For the Builder Base building with the same name, see Gold Mine/Builder Base
"The Gold Mine produces gold. Upgrade it to boost its production and gold storage capacity."
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 |
Level 8 | Level 9 | Level 10 | Level 11 | Level 12 | Level 13 | Level 14 |
- 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 depend on the level of the Gold Mine. One can estimate the amount of resources in the mine by looking at the small cart at the right side of the mine.
- The Gold Mine takes up a 3x3 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 temporarily stops producing gold.
- Tapping on a gold mine when the gold icon is up collects gold from all the gold mines.
- Once the Gold Mine is level 5, you can temporarily boost its production with Gems. Spending Gems will double the Mine's production for one day. When you click to boost the Gold Mine, a clock appears for a few seconds.
- 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 with no preferred target 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.
- There is no need to protect them in your war base, as people cannot take your loot anyway.
- When you are farming for resources, it is a good idea to put all or some of your Gold Mines and Elixir Collectors in your walls, so people can't steal uncollected resources as easily.
- It is better to place higher level collectors inside of walls, as they will produce more gold and are more valuable.
- Offensive Strategy
- Pay careful attention to the location of Elixir Collectors when planning your attack, as Elixir Collectors 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 an Elixir Collector while standing clear of any defenses. Alternatively, if you are Town Hall 11 or higher, a single Sneaky Goblin can often destroy a Gold Mine without getting detected.
- 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 completely emptied by previous raids, and the resultant shield has allowed the Gold Mines to fill up completely.
- Make sure you target carefully, as gold mines tend to lure your troops away from what you intend to attack, ex. a Cannon or the Dark Elixir Storage.
- If you are scrolling through opponents and happen to find an opponent with high-level full collectors, it is highly recommended that you attack it because even a simple barch army (Barbarians and Archers) can yield hundreds of thousands of resources.
- Upgrade Differences
- Gold Mines undergo significant visual changes at levels 5, 8, 10, 12 and 14. At every level, a rail cart full of gold periodically arrives and dumps its contents into a small repository to the side of the mine then re-enters the mine.
- When initially constructed, the Gold Mine consists of a somewhat dilapidated wooden structure partially covering a set of narrow rails diving deep within the earth. There is a tiny stone rubble pile on the edge of the structure.
- At level 2, the Gold Mine appears to be fully repaired, and two wooden reinforcing bars appear on the outside of the wooden structure. The stone rubble pile grows slightly.
- At level 3, a third wooden reinforcing bar is added, and the rubble pile outside the structure grows to a noticeable size.
- At level 4, a fourth wooden reinforcing bar is added, and the rubble pile outside the structure grows larger again.
- At level 5, the wooden reinforcing bars are replaced with a blue-gray steel bar, and a stone foundation replaces the rubble pile outside the mine. The light emanating from the mine grows brighter.
- At level 6, another small wooden reinforcing bar is added to the back of the Gold Mine.
- At level 7, the steel reinforcing bar grows in width, and another wooden bar is added to the back. The foundation also increases in height in the back.
- At level 8, another wide steel reinforcing bar is added, and both bars are bolted down. A small pulley system, complete with a wooden track for the cable, appears on the top right part of the mine. Two small stone protrusions appear on each side of the mine.
- At level 9, additional pulley hardware is added to the top of the structure, and the pulley wheel itself grows larger. The two protrusions grow in size.
- At level 10, the steel bars are made taller, covering the pulley system entirely, with two more steel bars added on top, perpendicular to the other two. A gear is added to the pulley system. The corners gain spiked metal armor, and the light shines even brighter.
- At level 11, the steel bars on the top are replaced by a steel panel. A large gear is added to the top of the mine, leaving a square gap in the steel panel, and a second pulley wheel is added. The spiked metal armors at each corner connect to each other at the sides.
- At level 12, the gears of the pulley system become gold, and the corners and top metal panel turn black. Also, the bolts appear to move higher above the spiked metal armor as the mine is made slightly taller to accommodate the larger gears. Two handlebars are added near the gear at the top of the mine. More steel is added in between the two steel bars. The armor connecting the two corners shrink inwards, and the light becomes significantly brighter.
- At level 13, the armor of the mine is replaced with black steel plates on both sides of the mine. The bolts on the metal bars turn golden, and the bolts on the top are removed. The handlebar gain a small amount of gold around their bottoms.
