Crystal Mine


Last edited about 6 hours ago by Chad.

Crystal is the middle resource in SFC2. It sits between ore and hydrogen in both value and how fast you get it. Almost everything wants crystal: ships, defenses, buildings and every level of research. It comes out of the ground slower than ore, and being short of crystal is the normal state of affairs for most of the early game.

The Crystal Mine is where it comes from. Every planet has one, and you raise its level on the Buildings page. New planets start it at level 0. Moons have no mines at all, and a deployed Hephaestus platform does not mine either.

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What it produces

Crystal per hour = (20 × Level × 1.1Level, rounded down) × 2, plus a flat 20 per hour.

That flat 20 is the trickle every planet gets for free. A brand new planet with the mine still at level 0 makes 20 crystal an hour and 40 ore an hour, which is what gets you started.

Above level 30 the exponent stops climbing at the normal rate. Instead of 1.1Level the game uses 1.130 + ln(Level - 29), so production almost flattens out. Energy use does not get that treatment, it keeps doubling up the same curve it always did. Levels past 30 cost a fortune, add very little crystal and burn a lot more power. Very few players go there on purpose.

Energy

Mines only run flat out if the planet makes at least as much energy as its mines want. If you are short, every mine on the planet runs at produced divided by needed. A planet that produces 4,563 energy but needs 6,244 is running at 73%, so a level 21 Crystal Mine that should do 6,236 crystal an hour only manages about 4,560.

The Buildings page tells you this in two places. Each mine shows "Production: x of y/hr" with an "Insufficient Energy" warning under it, and the Energy panel in the sidebar shows used against produced. Energy comes from the Solar Array, the Nuclear Power Plant and solar satellites.

The free 20 per hour is the one part that ignores energy. Even with zero power on the planet you still get it.

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The capacity setting

Every mine has a Capacity dropdown that runs from 0% to 100% in steps of 5. Turning a mine down cuts its output and its energy draw by the same percentage. A level 17 Crystal Mine at 100% makes 3,456 crystal an hour and eats 860 energy. Drop it to 50% and it makes 1,738 an hour and eats 430.

It is worth knowing about when you are power starved and would rather put what energy you have into the Ore Mine, or when you want to stop a mine filling a store you are about to need for something else. Set it to 0% and the mine stops, except for the free 20 per hour, which still comes in.

Storage

A planet holds 100,000 crystal to start with. The Crystal Warehouse raises that:

Capacity = 100,000 + 50,000 × (1.6Warehouse level rounded up - 1)

Warehouse level Crystal capacity
0100,000
1150,000
2200,000
3300,000
4400,000
5600,000
6900,000
71,400,000
82,200,000
93,500,000
105,550,000

When the store fills up the mine stops. Not slows down, stops. The crystal figure in the top right of the interface turns red when you are at or over the cap, and the Storage panel on the Buildings page puts a "Capacity Exceeded" warning on itself. To get going again, spend the crystal, move it off the planet with a transport or a resource save, or build another warehouse level.

Plunder, mission rewards and trades can all push you past the cap. Nothing is lost when that happens, the mine just sits idle until you are back under.

Mines run all the time, not in hourly lumps. The counter in the top right refreshes about once a minute while you have the game open, and again on every page load.

Building it up

The cost of a level does not depend on the planet:

Ore = 48 × 1.6Level - 1, rounded down
Crystal = 24 × 1.6Level - 1, rounded down

Build time does depend on the planet:

Hours = (Ore + Crystal) ÷ (5,000 × (Capitol level + 1) × 2Foundry level)

So a Capitol level and a Foundry level both pay for themselves across every mine you will ever build. A Foundry level halves the time on its own.

Two other things to keep in mind. Each mine level uses one field, so a level 25 Crystal Mine is 25 fields of a planet that might only have 150. And a planet can only build one thing at a time, so a long mine upgrade blocks everything else on that planet until it finishes.

The More Info button on the mine gives you the next few levels, what they produce, what they cost and what they will do to your energy.

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Tearing a level back down

You can tear down a mine level. It costs one third of what that level cost to build and takes one third of the build time, and you pay it, there is no refund. What you get back is the field and the energy draw. It is a repair for a planet you overbuilt, not a way to move resources around.

Other ways to get crystal

Mining is not the only source, and past the early game it is usually not the biggest one.

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What slows production down

  • Not enough energy. Covered above. This is the common one.
  • Full storage. Production stops dead at the cap.
  • Diplomacy Mode. Buys you protection from attack and charges you production for it. The cut is 25% under 50k RSP, 50% from 50k to 99,999 RSP, and 75% at 100k RSP and up. It applies to the free 20 per hour as well.
  • Vacation Mode. Production stops completely while you are parked.
  • The capacity setting, if you have turned the mine down and forgotten about it.

Cost, energy and production by level

Ore and crystal are what that level costs to build. Energy is what the mine draws once it is at that level. Crystal per hour is the full rate at 100% energy and 100% capacity, including the free 20. Gain is the extra you get over the level below. Hours to pay off takes the whole bill, converts the ore half to crystal at the Merchant's 1.5 to 1 rate, and divides by the gain, so it is roughly how long the upgrade takes to earn itself back.

Level Ore cost Crystal cost Energy use Crystal per hour Gain Hours to pay off
0--020--
148241164+441.3
2763825116+521.7
31226140178+622.3
41969859254+763.0
531415781342+884.2
6503251107444+1025.7
7805402137564+1207.8
81,288644172704+14011
92,0611,030213868+16415
103,2981,6492601,056+18820
115,2772,6383141,274+21828
128,4444,2223771,526+25239
1313,5106,7554491,814+28855
1421,61710,8085322,146+33276
1534,58717,2936272,526+380106
1655,34027,6707362,960+434149
1788,54444,2728603,456+496208
18141,67070,8351,0014,022+566292
19226,673113,3361,1634,668+646409
20362,677181,3381,3465,400+732578
21580,284290,1421,5556,236+836810
22928,455464,2271,7917,182+9461,145
231,485,528742,7642,0608,256+1,0741,614
242,376,8441,188,4222,3649,474+1,2182,277
253,802,9511,901,4752,70910,854+1,3803,215
266,084,7223,042,3613,09912,414+1,5604,551
279,735,5564,867,7783,54014,178+1,7646,439
2815,576,8907,788,4454,03816,170+1,9929,123
2924,923,02412,461,5124,60118,420+2,25012,923
3039,876,83919,938,4195,23520,958+2,53818,331
3163,802,94331,901,4715,95123,134+2,17634,208
32102,084,71051,042,3556,75724,820+1,68670,640
33163,335,53681,667,7687,66526,306+1,486128,236
34261,336,857130,668,4288,68727,684+1,378221,258
35418,138,972209,069,4869,83628,998+1,314371,255
36669,022,355334,511,17711,12930,266+1,268615,557
371,070,435,769535,217,88412,58231,504+1,2381,008,757
381,712,697,231856,348,61514,21432,720+1,2161,643,213
392,740,315,5691,370,157,78416,04733,920+1,2002,664,196
404,384,504,9112,192,252,45518,10435,106+1,1864,313,032

Look at what happens either side of level 30. Level 25 costs 3.8 million ore and 1.9 million crystal and buys you 1,380 more crystal an hour. Level 35 costs 418 million ore and 209 million crystal and buys you 1,314 an hour, which is less, while adding another 1,149 to your energy bill. The curve turns over, and it turns over hard.

For most players the sensible answer is to keep the Crystal Mine a couple of levels behind the Ore Mine, keep both fed with power, and spend the difference on ships. See Mines for how the three mines compare.

See Also

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