Copper Mine is a Production Building which produces
Copper from a copper deposit in the mountain. It can be built only in the Old World (and Cape Trelawney), it requires a copper deposit.
Productivity[]
It takes 30 seconds to produce 1 ton of copper so the production rate is 2 tons of copper per minute. Productivity can be changed by adjusting working conditions and using items and electricity.
Production Chains[]
All regular production chains involving the Copper Mine are listed below.
Glasses[]
Glasses
Supplies:
• 225
Engineers Residences (up to 9000
Engineers)
• or 112,5
Investors Residences (up to 5625
Investors)
• or 277,8
Elders Residences (up to 5555
Elders)
Steam Motors[]
Steam Motors
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Gramophones[]
Gramophones
Supplies:
• 760
Investors Residences (up to 38000
Investors)
• or 95,2
Scholars Residences (up to 11428
Scholars)
Steam Carriages[]
Steam Carriages
★ The
Coal Mine may be replaced with two
Charcoal Kilns
for
+10
+30
-10
-400
-4
+5
Supplies:
• 600 Investor Residences (up to 30000
Investors)
The Passage DLC[]
Oil Lamps[]
Supplies:
• 333,3
Explorers Residences (up to 3333
Explorers)
• or 166,7
Technicians Residences (up to 3333
Technicians)
The High Life DLC[]
Elevators[]
Typewriters[]
Shopping Arcades[]
Copper Mines are also involved in the following Shopping Arcades patents:
New World Rising DLC[]
Fans[]
Supplies:
• 3846.15
Artistas Residences (up to 153846
Artistas)
Scooter[]
Supplies:
• 2300
Artistas Residences (up to 92000
Artistas)
Alternatives[]
Copper Mines are also involved in the following production chains when particular items are equipped in a
Trade Union.
Pocket Watches (Chronometrist Chiara)[]
Epic | ||
|---|---|---|
| She will not rest until every cog is whirring in perfect agreement. | ||
Affects |
Effects Replaced Input Instead of Maintenance Cost: -40% |
Expedition Bonus |
Pocket Watches
Chronometrist Chiara
Supplies:
• 510
Engineers Residences (up to 20400
Engineers)
• or 255
Investors Residences (up to 12750
Investors)
Gramophones (Johan the Inventor)[]
Epic | ||
|---|---|---|
| Johan famously gathers anything he can find, glues it all together, and hey presto! | ||
Affects |
Effects Productivity: +40% Replaced Input Instead of |
Expedition Bonus |
Gramophones
Johan the Inventor
Notice that the green custom productivity values illustrate the optimal production ratios between the buildings, IF you want to prevent under- or overproduction.
You can choose to actually increase productivity or you can choose a different way to obtain more of the input goods.
Gramophones supply:
• 912 Investor Residences (up to 45600
Investors)
• or 114,2 Scholar Residences (up to 13704
Scholars)
Oil Lamps (Fat Chunk Candle Maker)[]
Epic DLC Required
The Passage | ||
|---|---|---|
| With such squat and portly candles stomping off the production line, your lamps can go without brass. | ||
Affects |
Effects Productivity: +35% Replaced Input Instead of |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in the Arctic | ||
Oil Lamps
Fat Chunk Candle Maker![]()
Notice that the red custom productivity values illustrate the optimal production ratios between the buildings, IF you want to prevent under- or overproduction.
You can choose to actually increase productivity or you can choose a different way to obtain more of the input goods.
Oil Lamps supply:
• 450 Explorer Residences (up to 4500
Explorers)
• or 225 Technician Residences (up to 4500
Technicians)
Items[]
Some items when equipped in trade unions can have an impact on copper mines.
