PALE BLUE ROSELibrary

Coal Mine

Fully implemented

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.

Coal Mine
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Work mode
Auto (idles on a year of stock)Keep working
Production
Coalthis batch
Storage & realm supply
Coal here0 / 150
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research tier 2 + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintUncommon
Coal Mine
Unlocks the Coal Mine
40 wood · 20 stone

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.

RecipeModeUsesMakes
1Bell pitsnothing1 Coal
2Rob the pillarsRob the pillars: pull out the coal that holds the roof up. Faster, but accidents are five times as likely.
3Timber and drainTimber and drain: prop the roof and pump out the water. Slower, but accidents are cut by three quarters.
4IronstoneIronstone: 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.

Coal MineBell pits · level 1 · 2 / 2 workers
×
Mode
Bell pitsPillar and stallPick brassesTimber and drain
One batch (game data)
coal seams within 12 minto2 Coal 45 ticks
Speed
Work speed100 %
Productivity90 %
Motivation70 %
Job happiness50 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.24 %
Injury a year4.6 %
Needs none
Around it
Noise and dust, 16 m-3 appeal
Fire riskmid
Upkeep a month
Wages, 2 workers2 grain
Building1 tools
Condition100 %

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 pitsPillar and stallPick brassesTimber and drain
  • 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

pyritenewcoal

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

limebrick and tile kilnssmithiesbakeryhomes (heat)Vitriol Works N (pyrite)harbour export

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.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

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).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+4 m reachWider reach
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+4 m reachWider reach
8Better yield+5 % coal
9+50 % storageBigger yard
10Master 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.

TierNameEffectNeeds
ICoal guild+5 % coal at every Coal Mine1 Coal Mine
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Coal Mine walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Coal Mine4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIICoal charter+10 % coaltwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal coal works+15 % coal, -15 % upkeepone at level 10, 10 in the realm

Same category