0.17%, Adegan = 0.17%,
Rockivory = 21.35%, Varmigio = 20.50%, Lommite = 17.08%, Lowickan =
2.13%, Vertex = 6.83%, Berubian = 0.17%
Random = 55
First Check: Is 55 in Rudic (0 - 10.25) range ?? NO, next material
Second Check: Is 55 in Duracrete (10.25 - 31.60) range ?? NO, next
material
Third Check: Is 55 in Laboi (31.60 - 31.77) range ?? NO, next material
Fourth Check: Is 55 in Adegan (31.77 - 31.94) range ?? NO, next material
Fifth Check: Is 55 in Rockivory (31.94 - 53.29) range ?? NO, next
material
Sixth Check: IS 55 in Varmigio (53.29 - 73.78) range ?? YES, so deposit
Varmigio.
A mine is built in a grid in order to extract Raw Materials from the
deposit. A mine can only extract one type of material at any given time.
But you can have more then one mine in a given city mining the same Deposit.
Mines also require a work force in order to operate, this means there is
a minimum of 1 Dirt Hauler NPC required to be assigned to a mining
facility. These Dirt Hauler NPCs must be owned by the faction that owns
the mining facility.
4 Types of Mines:
- Gas Mines: Only on Gas Giants, Done as normal mines but on a gas
planet.
- Organic Mines: For Bacta, Used to mine Alazhi
- Mineral Mines: normal mines
- Mining Rigs: Only on Ocean Terrain, Done as normal mines but on an
Ocean Terrain.
To extract the materials you must satisfy these conditions:
- The Mine must be powered.
- If the owner is a Mining faction then there must be a Manager and
an Operator (any faction or character).
OR
If the owner faction is not a Mining faction then the Manager must be a
Mining faction and the Operator a member of that faction.
- The operator must be assigned and active.
Materials are extracted on a weekly basis from your mines. Each mining
facility is extracting a material from the deposit found in the same
city. The extracted quantity of material per mine and cost can be
calculated as follow:
Equations
Yield = ( Random1/100 +
NPC/10) * ( (1500 * Rarity Rate / 100) * ( Planet Morale + 1 ) - ( 50 *
Planet Crime ) + Random2)
Rarity Rate: Rarity Rate of material
Planet Moral: As stated in the Planetary Economy rules
a value between 0 and 1
Planet Crime: As stated in the Planetary Economy rules
a value between 0 and 1
Random1 (35...50)
Random2 (-50...150)
If a max limit of yield is set, then Random1 = 42.5
and Random2 = 50
Equations
Cost = Yield * RM price + (Yield * RM price * Tax) + (0.2
* Yield * RM price * Crime) + 0.375 * NPC_Cost * MAX(0, NPC-1) /
(Management+1)
Yield: Extracted quantity of material
RM price: Raw material price from the above table
Planet Tax: As stated in the Planetary Economy rules a
value between 0 and 1
Planet Crime: As stated in the Planetary Economy rules
a value between 0 and 1
NPC: Amount of NPC working at Mine, the first NPC is free of charge
NPC_Cost: The price to employ an NPC, currently 50,000credits
Management: This is the Mine's operator Management skill
Each time you extract Y tons of a material X, X_Total = X_Total +Y.
Each time you use Y tons of a material X to build or produce something :
X_Total = X_Total - Y.
Each time you extract Y tons of material from a mine, its size is
diminished by Y. When the size reaches 0, the mine is empty (see below
Mining: Moving On (Mine Depletion) for
effects). However each week there is a chance of discovering a new
pocket of material at the deposit, the chance is calculated below:
Equations
Chance = Random1 + Terrain Prob
Success = Random2
Terrain Prob: Terrain Probability of having a raw material deposit as
stated on the Planetary Grids
Random1 (0..40)
Random2 (30..80)
The NPCs doing the mining receive 15 XP each time mining completes.
Having a LIN-series Miner droid present and assigned to a mine reduces the chance
of a collapse event, and increases the chance of a new deposit being
discovered.
Only NPCs that meet the following conditions are used when starting a Mine/Alazhi Farm:
- NPCs must be in the Mine/Alazhi Farm you start the mining/farming process
- NPCs must be Dirt Haulers (Mine) or Alazhi Farmers (Alazhi Farm)
- NPCs must be idling
- NPCs must either be owned, managed or supervised by the owner, manager or operator of the Mine/Alazhi Farm
- NPCs must not be arrested
- NPCs must not be member of a party or squad
If a new pocket of deposit is not
found, then a similar check is done with parameters:
Equations
Chance = Random1 + Terrain Prob
Success = Random2
Terrain Prob: Terrain Probability of having a raw material deposit as
stated on the Planetary Grids
Random1 (0..40)
Random2 (30..80)
If this check is
successful then the mine suffers a collapse that costs a random amount
between 25k and 100k. The deposit is reduced by the amount the mine
would have yielded plus a fifth of the deposit size for the type of
materials being mined and no materials are yielded. If the cost cannot
be covered, then clean up cannot be done and no materials are added back
in. If the collapse cost has been payed then the clean up is done and
between 5% and 75% of what the yield would have been is yielded.
Organic raw materials such as Alazhi regenerate on a
monthly basis. The larger the deposit the greater it regenerates.
Mining can affect the land, damaging it. When a mine is depleted there is a 33% risk that the land is damaged and is transformed
in either grass, rock, crater, or desert.
Raw Materials are stored first
in the cargo area of the mining facilities and then silos of the same
owner in the same city. Later, they can be moved to cargo area of
vehicles or ships in same city. If city is full (eg. Both the Mine and
Silos are full), then mining is stopped. Only certain facilities can
store raw materials, these are Warehouse, Hangar, Landing Pad, Factory, Mine, Recycling Plant, Sith Temple, Jedi Praxeum, Silo, Alazhi Farm, Bacta Refinement Facility, Dry Dock, Naval Shipyard, Port, Starport, Lab .
Storage to Silos is automatic, however a cost is incurred to pay for
transport. Below calculates this transport cost:
Equations
Cost =
Yield * 75
Yield: This is the amount of raw materials transferred
Raw materials can be transferred between
entities under the following rules:
- Can only transfer materials to other entities (ships/vehicles/space
stations/facilities) that are in the same position e.g. city, space,
etc.
- You cannot transfer while moving or at the atmosphere level.
- You can transfer from entity to entity if one is docked inside the
other.
- You can transfer from entity to entity if both are docked inside
the same entity.
- You can transfer to another entity at the same location if: (a) You
are able to board it, or (b) Your entity and the other can share
sensors (see Scanning: Sharing Sensors),
or (c) The materials and the entity are owned by the same character or
faction.
Mines can be set to run infinitely with the checkbox repeat.
The current setting of running mines can be viewed in the Facility
Inventory: such mines are marked with a small ∞ in the bottom
right corner.
The mining process can be paused by
removing its operator. The mine continues to run when a new operator is
set in place.
|