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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. | ||
− | '''EMPERICAL TESTING''' (i took a stopwatch on a mining 8 pawn, then rounded to | + | '''EMPERICAL TESTING''' (i took a stopwatch on a mining 8 pawn, then rounded to nearest second) |
[[Mining Speed]] and [[Mining Yield]] are heavily impacted by the Mining Stat - especially for values below Mining 8. [[Difficulty]] also impacts mining, through the [[AI storytellers#Mining yield|mining yield]] storyteller setting. | [[Mining Speed]] and [[Mining Yield]] are heavily impacted by the Mining Stat - especially for values below Mining 8. [[Difficulty]] also impacts mining, through the [[AI storytellers#Mining yield|mining yield]] storyteller setting. | ||
− | *{{ticks| | + | *{{ticks|32*60}} to mine an ore at [[Mining Speed]] = 100% (mining 8). |
*40 steel at [[Mining Yield]] = 100% @ Strive to Survive | *40 steel at [[Mining Yield]] = 100% @ Strive to Survive | ||
− | * | + | * 1920 ticks / 40 steel = 48 ticks per steel at mining 8 |
− | * [ | + | * [1920 ticks / (40*0.6) steel] / 0.04 speed = 2000 ticks per steel at mining 0 |
− | *Each "swing" takes 80 HP of steel ore, regardless of mining skill | + | *Each "swing" takes 80 HP of steel ore, regardless of mining skill |
WALK TIME MATTERS MORE | WALK TIME MATTERS MORE | ||
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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 | + | [[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 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 | + | 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. |
===Smelting=== | ===Smelting=== | ||
[[Electric smelter]]s are a renewable way to create usable steel. [[Steel slag chunk]]s, or the [[weapon]]s and [[armor]] of [[raider]]s can be melted. The health or quality of the item doesn't matter, and both biocoded weapons and tainted apparel can be smelted. This is renewable, but not ''indefinite'' - at any given time, you only have so many items to smelt. Therefore, smelting is largely a supplmental source of steel. | [[Electric smelter]]s are a renewable way to create usable steel. [[Steel slag chunk]]s, or the [[weapon]]s and [[armor]] of [[raider]]s can be melted. The health or quality of the item doesn't matter, and both biocoded weapons and tainted apparel can be smelted. This is renewable, but not ''indefinite'' - at any given time, you only have so many items to smelt. Therefore, smelting is largely a supplmental source of steel. | ||
− | The actual smelter building only requires [[Research#Electricity|Electricity]] researched. However, the building costs {{Required Resources|Electric smelter}} to build. This is expensive for the earlygame | + | The actual smelter building only requires [[Research#Electricity|Electricity]] researched. However, the building costs {{Required Resources|Electric smelter}} to build. This is expensive for the earlygame, so you may want to hold off building the smelter until you can get an immediate return of investment (~11 steel chunks or ~8 steel spears, for instance). The smelter also consumes 700 W of [[power]], though the smelter can be turned on or off whenever needed. |
While selling high-HP weapons and non-tainted apparel to [[trader]]s may net more steel, this forces you to go through the inconvienences of trading. Combat suppliers will buy weapons, but won't sell steel. Bulk goods traders will sell steel but not buy weapons. Faction bases take time to get to. | While selling high-HP weapons and non-tainted apparel to [[trader]]s may net more steel, this forces you to go through the inconvienences of trading. Combat suppliers will buy weapons, but won't sell steel. Bulk goods traders will sell steel but not buy weapons. Faction bases take time to get to. | ||
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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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