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The Mining Camp is an early-settlement gathering building that enables harvesting for a variety of Ore tiles, such as Copper Ore or Iron Ore. While any kind of Ore tile can be mined with a Level 1 Mining Camp, most do not become useful until the accompanying processing knowledges (like Bronze Working) are unlocked at the Foundry and Tool Maker.

Due to the vital role of metals in advancing to new eras, it's common for players to explore their region extensively in search of the best deposits to claim with a City or Outpost. Territories can spawn with up to 4 types of Ore or Quarry tiles, but it's more typical to find 1 - 2 Ores or none at all. Deposits of Tin, Silver, and Gold are considered especially hard to find and often only appear in small quantities.

Buildings[ | ]

Appearance Building Level Unlocked By Build Cost Base Efficiency Tile Radius Workers Profession Movable
Mine 1 1 1 Metallurgy 3 Hammers

1 Wood

1 Leather

2 Stone

1.0 4 6 Miner Red x
Mine 2 1 2 Mining Tools 3 Axes

2 Wood

3 Leather

3 Stone

1.5 5 6 Miner Red x
Mineshaft 3 1 Annex

(2+)

Underground Mining 5 Shovels

8 Planks

5 Stone

4 Any - - Red x
Mine 3 1 3 Pickaxe (Knowledge) 3 Axes

4 Planks

3 Stone

3.0 6 6 Miner Red x
Mineshaft 4 1 Annex

(3+)

Ventilation Shafts 5 Pickaxe

5 Stone

8 Planks

? Any - - Red x
Mine 4 1 4 Ore crusher mill 6 Saws

5 Planks

4 Stoneblocks

4.5 7 4 Miner Red x

Rarity[ | ]

The following appearance rates are based on player estimates from carefully exploring standard multiplayer maps and a longtime study on another. Since maps differ in their terrain composition the basic % will only serve as a basic average. Terrain has a huge impact on ore distribution and has to be accounted for. Up to 5 Ore deposits can appear in any territory, including multiples of the same type and excluding climate specific stones. Otherwise it would be 6.

Estimates[ | ]

Ore Deposit Territory Appearance
Chance Tier
Copper 20% Common
Iron 20%
Coal 15% Uncommon
Limestone* 15%
Tin 5% Rare
Silver 5%
Gold 2% Very Rare
Obsidian 2%
Ash 2%

Long Term Study[ | ]

* Excluding Mediterranean climates, where Limestone can appear as terrain feature instead of Ore tiles.

Gathering[ | ]

Resource Building

Level

Need per Unit Gathered
Workforce Ore
Coal 1 1.5 2 tiles
Copper 1 5.0 6 tiles
Tin 1 6.0 6 tiles
Iron 1 6.0 10 tiles
Silver 1 10.0 13.3 tiles
Gold 1 15.0 20 tiles

Annexes[ | ]

Once unlocked, Mineshafts greatly increase the yield per tile that can be achieved by Level 2+ Mining Camp. However, they can only be constructed on flat, uninterrupted regions of Ore that meet the space and buffer requirements.

Resource Gathering Rate Need per Active Annex Yield Increase

(tile equivalent)

Workforce Space Buffer
Coal 10.0 6.0 2 x 2 tiles 2 tiles +32 Coal tiles
Copper 2.5 5.0 2 x 2 tiles 2 tiles +11 Copper tiles
Tin 2.5 6.0 2 x 2 tiles 2 tiles +11 Tin tiles
Iron 2.5 6.0 2 x 2 tiles 2 tiles +21 Iron tiles
Silver 1.5 6.0 2 x 2 tiles 2 tiles +16 Silver tiles
Gold 1.0 6.0 2 x 2 tiles 2 tiles +16 Gold tiles

Conversion Table[ | ]

The following table shows how many Ore tiles are required for Mining Camps to support a production rate of 1.0 Bars per tick at the Foundry. During smelting, production may pause if you have less than 0.1 Bars worth of resources available (Gold in particular tends to have this issue at less than 16 Ore tiles).

Recipe Need for Production Rate of 1.0 Units
Copper Ore Tin Ore Silver Ore Gold Ore Iron Ore
Copper 12 tiles
Tin 12 tiles
Silver 58 tiles
Gold 160 tiles
Bronze 10 tiles 2.5 tiles
Iron 20 tiles
Steel ? tiles
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