Specific items[]
Common | ||
|---|---|---|
| Boom! | ||
Affects All Mountain Mines when activated |
When activated Productivity +100% Duration:02:00:00Explosion Chance +50% Destroyed after use |
Expedition Bonus |
Common DLC Required
The Anarchist | ||
|---|---|---|
| Working conditions will be volatile! | ||
Affects All Mountain Mines when activated |
When activated Productivity +100% Duration:02:00:00Explosion Chance +50% Destroyed after use |
Expedition Bonus |
Common | ||
|---|---|---|
| Certified claustrophobia free. | ||
Affects All Mines and Quarries |
Effects Productivity: +20% |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Boooooooom! | ||
Affects All Mountain Mines when activated |
When activated Productivity +200% Duration:02:00:00Explosion Chance +100% Destroyed after use |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Something to lift your miner's spirits. | ||
Affects All Mountain Mines |
Effects Productivity: +25% Maintenance Cost: -15% Explosion Chance: +50% |
|
Uncommon DLC Required
Sunken Treasures | ||
|---|---|---|
| A sideline in copper and zinc. | ||
Affects All Mountain Mines when activated |
When activated Extra Goods Duration:01:00:00Occasionally produces extra Occasionally produces extra Chance of Fire +50% Destroyed after use |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Uncommon DLC Required
The Anarchist | ||
|---|---|---|
| This could be a (very) sudden solution to all the problems of capitalism. | ||
Affects All Mountain Mines when activated |
When activated Productivity +200% Duration:02:00:00Explosion Chance +100% Destroyed after use |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| One of the toughest men on earth - or under it! | ||
Affects All Mines and Quarries |
Effects Workforce Needed: -50% |
Expedition Bonus |
Rare DLC Required
Sunken Treasures | ||
|---|---|---|
| A proper cropper of zinc and copper. | ||
Affects All Mountain Mines when activated |
When activated Extra Goods Duration:02:00:00Occasionally produces extra Occasionally produces extra Chance of Fire +100% Destroyed after use |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Rare | ||
|---|---|---|
| Detonates his charges only when all precautions have been taken. | ||
Affects All Mines and Quarries |
Effects Productivity: +50% Workforce Needed: -75% |
Expedition Bonus |
Rare | ||
|---|---|---|
| Probably shouldn't be allowed to handle explosives, but she gets the job done. | ||
Affects All Old World Mines |
Effects Productivity: -35% Workforce Needed: +50% Maintenance Cost: +250% Chance of Illness: +50% Explosion Chance: +50% New Input The building now processes Extra Goods Occasionally produces extra output every 2nd cycle |
Expedition Bonus |
Rare | ||
|---|---|---|
| A steam-geared elevator that can lift ten tonnes in one go. | ||
Affects All Mountain Mines |
Effects Productivity: +35% Maintenance Cost: -25% Explosion Chance: +30% |
|
Epic DLC Required
Sunken Treasures | ||
|---|---|---|
| One of Old Nate's more down-to-earth inventions. Gathers precious metals at a remarkable rate. | ||
Affects All Mountain Mines when activated |
When activated Extra Goods Duration:04:00:00Occasionally produces extra Occasionally produces extra Chance of Fire +150% Destroyed after use |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Epic | ||
|---|---|---|
| Micaela's ambition is really just to save a few lives down there. | ||
Affects All Mines and Quarries |
Effects Maintenance Cost: -100% Workforce Needed: -100% |
Expedition Bonus |
Epic | ||
|---|---|---|
| Operating solely on the power of electricity, the Simmons has no rival in ferrying things up and down at break-neck speed! | ||
Affects All Mountain Mines |
Effects Productivity: +40% Maintenance Cost: -35% |
|
Legendary | ||
|---|---|---|
| Jörg always seems to be first on the scene before the gold rush begins in earnest. Has the heart of cousin Carl. | ||
Affects All Mines and Quarries |
Effects Productivity: +70% Extra Goods Occasionally produces extra Occasionally produces extra |
Expedition Bonus |
Legendary DLC Required
The Passage | ||
|---|---|---|
| Metals are sucked into the stratosphere, clinging to it, until finally it comes crashing back down to earth. | ||
Affects All Mountain Mines when activated |
