Iron Mine
Everything it needs is in the game.
Digs the iron seam of an iron province within 12 m for iron ore (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 | Open cut | nothing | 1 Iron Ore |
| 2 | Cob and sort | Cob and sort: break and sort the ore by hand at the face. A little slower than an open cut. | |
| 3 | Timber and drain | Timber and drain: prop the roof and pump out the water. Slower, but accidents are cut by three quarters. | |
| 4 | Copper lode | Copper lode: mine 1 copper ore from a vein of the ore body, with no input. | |
| 5 | Galena | Galena: mine 1 lead ore from a vein of the ore body, with no input. | |
| 6 | Silver vein | Silver vein: mine 1 silver ore, slowly, 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 with one reader, the bloomery
- the only choice is "deeper"
- shares its model with the ore mine
- no modes
Today
2 miners a level dig the iron seam within 12 m in an iron province, ~130 a month at L1; the level gates depth 10 / 40 / 100 m at 100 / 115 / 130%; reserve 50 x richness (5,000 at 100%)
Modes
- Open cut (Dark Age): outcrop cells, x1.3 rate, grade -1, the top 10 m only
- Shaft (Middle Age): follows the vein down the bands, +1 grade a band, 1 pole per 20 ore
- Cob and sort: 3 ore into 1 ore at +2 grade, a tailings heap
- Timber and drain: 1 month, 40 poles, accidents -75% for 3 years
Makes
Range rule
12 m seam cells with hidden veins; the province's ore kind: hematite or magnetite (rich; magnetite wears tools x1.5), siderite "steel ore" (the bloomery yields 20% steel), limonite (lean); a shaft below 40 m needs a Horse Whim N or Drainage Adit N, or it floods for 2 months every spring
Links
The player decision
a quick open cut of poor ore now, or timbered shafts to the rich deep vein; sort (fewer units, better grade) or volume
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
Needed by
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 iron ore
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- iron ore
- Work per batch
- 31 ticks (1.55 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Takes from
- iron seams within 12 m
- Yield per source
- 2.5 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 % iron ore |
| 9 | +50 % storage | Bigger yard |
| 10 | Master iron mine | +1 iron ore from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Iron Mine you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Iron_ore guild | +5 % iron ore at every Iron Mine | 1 Iron Mine |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Iron Mine walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Iron 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 | Iron_ore charter | +10 % iron ore | 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 iron ore works | +15 % iron ore, -15 % upkeep | one at level 10, 10 in the realm |