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{{bothversions}} {{Infobox installation | cargo size = 25,000 | pop required = 50,000 | total cost = 120 | duranium = 0 (C#) / 60 (VB6) | corundium = 120 (C#) / 60 (VB6) }} {{Infobox installation | title = Automated Mine | cargo size = 25,000 | pop required = 0 | total cost = 240 | duranium = 0 (C#) / 120 (VB6) | corundium = 240 (C#) / 120 (VB6) }} {{Infobox installation | title = Convert Mine To Automated | transport method = N/A | total cost = 150 | duranium = 0 (C#) / 75 (VB6) | corundium = 150 (C#) / 75 (VB6) }} A '''Mine''' and '''Automated mine''' is a planetary [[installations|installation]] and are the primary method of [[Trans_Newtonian_Elements|mineral]] [[mining|extraction]] for use by your empire. Automated mines work just like normal mines except they require no population to operate and are twice as expensive. ==Operation== Each mine extracts the racial mining rate per mineral year, modified by the [[Leaders|planetary]] and [[Leaders|sector governors]] mining bonuses and the availability of each mineral. Extracted minerals are placed in the [[colony]] stockpile. Formula: (Racial Mining Rate) * (Sector Governor Mining Bonus * 0.25) * (Planetary Governor Mining Bonus) * (Mineral Availability) Mines can be mass-shutdown via the Civilian / Ind Status tab of the [[Population_and_Production|Economics]] screen. This will immediately shutdown all manned mining operations. Automated mines do not appear to be able to be shut down. Reactivation requires 6 months. ==Variants== ;Mines Current-tech TN mines are roughly 10-times more efficient than [[Conventional Industry|conventional]] mines (10 tonnes / year / mine for accessibility 1.0 minerals). Each massive mining complex, with its deep-core mining gantries and other supporting establishments, requires 50,000 workers to operate. Mines can be automated for a cost of 125% of a standard mine. ;Automated mines Automated mines utilized advances in TN computing, miniaturization, and robotics to allow a mining facility to work with no production staff. The annual mining output of an automated mine is the same as a traditional TN mine, but the construction cost is doubled. This makes automated mines less efficient than normal mines on a cost/output basis, but there are circumstances where standard mines are not feasible (unconscionable worlds, for example, or those with a prohibitively high [[colony cost]]). ;Forced Labour Camps Forced labour camps are identical in output to normal mines, and only 1/3 as expensive to build, but they permanently consume population, and create unrest. They do also require a small workforce to act as overseers, but much less than a normal mine. These can be used much like auto-mines, but typically they are used by players who have chosen to roleplay an evil civilization. ==Ship Alternatives== For distant asteroids and comets see [[Asteroid mining]]. Especially for distant bodies, the time saved moving the mining ships rather than sending freighters out to move the automated mines might offset the cost of the ships. The downside is that ships have much larger thermal signatures than an automated mining colony, making it easier to find. Of course, the constant stream of [[mass driver]] packets is rather visible as well. In either case, having a mass driver on the colony greatly simplifies recovery of the minerals. For gas giants where mining is impossible, a task group equipped with [[Sorium Harvester]]s can automatically convert the otherwise inaccessible [[Trans_Newtonian_Elements|Sorium]] into fuel. While not raw sorium, it's better than nothing. [[Category:Installations]] [[Category:Mining]]
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