When activated Extra Goods Occasionally produces extra |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in the Arctic | ||
Items for all production buildings[]
Common | ||
|---|---|---|
| Free money! | ||
Affects All Production Buildings when activated |
When activated Chance of Riots -40% Duration:50:00Destroyed after use |
Expedition Bonus |
Common | ||
|---|---|---|
| Puts out fires. | ||
Affects All Production Buildings when activated |
When activated Chance of Fire -40% Duration:50:00Destroyed after use |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Lots of free money! | ||
Affects All Production Buildings when activated |
When activated Chance of Riots -60% Duration:01:20:00Destroyed after use |
Expedition Bonus |
Uncommon | ||
|---|---|---|
| Makes it look like your premises are all above board. | ||
Affects All Production Buildings |
Effects Maintenance Cost: -10% Chance of Fire: +20% |
|
Uncommon | ||
|---|---|---|
| A volatile source of electric power. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +100% Explosion Chance: +70% Provides electricity |
Expedition Bonus |
| This item can provide electricity only to buildings that can normally be affected by power plants | ||
Uncommon | ||
|---|---|---|
| Fewer fires, for little cost. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +5% Chance of Fire: -30% |
|
Uncommon DLC Required
The Anarchist | ||
|---|---|---|
| The people own what they produce! They should be free to join a great queue to collect their quota! | ||
Affects All Production Buildings |
Effects Productivity: -10% Maintenance Cost: -15% |
|
Uncommon | ||
|---|---|---|
| Reduces the risk of fire. | ||
Affects All Production Buildings |
Effects Chance of Fire: -30% |
|
Uncommon | ||
|---|---|---|
| The old toll of toil. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
|
Uncommon | ||
|---|---|---|
| Puts out fires well. | ||
Affects All Production Buildings when activated |
When activated Chance of Fire -60% Duration:01:20:00Destroyed after use |
Expedition Bonus |
Uncommon DLC Required
The Anarchist | ||
|---|---|---|
| Workers are enthused by the new system of written labour notes to reward their efforts. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
|
Rare DLC Required
The Anarchist | ||
|---|---|---|
| The people need somewhere they feel comfortable sharing ideas to help economise during production! | ||
Affects All Production Buildings |
Effects Maintenance Cost: -20% |
|
Rare | ||
|---|---|---|
| You can make everything on the cheap, and no-one has to know. | ||
Affects All Production Buildings |
Effects Maintenance Cost: -25% Chance of Fire: +30% |
|
Rare DLC Required
The Anarchist | ||
|---|---|---|
| A new and better printing machine helps distribute labour notes to workers at no maintenance cost! | ||
Affects All Production Buildings |
Effects Workforce Needed: -30% |
|
Rare | ||
|---|---|---|
| Reduces the risk of fire, and looks nice. | ||
Affects All Production Buildings |
Effects Attractiveness: +2 Chance of Fire: -40% |
|
Rare | ||
|---|---|---|
| An investment that provides your people with the ways and means to combat a blaze. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +10% Chance of Fire: -50% |
|
Rare DLC Required
Sunken Treasures | ||
|---|---|---|
| This unpredictable prototype was originally built to gain an unfair advantage at steam car races. | ||
Affects All Production Buildings |
Effects Productivity: +15% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Rare | ||
|---|---|---|
| Very good at putting out fires. | ||
Affects All Production Buildings when activated |
When activated Chance of Fire -90% Duration:02:00:00Destroyed after use |
Expedition Bonus |
Rare | ||
|---|---|---|
| Life-changing sums of free money! | ||
Affects All Production Buildings when activated |
When activated Workforce Needed -15% Duration:02:00:00Chance of Riots -90% Destroyed after use |
Expedition Bonus |
Rare DLC Required
Sunken Treasures | ||
|---|---|---|
| Some say there's a tiny boy inside pulling the levers... | ||
Affects All Production Buildings |
Effects Workforce Needed: -15% |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Rare | ||
|---|---|---|
| Once heard, cannot be unheard. | ||
Affects All Production Buildings |
Effects Workforce Needed: -30% |
|
Rare | ||
|---|---|---|
