PALE BLUE ROSELibrary

Iron Mine

Fully implemented

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.

Iron Mine
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Work mode
Auto (idles on a year of stock)Keep working
Production
Iron orethis batch
Storage & realm supply
Iron_ore 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
Iron Mine
Unlocks the Iron 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
1Open cutnothing1 Iron Ore
2Cob and sortCob and sort: break and sort the ore by hand at the face. A little slower than an open cut.
3Timber and drainTimber and drain: prop the roof and pump out the water. Slower, but accidents are cut by three quarters.
4Copper lodeCopper lode: mine 1 copper ore from a vein of the ore body, with no input.
5GalenaGalena: mine 1 lead ore from a vein of the ore body, with no input.
6Silver veinSilver 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.

Iron MineOpen cut · level 1 · 2 / 2 workers
×
Mode
Open cutShaftCob and sortTimber and drain
One batch (game data)
iron seams within 12 minto2.5 Iron Ore 31 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 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 cutShaftCob and sortTimber and drain
  • 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

orenew

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

bloomeryHigh Furnace NProspector's Lodge NAssay House NForester's Lodge (poles)weapon and armour grades

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.

OreMakes

Needed by

None yet

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.

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 % iron ore
9+50 % storageBigger yard
10Master 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.

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

Same category