Thursday , 24 April 2014
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Gold Mine

Summary

  • The Gold Mine collects gold from an unlimited underground reserve and stores it until collected by the player and placed into a Gold Storage. When the mine is full, production will be stopped until it is collected (or raided by an enemy player).
  • The production rate and storage capacity depends on the level of the Gold Mine. One can estimate the amount of resources in the mine by looking at the cart at the right side of the mine.
  • The Gold Mine takes up a 3×3 space.
  • When you choose to upgrade a Gold Mine, it will automatically collect any uncollected Gold. Note that if your Gold Storages are full at that time, the uncollected gold will be lost! During the upgrade the mine stops producing gold.
  • Once the Gold Mine is level 5, you can temporarily boost its production with Gems. Spending Gems will double the Mine’s production for 1 day.

Defensive Strategy

  • It is a good idea to put your Gold Mines outside of your Walls, so they can act as a distraction to units such as Barbarians and Archers.
  • Attackers can steal up to 50% of the uncollected Gold in your mine. Having too many uncollected resources will make you a more attractive target.
  • If a Gold Mine is destroyed in an attack while it is being upgraded, no gold will be lost, as the mine is empty during this time.

Offensive Strategy

  • Pay careful attention to the location of Gold Mines when planning your attack, as Gold Mines are usually only marginally protected and can be quite lucrative, especially at high levels. Many times a single Archer can be placed in such a way that it can destroy a Gold Mine while standing clear of any defenses.
  • If you see a round number of gold in a raid, it is most likely going to be in the Gold Mines rather than in the Gold Storages (example 90,000). Although round numbers can occur in Gold Storages, they happen much more often when Gold Storages have been emptied by a previous raid and the resultant shield has allowed the Gold Mines to completely fill up.
Town Hall Level12345678910
Number Available1234566667
Size
3×3
LevelBuild CostBuild TimeExperience
Gained
Boost CostCapacity (Gold)Production RateHit PointsTime to Fill Catch Up Point*Town Hall Level Required
11501m7N/A500200/hr4002h 30mN/A1
23005m17N/A1,000400/hr4502h 30m5m1
370015m30N/A1,500600/hr5002h 30m30m2
41,4001h60N/A2,500800/hr5503h 7m 30s3h2
53,0002h84410,0001,000/hr59010h8h3
67,0006h146520,0001,300/hr61015h 23m 5s20h3
714,00012h207630,0001,600/hr63018h 45m2d 4h4
828,0001d293750,0001,900/hr6601d 2h 18m 57s5d 8h4
956,0002d415875,0002,200/hr6801d 10h 5m 28s12d 16h5
1084,0003d5099100,0002,500/hr7101d 16h22d5
11168,0004d58711150,0003,000/hr7502d 2h20d7

The “Catch Up Point” is the time at which the newly upgraded mine has equaled the total production of the mine had it not been upgraded – this does not consider recovering the cost of the other resource required to perform the upgrade.

Buildings
Defensive BuildingsCannon • Archer Tower • Mortar • Wizard Tower • Air Defense • Hidden Tesla • X-Bow • Inferno Tower • Walls • Traps
Resource BuildingsGold Mine •  Gold Storage • Elixir Collector • Elixir Storage • Dark Elixir Drill • Dark Elixir Storage • Builder’s Hut
Army BuildingsArmy Camp • Barracks • Dark Barracks • Laboratory • Spell Factory • Barbarian King Altar • Archer Queen Altar
Other BuildingsTown Hall • Clan Castle • Decorations • Obstacles

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