| A safe source of electric power. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +75% Explosion Chance: +50% Provides electricity |
Expedition Bonus |
| This item can provide electricity only to buildings that can normally be affected by power plants | ||
Epic DLC Required
The Anarchist | ||
|---|---|---|
| A man with an infectious, impetuous and impassioned urge for action. | ||
Affects All Production Buildings |
Effects Productivity: +25% Maintenance Cost: -20% Workforce Needed: -25% |
Expedition Bonus |
Epic | ||
|---|---|---|
| A worker's gift. "Just in case you have to wake us up, boss. We can be bunch of sleepyheads sometimes..." | ||
Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -50% |
|
Epic | ||
|---|---|---|
| Feras' voice puts people in a comforting trance, letting them lead happier, more focused and productive lives. | ||
Affects All Production Buildings |
Effects Productivity: +50% Maintenance Cost: -10% Workforce Needed: -10% Chance of Riots: -20% |
Expedition Bonus Trait: Hypnotist |
Epic | ||
|---|---|---|
| Better factory materials cost more money, but it's bound to be worth it in the end, argues Lord Fizgig. | ||
Affects All Production Buildings |
Effects Maintenance Cost: +15% Chance of Fire: -70% |
|
Epic DLC Required
Sunken Treasures | ||
|---|---|---|
| A reinforced variant, which in spite of the minor combustion risk, takes all the labour out of warehouse work. | ||
Affects All Production Buildings |
Effects Productivity: +25% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Epic DLC Required
The Anarchist | ||
|---|---|---|
| An airy space, not at all empty, but brimming with ideas for economisation! Self-sufficiency; over-abundance! Those are the topics for discussion at this venue's very functional table. | ||
Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -40% |
|
Epic | ||
|---|---|---|
| Reduces the risk of fire, and looks divine. | ||
Affects All Production Buildings |
Effects Attractiveness: +3 Chance of Fire: -50% |
|
Epic | ||
|---|---|---|
| Shirkers begone! The shrill cry of a new day has sounded! | ||
Affects All Production Buildings |
Effects Maintenance Cost: -20% Workforce Needed: -40% |
|
Epic | ||
|---|---|---|
| A highly-efficient and safe source of electrical power! | ||
Affects All Production Buildings |
Effects Maintenance Cost: +50% Provides electricity |
Expedition Bonus |
| This item can provide electricity only to buildings that can normally be affected by power plants | ||
Epic DLC Required
The Anarchist | ||
|---|---|---|
| The labour notes are now so beautifully typeset and presented, they really look like they're worth something! A sign of the wonders of anarchy to come! | ||
Affects All Production Buildings |
Effects Productivity: +25% Workforce Needed: -40% |
|
Epic DLC Required
Sunken Treasures | ||
|---|---|---|
| Compensates for its faithfulness in performing simple human tasks by being wilfully blind. | ||
Affects All Production Buildings |
Effects Workforce Needed: -30% |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Epic | ||
|---|---|---|
| Von Malching fought hard at the council to ensure children might also enjoy supervisory roles in factories. | ||
Affects All Production Buildings |
Effects Maintenance Cost: -50% Chance of Fire: +40% |
|
Legendary | ||
|---|---|---|
| Angela has an astonishing intellect, but it's her capacity to improvise that makes her really sparkle. | ||
Affects All Production Buildings |
Effects Workforce Needed: -20% Provides electricity |
Expedition Bonus Trait: Diver |
| This item can provide electricity only to buildings that can normally be affected by power plants | ||
Legendary DLC Required
Sunken Treasures | ||
|---|---|---|
| Old Nate's baby. Prone to the odd tantrum, but provides the lift everyone needs in times of logistical disconsolation. | ||
Affects All Production Buildings |
Effects Productivity: +35% |
Expedition Bonus Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||
Legendary DLC Required
Sunken Treasures | ||
|---|---|---|
| The nearest thing Nate has to a companion. Unlike a human servant, it won't complain when he kicks it for setting things on fire. | ||
Affects All Production Buildings |
Effects Workforce Needed: -50% |
Crafting Cost |
| Source: crafting at Old Nate's workshop in Cape Trelawney | ||