Coal Mine
Everything it needs is in the game.
Digs the coal seam of a coal province within 12 m for coal (deeper bands by level)
Building window In game
What opens when you click it.
3D model In game
Card In game
The blueprint card you buy to unlock it carries the same glyph.
In the game now Game data
Its live recipes, who uses its goods and how you unlock it.
| Recipe | Mode | Uses | Makes |
|---|---|---|---|
| 1 | Bell pits | nothing | 1 Coal |
| 2 | Rob the pillars | Rob the pillars: pull out the coal that holds the roof up. Faster, but accidents are five times as likely. | |
| 3 | Timber and drain | Timber and drain: prop the roof and pump out the water. Slower, but accidents are cut by three quarters. | |
| 4 | Ironstone | Ironstone: mine 1 iron ore from the ironstone bands of the coal measures, with no input. | |
Its goods are used by:
Research: tier 2 node, base cost 300 research points.
Planned design Planned
Its planned design is built.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the industry group.
Problems it fixes
- generic output: mined coal and charcoal are one good, so a coal province makes the collier pointless
- its coal-pit model is drawn by 3 other defs
- no modes
Today
2 miners a level dig the coal seam within 12 m in a coal province, ~89 a month at L1, the same depth bands; coal heats 2x wood
Modes
- Bell pits (Dark Age): outcrop cells, 10 m deep at most, a pit caves in after 400 units and the next is dug
- Pillar and stall (Middle Age): the deep bands, 1/3 left as pillars; at a worked-out face "rob the pillars": +33%, accidents x5
- Pick brasses: 1 pyrite per 10 coal, rate -20%
- Timber and drain
Needs
Range rule
12 m seam cells, hidden veins; the output stays kind 17 coal, shown as "sea coal": heat 2,000 but smoky (houses within 32 m of a building burning it -3 appeal; iron smelted with it -2 grade)
Links
The player decision
cheap smoky heat or clean charcoal; rob the pillars for the last third
Two ages (unchanged)
Keep; the texts lose the age words
Notes
sea coal
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- workshop blacksmith
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 20 stone
- Build work
- 3,200
- Builders at once
- 4
- Storage
- 150 coal
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- coal
- Work per batch
- 45 ticks (2.25 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Takes from
- coal seams within 12 m
- Yield per source
- 2 units
- Cover
- yes
- Dig
- Units per metre: 40; Bands: {"to m": 10, "yield pct": 100}, {"to m": 40, "yield pct": 115}, {"to m": 100, "yield pct": 130}
States In game
The plate above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Stopped until haulers take the output away.
Nobody is assigned.
You closed it; workers go elsewhere.
Upgrades 1 to 10 Planned
For this building only. Levels 5 and 10 are the big steps. Live today: 3 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +4 m reach | Wider reach |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +4 m reach | Wider reach |
| 8 | Better yield | +5 % coal |
| 9 | +50 % storage | Bigger yard |
| 10 | Master coal mine | +1 coal from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Coal Mine you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Coal guild | +5 % coal at every Coal Mine | 1 Coal Mine |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Coal Mine walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Coal Mine | 4 of them |
| V | Master builders | Upgrades cost 15 % less | one at level 5 |
| VI | Apprentices | +1 worker place from level 5 | 6 of them |
| VII | Coal charter | +10 % coal | two at level 7 |
| VIII | All-season work | No slowdown outside the peak season | 8 of them |
| IX | Guild halls | Card effects here +10 % | one at level 9 |
| X | Royal coal works | +15 % coal, -15 % upkeep | one at level 10, 10 in the realm |