At a Glance The Barbarian Coal Mine Lore [/tribes/barbarians/coalmine/coalmine_i_00.png] Ages ago, the Barbarians learned to delve into mountainsides for that black material that feeds their furnaces. Wood may serve for a household fire and to keep you warm, but when it comes to working with iron or gold, there is no way around coal. General Section Coal mines exploit only 1/3 of the resource. From there on, they will only have a 5% chance of finding coal. Purpose: Dig coal [/tribes/barbarians/coal/menu.png] out of the ground in mountain terrain. Working radius: 2 Conquer range: n/a Vision range: 4 Dependencies: incoming: [/tribes/barbarians/tavern/menu.png][/pics/arrow-right.png][/tribes/barbarians/ration/menu.png][/pics/arrow-right.png][/tribes/barbarians/coalmine/menu.png] Rations from a Tavern [/tribes/barbarians/tavern/menu.png][/pics/arrow-right.png][/tribes/barbarians/ration/menu.png][/pics/arrow-right.png][/tribes/barbarians/coalmine/menu.png] Rations from an Inn alternatively [/tribes/barbarians/tavern/menu.png][/pics/arrow-right.png][/tribes/barbarians/ration/menu.png][/pics/arrow-right.png][/tribes/barbarians/coalmine/menu.png] Rations from a Big Inn outgoing: [/tribes/barbarians/resi_coal2/resi_00.png] + [/tribes/barbarians/coalmine/menu.png][/pics/arrow-right.png] [/tribes/barbarians/coal/menu.png] coal [/tribes/barbarians/coal/menu.png][/pics/arrow-right.png][/tribes/barbarians/metalworks/menu.png] To Metalworks [/tribes/barbarians/coal/menu.png][/pics/arrow-right.png][/tribes/barbarians/axefactory/menu.png] To Axe Factory [/tribes/barbarians/coal/menu.png][/pics/arrow-right.png][/tribes/barbarians/warmill/menu.png] To Warmill [/tribes/barbarians/coal/menu.png][/pics/arrow-right.png][/tribes/barbarians/helmsmithy/menu.png] To Helmsmithy [/tribes/barbarians/coal/menu.png][/pics/arrow-right.png][/tribes/barbarians/smelting_works/menu.png] To Smelting works [/tribes/barbarians/coal/menu.png][/pics/arrow-right.png][/tribes/barbarians/lime_kiln/menu.png] To Lime kiln Building: Space required:a mine plot [/pics/mine.png] Upgraded from: n/a Build cost: 2x raw stones [/tribes/barbarians/raw_stone/menu.png], 4x trunks [/tribes/barbarians/trunk/menu.png] Dismantle yields: 1x raw stones [/tribes/barbarians/raw_stone/menu.png], 2x trunks [/tribes/barbarians/trunk/menu.png] upgradeable to:Deep Coal Mine [/tribes/barbarians/deep_coalmine/menu.png] Workers: Crew required: One Miner [/tribes/barbarians/miner/menu.png] or better. Workers uses: A pick [/tribes/barbarians/pick/menu.png] Experience levels: Miner to Chief Miner (19 EP) Chief Miner to Master Miner (28 EP) Production Performance: If the food supply is steady, a Coal Mine can produce one coal in 32.5s. In Depth The Barbarian Coal Mine Lore [/tribes/barbarians/coalmine/coalmine_i_00.png] Short, but stout and nimble - such are the men that make good miners. Long have they been held second best to the warriors by their kinsmen but at times of war, when the fate of the tribe depends as much on the miner's diligence as on the warrior's valor, such things change quickly. General Section Like all mines, Coal Mines can only be built in mountain terrain and they will only produce if there is coal near the spot on which they were built. You need to send out geologists [/tribes/barbarians/geologist/menu.png] to verify if this is the case. They will confirm the existence of coal by placing these signs [/tribes/barbarians/resi_coal2/resi_00.png] [/tribes/barbarians/resi_coal1/resi_00.png] upon the spot for rich and poor resources respectively. Coal Mines can exploit coal-measures only up to the first third of their full content. Even so, if they are kept running, there is a minimal chance (5%) of finding some more coal, while their food deliveries continue as usual. When Coal Mines fail, they should be converted to Deep Coal Mines, or else be moved to a new spot (dismantle or burn and rebuild). The Barbarian Coal Mine will produce coal and nothing else besides. Tip! Except for