Gold Mine

Gold Mine Level 11

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 Level 1 2 3 4 5 6 7 8 9 10
Number Available 1 2 3 4 5 6 6 6 6 7
Size
3×3
Level Build Cost Build Time Experience
Gained
Boost Cost Capacity (Gold) Production Rate Hit Points Time to
Fill
 Catch
Up Point*
Town Hall
Level Required
1 150 1m 7 N/A 500 200/hr 400 2h 30m N/A 1
2 300 5m 17 N/A 1,000 400/hr 450 2h 30m 5m 1
3 700 15m 30 N/A 1,500 600/hr 500 2h 30m 30m 2
4 1,400 1h 60 N/A 2,500 800/hr 550 3h 7m 30s 3h 2
5 3,000 2h 84 4 10,000 1,000/hr 590 10h 8h 3
6 7,000 6h 146 5 20,000 1,300/hr 610 15h 23m 5s 20h 3
7 14,000 12h 207 6 30,000 1,600/hr 630 18h 45m 2d 4h 4
8 28,000 1d 293 7 50,000 1,900/hr 660 1d 2h 18m 57s 5d 8h 4
9 56,000 2d 415 8 75,000 2,200/hr 680 1d 10h 5m 28s 12d 16h 5
10 84,000 3d 509 9 100,000 2,500/hr 710 1d 16h 22d 5
11 168,000 4d 587 11 150,000 3,000/hr 750 2d 2h 20d 7

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

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