- At level 14, the steel plates at the sides of the mine are given a gray color gradient. The mine shrinks slightly as the pulley mechanism is made external again. The gears at the front of the mine are replaced with one large, protruding gear. Attached to it is a rope that connects to a pulley mechanism located at the top of the mine. The two metal bars on the sides are removed, exposing a darker inside material.
- Gold Mines undergo significant visual changes at levels 5, 8, 10, 12 and 14. At every level, a rail cart full of gold periodically arrives and dumps its contents into a small repository to the side of the mine then re-enters the mine.
- Trivia
- Although every other number matches between the Gold Mine and Elixir Collector, the level 5 upgrade prices are different (3,000 Elixir for the Gold Mine, 3,500 Gold for the Elixir Collector).
- The Gold Mine is one of the 4 buildings that a player starts with at the beginning of the tutorial.
- On 5/23/2017 (the builder base update), collecting gold was changed to tapping one to collect all mines, as opposed to having to tap on every single mine individually to collect.
- Although directly selecting a Gold Mine with a Gold bubble above it automatically collects any resources it has stored, there is a way to check how much Gold has been stored without collecting it. This can be done by moving any other building to an invalid spot on your map (e.g., off the edge of your map, or fully or partially occupied by an obstacle, decoration or another building) and releasing it while its surrounding square has turned red. Then select the desired Gold Mine and choose the "Info" option to display the amount of Gold gathered by the mine to that point.
Sablon:IconDescriptions
Sablon:NumberAvailable Sablon:BuildingSize
Level
|
Capacity
|
Production Rate
|
Hitpoints
|
Boost Cost
|
Time to Fill | Build Cost
|
Build Time
|
Experience Gained
|
Catch-Up Point* | Town Hall Level Required
|
---|---|---|---|---|---|---|---|---|---|---|
1 | 500 | 200/hr | 400 | N/A | 2h 30m | 150 | 10s | 3 | N/A | 1 |
2 | 1,000 | 400/hr | 440 | N/A | 2h 30m | 300 | 1m | 7 | 1m | 1 |
3 | 1,500 | 600/hr | 480 | N/A | 2h 30m | 700 | 15m | 30 | 30m | 2 |
4 | 2,500 | 800/hr | 520 | N/A | 3h 7m 30s | 1,400 | 1h | 60 | 3h | 2 |
5 | 10,000 | 1,000/hr | 560 | 4 | 10h | 3,000 | 1h | 60 | 4h | 3 |
6 | 20,000 | 1,300/hr | 600 | 5 | 15h 23m 5s | 7,000 | 4h | 120 | 13h 20m | 3 |
7 | 30,000 | 1,600/hr | 640 | 6 | 18h 45m | 14,000 | 6h | 146 | 1d 2h | 4 |
8 | 50,000 | 1,900/hr | 680 | 7 | 1d 2h 18m 57s | 28,000 | 8h | 169 | 1d 18h 40m | 4 |
9 | 75,000 | 2,200/hr | 720 | 8 | 1d 10h 5m 27s | 56,000 | 10h | 189 | 2d 15h 20m | 5 |
10 | 100,000 | 2,800/hr | 780 | 9 | 1d 11h 42m 52s | 84,000 | 12h | 207 | 1d 20h | 5 |
11 | 150,000 | 3,500/hr | 860 | 10 | 1d 18h 51m 26s | 168,000 | 16h | 240 | 2d 16h | 7 |
12 | 200,000 | 4,200/hr | 960 | 10 | 1d 23h 37m 9s | 336,000 | 1d | 293 | 5d | 8 |
13 | 250,000 | 4,900/hr | 1,080 | 11 | 2d 3h 1m 14s | 504,000 | 3d | 509 | 18d | 10 |
14 | 300,000 | 5,600/hr | 1,180 | 11 | 2d 5h 34m 18s | 840,000 | 5d | 657 | 35d | 11 |
* The Catch-Up Point is the time at which the newly upgraded Gold Mine has equaled the total production of the mine had it not been upgraded - this does not consider recovering the cost of the Elixir required to perform the upgrade. Or, in easier to understand terms, the catch-up point is the amount of time it would take to get the resources it would have collected if it wasn't being upgraded.
Caveat: The Catch-Up Point calculation assumes that the player collects all resources from the Gold Mine without allowing it to reach its storage capacity, as resource production ceases at that point. This is more of a concern at lower levels where the capacity is limited and Time to Fill is relatively short. If the player is unable to regularly collect and achieve the full potential of the collector, the Catch-Up Point is actually shorter and performing the upgrade becomes more advantageous.