Cavern
#CavernMining operations. Produces stone and minerals.
Description
❖Deep caves where stone and minerals are extracted. Produces 15 Stone and 10 Mineral per tick (1.12x scaling) with +300 storage capacity (1.15x scaling). Requires Mining research.
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The Cavern descends into the earth's ancient veins, a labyrinth of tunnels where shimmering minerals and forgotten secrets lie untouched. Miners extract the essential materials for construction and warfare. Mechanically, the Cavern produces 15 Stone and 10 Mineral per tick (1.12x scaling), provides +300 mineral storage (1.15x scaling), and requires Mining research. Construction costs 100 Gold, 150 Wood, 50 Stone (1.15x scaling). Mountain terrain dramatically boosts output (+35% Mineral, +40% Stone). Dwarves excel at Cavern production.
Creation
Requirements
Must be present (NOT consumed)
Costs
Consumed when created
Production
Base output per tick (INTEGER values). Scaling ratios show growth per level.
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + +15 Stone, +10 Mineral production per tick (1.12x ratio)
- + +300 mineral storage capacity (1.15x ratio)
- + Mountain terrain provides massive bonuses (+35-40%)
- + Dwarves gain +40% Mineral, +35% Stone racial bonus
- + Moderate scoring (15 points, 1.15x ratio)
Disadvantages
- - Requires Mining research (Tier 1)
- - Meadow terrain severely limits output (-25-30%)
- - Desert terrain mixed (good stone, moderate minerals)
Warnings
- ! Mountain terrain essential for efficient mineral extraction
- ! Dwarves + Mountain = extreme mineral production
- ! Output depends on island mineral deposits
Synergies
Countered By
Scaling
Resource production scales at 1.12x per level. Capacity scales at 1.15x.