Hi,
Thanks for a brilliant game. I really like it, up to the point where deep mines was introduced. I was really thrilled of the prospect of deep unlimited mines. My disapointment is that they produce so little requiering so much people. I have an ‘ordinary’ mine with four guys that is producing more gold than the deep mine with with fourteen guys.To be fair I guess the current limit to 1000 people impacts the situation. Closing in on 1000 vilagers means you need to be careful of where you are placing the last few precious guys. 6 deep mines with 14 people each = 84 people producing very little. I played this game intensly but after the deep mines where introduced I stopped playing it. I didn’t play for several month and now I gave it a go to see if there was any change. Bu I now see that there is no change. I also find it disapointing to see that the gauge of how much is produced is aleways at 0% in the deep mines. It is just discurageing. It is a pitty since the game is one of the best I have ever played and has so much potential.
I have tried various things to increase the production but so far I have not found anything that does, Here is a try to build houses waround the mine to decrease villager travel. Still 0%.
I think the game really expects you to only start exploiting these once youve completely cleared all of the normal deposits from the map.
The only other thing i can think of is that it soesnt look like you have a temp shelter there. Id also wonder if the workers there have actually switched to the new home, but i cant remember how to fix that
If you can get the little varmints to use the regular houses, the Temp Shelter shouldn’t be needed.
The only way I found to be fairly certain the workers were going to the nearest houses was to build a complete ‘village’ - Market, Root Cellar, Warehouse, Ratcatcher, Composter, and enough Shelters for the entire workforce.
I lucked out in my last game because I had one massive mountain halfway across a Large Map from my Town Center, and the mountain had Iron, Gold, Sand deposits and Deep Deposit Stone on it, so I could justify the effort to put up all the infrastructure for a village nearby to keep multiple mines and quarries manned.
I also have the same feeling as you. I was excited to play again when I realized there was a “deep mine” update. but I gave up the game immediately when I realized those “deep mines” provided too few resources and wasted labor
In fact, that particular ‘satellite town’ (I ended up with 2 on that map) also had a Workcamp entirely devoted to forestry on the other side of it, and a couple of Upgraded Hunters.
Personal Choice: Instead of putting Production buildings out in the small villages, I build more Wagon Shops to ensure a continuous stream of carts going back and forth to the Production Quarter in the main town. To feed this village with its Gold, Stone, Iron, and Wood production I think I ended up with 6 more carts working the route.
Hi @Lilsaihah and @Boris_Gonagan ,
Thanks for your adivise. I do have a temporary shelter there, but as with all my temporary shelters, I have never seen them used. Someone said they are only used in blizzards, but as far as I can remember, mine are never used in any condintion.
The houses are filled to the brim with villagers. All houses got occupied automaticall without me having to do anything. So they are already filled. Maybe it is because the coal mines are close to the village?
Regarding either to move the smelter to the mines or starting work camps, did it have any effect on the production amounts? What amounts do you have? More than 0% (There are actually things produced in my mines but the indicator always says 0%)
I was under the impression that the carts only brought food and other necessities to the shelters, not actually that they are transporting goods? If I have missunderstood the use of carts then that may be an issue in my village. With that said, I have four fully stocked wagon buildings (and I built another two now). 80% of the miners time in my village goes to goods transportation.
EDIT: Ah, I now see that the carts actually do transport of materials. I have now doubles the amount of wagon transporters. Let’s see if that makes a significant change.
UPDATE: I trippled the amount of wagon transporters (to 12) and built a smelter and storage close to the mines. The production in the deep mine has gone upp with about 20%. But the indictors are unchanged. According to those, production is still 0% and transport time is still ~90% of the time.
I agree with Krigarmange: the yield from the deep mines is too low.
On the same hillside i have Coal Mine and a Deep Coal Mine.
The deep coal mine is closer to housing / stockyard AND employs double the workforce, but yields less than half of the regular mine.
I tried building two deep mines on a deep iron vein. It almost seems as if one maximum yield amount is split between the two deep mines using the same vein (like two markets serving the same houses)
Same for me tho. I’m (up until this point) happy to finally be able to build the deep ones to touch minerals that were right in front of my nose. My deep gold is completely full with people and makes 30 gold a year. And they use up a heavy tool… about gold I’m (yet) not concerned because I can trade but what about steel and sand? Tools and weapons get used up and so does glass stuff for canned goods… there will be a point in the game where normal mines are empty and deep mines can’t cover the needs for such a big population. Imo the math is not correct here. The development will go backwards from that point on, meaning no heavy weapons and canned goods anymore (or at least not enough) and I don’t think that this is what it makes this game fun to play
I think those indicators are a bug, all my mines display 0% working time and over 70% transport times, so I think the game incorrectly displays working time as transport time.