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[[Steel]]. STEEL. | [[Steel]]. STEEL. | ||
− | + | ===Mining steel ore=== | |
− | ===Mining ore=== | ||
The most straightforward way to get steel, requiring no infrastructure. However, ore is ultimately limited per map. As you mine more ore, each deposit will be further and further away, increasing travel time to and from the deposit. | The most straightforward way to get steel, requiring no infrastructure. However, ore is ultimately limited per map. As you mine more ore, each deposit will be further and further away, increasing travel time to and from the deposit. | ||
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*135 ticks/2.5 steel = 54 ticks per steel at construction 8 | *135 ticks/2.5 steel = 54 ticks per steel at construction 8 | ||
WALK TIME MATTERS MORE. While very slightly less work efficient than mining steel, there is no reason ''not'' to deconstruct when both options are inheriently limited. It's safer to deconstruct ruins early in the game rather than later, as raids are less dangerous. | WALK TIME MATTERS MORE. While very slightly less work efficient than mining steel, there is no reason ''not'' to deconstruct when both options are inheriently limited. It's safer to deconstruct ruins early in the game rather than later, as raids are less dangerous. | ||
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===Traders=== | ===Traders=== | ||
− | [[Trader#By inventory|Bulk goods traders]] and [[faction base]]s can come with steel. Trade [[caravan]]s come with 200-300 steel, faction bases come with 300-600, and orbital [[trade ship]]s come with 500-800. The amount of trade you can do is ultimately limited by the traders. Caravans come completely at random, until you have [[ally|allied]] with a faction, where it costs [[goodwill]] per. Orbital traders come completely at random and require a [[comms console]] to trade. You must create your own caravan to a faction base, which only restocks once every 30 days. Large quantities of steel are extremely heavy, so [[pack animal]]s are often required for base trading to be reasonable. | + | [[Trader#By inventory|Bulk goods traders]] and [[faction base]]s can come with steel. Trade [[caravan]]s come with 200-300 steel, faction bases come with 300-600, and orbital [[trade ship]]s come with 500-800 steel. The amount of trade you can do is ultimately limited by the traders. Caravans come completely at random, until you have [[ally|allied]] with a faction, where it costs [[goodwill]] per. Orbital traders come completely at random and require a [[comms console]] to trade. You must create your own caravan to a faction base, which only restocks once every 30 days. Large quantities of steel are extremely heavy, so [[pack animal]]s are often required for base trading to be reasonable. |
On the colony's end, your means of [[money making guide|making money]], the negotiator's [[Trade Price Improvement]], [[difficulty]] (the setting [[AI_Storytellers#Trade price disadvantage|Trade price disadvantage]]), and the distance/quantity of [[faction base]]s affect how viable trade is. The advantage of trade is not that it is any more time-efficient than mining ore, but that there are many, many different ways of making money; most colonies can depend on at least one. | On the colony's end, your means of [[money making guide|making money]], the negotiator's [[Trade Price Improvement]], [[difficulty]] (the setting [[AI_Storytellers#Trade price disadvantage|Trade price disadvantage]]), and the distance/quantity of [[faction base]]s affect how viable trade is. The advantage of trade is not that it is any more time-efficient than mining ore, but that there are many, many different ways of making money; most colonies can depend on at least one. | ||
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Notably, smelting weapons will lower the [[wealth]] stat, due to the high [[Market Value]] of each weapon. Weapons will only actually sell for 0.2x this price, but their full wealth is used to determine [[raid points]]. | Notably, smelting weapons will lower the [[wealth]] stat, due to the high [[Market Value]] of each weapon. Weapons will only actually sell for 0.2x this price, but their full wealth is used to determine [[raid points]]. | ||
− | === | + | ===Deep drills=== |
− | + | You need to find ore deposits first with a [[ground penetrating scanner]]. | |
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'''NUMBERS'''<br> | '''NUMBERS'''<br> | ||
[[Research Speed]] to find the deposit. [[Deep Drilling Speed]] to drill ores. | [[Research Speed]] to find the deposit. [[Deep Drilling Speed]] to drill ores. | ||
− | *Average of {{ticks|180000}} to find '' | + | *Average of {{ticks|180000}} to find ''a'' deposit with scanner at [[Research Speed]] = 100% (Int. 8). |
** 53% to get a steel deposit, not accounting for travel distance. Avg 9000 steel/deposit. Therefore, an average of {{ticks|180000/9000/0.53 round 1}} per steel is spent scanning. | ** 53% to get a steel deposit, not accounting for travel distance. Avg 9000 steel/deposit. Therefore, an average of {{ticks|180000/9000/0.53 round 1}} per steel is spent scanning. | ||
** Due to security/walking/power reasons, you may want scan ores until you get a deposit reasonable close to your base. This increases actual scanning speed | ** Due to security/walking/power reasons, you may want scan ores until you get a deposit reasonable close to your base. This increases actual scanning speed | ||
*{{ticks|14000}} per extraction cycle at [[Deep Drilling Speed]] = 100% (mining 8). | *{{ticks|14000}} per extraction cycle at [[Deep Drilling Speed]] = 100% (mining 8). | ||
*35 steel per cycle (modified by mining yield??????) | *35 steel per cycle (modified by mining yield??????) | ||
− | *14000 / 35 = 350 ticks per steel at mining 8 | + | *14000 / 35 = 350 ticks per steel at mining 8 |
− | **[14000 / 40] / 2.44 = 143.44 ticks per steel at mining 20 | + | **[14000 / 40] / 2.44 = 143.44 ticks per steel at mining 20 |
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