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Mining Districts and Planets
I really like the new economic / planetary districting&building model compared to the old, but it still needs some love. I can't even express my confusion when my empire settles its two expansion worlds and a couple more freebies, all size 15+, but they all have 1 or 2 mining district maximums each. They're planets at least the size of earth and they don't have rocks? :/

On the other hand, asteroid mining bays available through habitats really, really go a long way towards balancing out bad luck with planetary districting rolls, so all in all things are better this patch. It might not be a bad idea to throw in a mining building, like the hydroponics building.
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Showing 1-14 of 14 comments
lordcrekit Jun 7, 2019 @ 12:01pm 
You know all of that before you colonize, so you should be able to appropriately plan where to put what.

Plus it's not really all that expensive to move pops around anyway, if you planned wrong.

Honestly I demolish every mine I get; by the time I have enough industrial power to use my space rocks I can just build a black hole mining megastructure anyway... Always sitting at +100 minerals, while selling 50-60 a month, with ZERO mining districts built.
Last edited by lordcrekit; Jun 7, 2019 @ 12:02pm
SumYungGuy Jun 7, 2019 @ 12:04pm 
Out of curiosity, what habitability type are you playing?

It turns out that Cold Wet and Dry planets each have a bonus to one type of district generation.

Cold gets minerals. Wet gets food. And Dry gets energy.
Oh nice, thanks SumYung. I wasn't aware that district availability was based in part on climate. I play Continental (Wet).

And LordCrekit - I may have a choice whether or not to colonize, but if I don't have any planets with sufficient mineral districts available to me within colonization range, there isn't really much of a choice there.
lordcrekit Jun 7, 2019 @ 12:58pm 
You REALLY shouldn't be needing very many mining districts... I'm telling you I never have more than a few.
Belzera Jun 7, 2019 @ 12:58pm 
What about focusing your capital on mining and mining bonuses then using your colonies to produce excess food and energy so you can abuse the Galactic Market for more advanced resources?
SumYungGuy Jun 7, 2019 @ 12:58pm 
Originally posted by lordcrekit:
You REALLY shouldn't be needing very many mining districts... I'm telling you I never have more than a few.
Honestly, I agree. But saying that doesn't help someone who needs more minerals.
Well, I find that producing enough minerals (and also alloys) to build an Ecumenopolis and some megastructures in a timely fashion can be pretty tough with only the 6 mining districts a capital reliably provides. Even with some upgrades you'd be looking at maybe 16 minerals per district? And some of that needs to go towards consumer goods production.
SumYungGuy Jun 7, 2019 @ 1:09pm 
Originally posted by climbingeastofwinter:
Well, I find that producing enough minerals (and also alloys) to build an Ecumenopolis and some megastructures in a timely fashion can be pretty tough with only the 6 mining districts a capital reliably provides. Even with some upgrades you'd be looking at maybe 16 minerals per district? And some of that needs to go towards consumer goods production.
I don't really understand the how or why of it, but I always end up at mineral cap and selling them to the market every month even as their price plummets just because I can't stop getting +300 minerals from mining stations.
Before your planets are developed and tech is researched, you're only pulling a base of 4 minerals per worker and tend to need more districts / mining stations to support demand than after the game has run for 100 years and you have unlocked the +65% empire mining bonus, the +25% mineral production bonus building, and the +10% bonus output from all jobs through society. Once your planets are developed and have high stability, you're taking in another ~20% from high stability bonuses, maybe another 10% from the governor.. it really adds up, so your mineral income increases even after you've built your last mining district. Oh, and the +50% output from mining stations.

Developing planets tends to be a pretty serious drain on minerals, too, but once they're built up, your monthly/yearly usage is going to drop pretty sharply, excepting the major investments like the 20k for an Ecumenopolis.
lordcrekit Jun 7, 2019 @ 7:00pm 
Originally posted by climbingeastofwinter:
Well, I find that producing enough minerals (and also alloys) to build an Ecumenopolis and some megastructures in a timely fashion can be pretty tough with only the 6 mining districts a capital reliably provides. Even with some upgrades you'd be looking at maybe 16 minerals per district? And some of that needs to go towards consumer goods production.

Just buy them, you've been selling them all game so the price is probably cheap anyway. I'm usually loaded at this point in the game, and I never need that many minerals for anything else so it seams a waste to actually.. mine them.
Last edited by lordcrekit; Jun 7, 2019 @ 7:01pm
in terms of role playing a big empire or republic. i like having mining worlds but thats if you like role playing
Ryika Sep 12, 2023 @ 11:51am 
Originally posted by ✪☭Denton72☢☮:
in terms of role playing a big empire or republic. i like having mining worlds but thats if you like role playing
This thread is 4 years old.
SaD-82 Sep 12, 2023 @ 11:55am 
Originally posted by Ryika:
This thread is 4 years old.

He's roleplaying.
As a necroid, it seems.
Commander359 Sep 12, 2023 @ 11:59pm 
Originally posted by climbingeastofwinter:
I really like the new economic / planetary districting&building model compared to the old, but it still needs some love. I can't even express my confusion when my empire settles its two expansion worlds and a couple more freebies, all size 15+, but they all have 1 or 2 mining district maximums each. They're planets at least the size of earth and they don't have rocks? :/

On the other hand, asteroid mining bays available through habitats really, really go a long way towards balancing out bad luck with planetary districting rolls, so all in all things are better this patch. It might not be a bad idea to throw in a mining building, like the hydroponics building.

Yes, there really is a depressingly low number of worlds with good specialization districts. Its somewhat okay when its just agriculture thats missing since you can build hydroponics bays to compensate, but when you have an empire that comprises over 20+ worlds and none of them have more than 5 mining or generator district slots, its just annoying.

That said, you can offset this if you are a non hivemind/machine mind by building huge numbers of trade districts to produce trade credits that can in turn be redirected into monthly mineral shipments through the galactic trade system. So that is one solution. If you are a hivemind/machine mind, then I dont know what to tell you except maybe to build crapton's of forge worlds and factory worlds and trade the resulting alloy and consumer goods for minerals since you really dont need consumer goods as a machine mind or a hivemind.
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Date Posted: Jun 6, 2019 @ 1:35pm
Posts: 14