So, this is the situation.
My players are working on stablishing an extrasolar colony, using the Pandora gate, and welp... maybe I didn't think about it enough before going through, but.
How much benefits should they get? I don't have no idea of mining, I don't know if a firstly established mine will throw benefits like Australia threw bullets at emus.
The idea was taking advantage of elements that after the fall became rare to the autonomist alliance since they couldn't access the gravity wells of Mars, Mercury and Earth, and sell them. So the planet has uranium deposits from start(very deep of course, the really juicy stuff its for later) but they found anglesite(by simply asking on wikipedia, what known Earth minerals have lead? And just taking one) because I would expect that the autonomist alliance would lack heavy and dense metals.
They're working with extropians(on contracts yet not detailed to keep it simple) miners and they owe them some donations, and the equipment and technicians that will do the mining on exchange for most of the minerals they extract from the exoplanet.
Until now I have avoid giving any numbers but not anymore and I certainly don't have any idea.
So I was wondering, how much should they win for the extraction(and only extraction, they don't have the equipment for refining) of a rare element in the extropian markets. It has to be a number high enought so they can buy more things for the colony but not very high so there is still some challenge, and neither so low that they can't even buy more syntmoprhs corpses for colonists.
Just... enought.
Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.
Exoplanet mining economy
Thu, 2015-07-02 06:10
#1
Exoplanet mining economy
Thu, 2015-07-02 16:38
#2
That would vary greatly
That would vary greatly depending on the specifics and size of a given operation.
1.To actually gain access to a Gate you need 100000 PLUS 50000 per minute of use. If a planet wasn't visited previously, an additional 500000 credits will be taken. If a Gate is hypercorp-controlled add 10%. If it's autonomist-controlled subtract 10%. These costs may be reduced by offering the Gate owner a cut of income. ("Gatecrashing")
2. When we are on the other side, it's time to actually establish an outpost. The cost of worker's barracks may vary depending on its quality, but I'd say that it starts around 80000 credits for a medium-sized, relatively durable settlement, including space to store equipment. As for the equipment, heavy industrial Daytia morph costs 80000 creds and we will certainly need more than one. Then we have to move our cargo, and that's when robomules come into play. Each can transport 250 kilos of ore and costs 250 cred. To power all this crap we need nuclear batteries, also 250 each. These are, at least, very efficient, so we will buy a few and not worry about energy for another millenium or so.
3.All settled? Great, it's time to man our little venture. In normal circumstances unskilled laborers (repairmen, "entertainment" if it's long run) would cost something around "Low" lifestyle in "Transhuman" standards, but since we are talking about moving to another, possibly dangerous planet "Moderate" would be more appropriate - that means 250 cred each. Per analogiam, skilled proffesionals (guards, doctors, surveyors) would make around 1250 cred a month. Add costs of protective gear, if appropriate.
4.Then we have to sell whatever we've dug out. Since we're selling on extropia, we don't have to worry about taxes, but we do have to be concerned about fees that are functionally similar - paying for storage space, "protection" and so on.
-----
Assuming that we mine on a planet that was previously explored, establish a permanent settlement, manage to move all cargo in under a minute, make deliveries monthly and don't give a cut to the Gate owner it's 150000 per use.
Then, let's assume that the buildings cost us 80000. Then we buy three Daytia morphs for digging and 12 mules for moving. Combined, it's 323000 creds.
For simplicity, let's say that we hire 10 unskilled and 10 skilled workers. Together, they cost us 15000 creds each month. Since we're lucky, we don't have to spend a fortune on a shitload of meds, radiation shields and the like.
Combine all of it and it's 323 000 of one time costs and 165 000 creds each month. Plus tax-like fees. Plus whatever the PCs can take for an income.
Fri, 2015-07-03 00:03
#3
I have always liked
I have always liked Shadowdragon's seed idea: http://eclipsephase.com/self-constructing-outpost-how-turn-eclipse-phase...
As for income from the mining operation I can see two phases. first phase is sending the unrefined materials back, this should produce a moderate to low income as apart from titan and other large astral bodies solward refining capacity is going to be very limited. Second phase would be construction of the refining facilities. this should yield a moderate to high income on the materials sent back.
As for figuring out where to put ores i recommend looking up some basic geology textbooks and put a few days into dwarf fortress since it goes for a semi realistic geological model.
I was the owner of an iron mine in a pathfinder game a few years ago and I just received a flat income with the odd choice to reinvest in workers or security or increase the... efficiency of the workers.