mines, there is also the burner who can produce coal from trunks. Keep this in mind if ever you cannot find the mountain resource. Otherwise, you will always prefer a coal mine. The named alternative, is very slow, and needs a lot of space, burners, lumberjacks and foresters. Mine positions depend on the mining resources in the first place; other considerations are: Vicinity to taverns and inns, and to coal consumers. Tip! Mines generate a lot of traffic. Make sure to establish a good road system and keep the transportation distances short for both suppliers and consumers. Dependencies: Coal [/tribes/barbarians/coal/menu.png] goes to the Blacksmiths [/tribes/barbarians/blacksmith/menu.png] in the Metal Workshops [/tribes/barbarians/metalworks/menu.png], Axe Factories [/tribes/barbarians/axefactory/menu.png] and War Mills [/tribes/barbarians/warmill/menu.png] . It also goes to the Helmsmiths [/tribes/barbarians/helmsmith/menu.png] in the Helmsmithies [/tribes/barbarians/helmsmithy/menu.png]. It goes to the Smelters [/tribes/barbarians/smelter/menu.png] in the Smelting Works [/tribes/barbarians/smelting_works/menu.png], and finally to the Lime Burners [/tribes/barbarians/lime-burner/menu.png] in their Lime Kilns [/tribes/barbarians/lime_kiln/menu.png]. Tip! You will need a lot of coal. Going for twice your combined Iron and Gold mine capacity is a good estimate. Building: The barbarian Coal Mine is the first in a row of three upgrade stages. You must build it first before you can upgrade to a larger mine. The Coal Mine can be upgraded to a Deep Coal mine, and this is again upgradeable to a Deeper Coal Mine. [/tribes/barbarians/coalmine/menu.png][/pics/arrow-right.png][/tribes/barbarians/deep_coalmine/menu.png][/pics/arrow-right.png][/tribes/barbarians/deeper_coalmine/menu.png] During the upgrade process, all production is stopped, the miner will leave the building, a builder will transform the mine and the crew will re-enter. Building the coal mine needs: 2 raw stones [/tribes/barbarians/raw_stone/menu.png] and 4 trunks [/tribes/barbarians/trunk/menu.png]. Dismantling a coal mine will yield: 1 raw stone [/tribes/barbarians/raw_stone/menu.png] and 2 trunks [/tribes/barbarians/trunk/menu.png]. Workers: Miners are not specialized. They can be reassigned from any type of mine to any other (stone, iron, coal and gold) interchangeably and will keep their experience level. The term "vacant" means that you don't have the missing worker available at this time. This can happen when you have upgraded the mine too early and your crew has not yet reached the required skill level. In this case you must destroy some other mine to set a miner of the missing qualification level free. A mine that displays "worker missing" is not working at all in this state. Tip! Keep an eye on the miners' experience points! Do not upgrade your mine before you have the minimal required skill levels and numbers in either the mine you are upgrading or a warehouse. Mind that with the upgrading, the food demands for the mine will also change. A coal mine needs one worker who may be inexperienced.. Crew required:Miner [/tribes/barbarians/miner/menu.png] or better A miner is created in a warehouse by giving a pick [/tribes/barbarians/pick/menu.png] to a carrier. A young miner becomes Chief miner after 19 coals. A Chief miner becomes Master miner after another 28 coals. Production Upgrading coal mines not only enables the mines to exploit a larger percentage of the measure, but will also produce the resource in a shorter time. In a Coal Mine one coal is produced in 32.5 seconds In a Deep Coal Mine one coal is produced in 19.5 seconds In a Deeper Coal Mine one coal is produced in 14.4 seconds Upgrading will, however, require more food supply, and the efficiency ratio for coal per food sinks from mine to deep mine, but rises again to deeper mine. Compared to its precursors, Deeper coal mines have a better chance of still finding coal, when the main vein is exhausted. (10% vs. 5%)