https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Dierdra+Vaal&feedformat=atomEVE University Wiki - User contributions [en]2024-03-28T23:09:57ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Jump_clones&diff=41344Jump clones2012-09-18T21:26:38Z<p>Dierdra Vaal: /* Example of how to use Jump Clones */</p>
<hr />
<div>You're probably familiar with clones used in the event of player death. Those clone are called "skill clones" or medical clones. They preserve your skill points up to the maximum level of skill points allowed for a given clone grade. <br />
<br />
A jump clone is different: you can actively 'jump' into a jump clone instead of having to die to activate it. <br />
<br />
When you activate a jump clone, your current body, with all its implants, is left behind at the station where you are. Your old body effectively turns into a new jump clone and you can jump back into it later. After jumping, you have to wait for at least 24 hours before jumping into another clone. Think of it as jumping with your 'mind' or 'soul' between the bodies. You bring all your skills and standings, but leave the body (and its implants) behind. If you are under the effect of any boosters then they disappear. '''''If you are under the effects of a [[Cerebral accelerator]] it will be lost if you clone jump'''''. <br />
<br />
Both skill clones and jump clones are purchased at medical facilities in stations. (A list of NPC corporations with medical facilities is available [[Jumpclone Facilities|here]].) You can also get a jump clone installed aboard a capital vessel that has Clone Vat Bays fitted. At this time the only types of ships that may use Clone Vat Bays are [http://wiki.eveuniversity.org/Titan#Titans Titans] and [http://wiki.eveuniversity.org/Titan#Capital_Industrial_Ship:_The_Rorqual the Rorqual]. <br />
<br />
If you die (get podded), your jump clone is not affected at all. You will end up wherever your skill clone is and all your jump clones will still be available. Your skill clones are independent of your jumpclones, so even if you have a jump clone somewhere, you still need a skill clone to make sure you don't lose skillpoints when you die. As such, you will still need to update your skill clone again when you die. <br />
<br />
== Jump Clones ==<br />
<br />
=== What do I need to get one? ===<br />
<br />
You need at least one level in the skill '''[http://wiki.eveuniversity.org/Skills:Science#Infomorph_Psychology Infomorph Psychology]'''. Every level in that skill will allow an additional jump clone. <br />
<br />
Since the Revelations patch, '''you or the corporation you belong to need to have 8.00 standing with the corporation that owns the station''' where you want to buy the jump clone. <br />
<br />
=== How do I activate my Jump Clone? ===<br />
<br />
Once you have a jump clone installed, you can activate it from your character sheet after momentarily pausing your current skill training and exiting your ship -- keep in mind that there is a delay of roughly 30 seconds between exiting your ship, and being able to jump between clones. '''Note that you can only jump into a new jump clone once every 24 hours.''' The station you jumped from does not require a Medical Facility for your old body to be available as a new jump clone. You can jump back to this new clone, or jump to any other inactive jump clone, after waiting 24 hours. <br />
<br />
You are free to equip your new body with implants, e.g. special hardwire implants to help you fulfill a certain role in fleet combat as a specialized clone pilot. If your new body is destroyed, your skill clone will automatically activate and you will only lose the implants you had plugged in at the time of death. Your original body will still be intact and available to you as a new jump clone. <br />
<br />
=== Example of how to use Jump Clones ===<br />
[[File:Jumpcloneexample.gif]]<br />
<br />
Original Clone: +4 implants in all attributes, plus perhaps some ship component (CPU, PG, Capacitor) boosting hard-wiring implants. Used in PvE, mining, exploration (NOT Wormholes), etc..., where there is no risk of being podded. <br />
<br />
Jump Clone: NO implants or if willing and able to risk losing some ISK, could have +4 implants in TWO attributes and some role-enhancing (Tackle, EWAR, DD) hard-wiring implants. Used mainly in PvP, Wormholes, wartime or when travelling through low/null-sec for PvE or other careers. <br />
<br />
During peacetime, many use their Original Clone and when EVE University is at war (usually in the 24-hour warm-up period), they jump into their Jump Clone which is usually located in Aldrat. Once war is over, they jump back into their Original Clone back at the station where they were running missions, mining, exploring, etc...<br />
<br />
=== Can Jump Clones be lost? ===<br />
<br />
In most cases, your inactive jump clones will swim in the clone vat of NPC stations, and they are completely safe there. <br />
<br />
There are two ways to lose a jump clone and the implants installed in it: <br />
<br />
*A destroyable location which carries one of your inactive jump clones is destroyed. Example: When the capital ship that is carrying your inactive jump clone is destroyed, the installed jump clone, and the implants installed in it, are lost. <br />
*You ignore the game's warning when clone jumping from a location where you already had a jump clone installed. This is explained in more detail in the next section.<br />
<br />
=== Careful, careful ===<br />
<br />
You can never have two inactive jump clones at the same station. Due to the way game mechanics work, it is possible to lose implants if you are not careful, and you ignore the game's warning. <br />
<br />
Suppose you have the following clones: <br />
<br />
*In Jita, you have a clone contract (Medical Clone). <br />
*In Jita, you have an inactive jump clone with a memory implant. <br />
*In Rens, you have an inactive jump clone with a willpower implant. <br />
*In Agil, you have an active clone, with a perception implant.<br />
<br />
At any time, if you are podkilled, you will wake up in Jita, at which point you will have an active clone and an inactive jump clone, both in Jita. Your skill clone will preserve whatever number of skillpoints you have saved in the clone contract, regardless of which jump clone died. The skillpoints saved is a property of the skill clone that is created when you die, not of the clone that was killed. <br />
<br />
Note that it is safe to create a jump clone at a station where you already have a skill clone. You will have two clones at that station, one inactive jump clone and one skill clone which will only be activated if you get podded. <br />
<br />
Now suppose that you fly your active clone from Agil to Rens. You will now have an active clone and an inactive jumpclone in Rens. <br />
<br />
If you try to install a second jumpclone in Rens, the game will refuse to install it. You will not lose anything. <br />
<br />
If you try to jumpclone from Rens to Jita, the inactive clone in Rens will be destroyed and replaced with the clone containing the perception implant. You will lose the inactive clone and its willpower implant. The game will warn you and allow you to cancel the clonejump. <br />
<br />
You can however jump from your current body in Rens with the perception implant, to your inactive jumpclone in Rens with the willpower implant without destroying any jumpclone. <br />
<br />
=== Step-by-Step Setup for first Jump Clone ===<br />
<br />
Most people will want to set up their first Jump Clone to save their implants from impending death that may occur from PvP during wars against E-UNI.&nbsp; Here is just one suggestion as to how you can set up your first jump clone.&nbsp; There may be others, depending on your standings with other corporations.&nbsp; To speed up the process (as you will be making approximately 50 jumps), it is suggested you use a shuttle of your choosing (or two as you will need transportation back to Aldrat).<br> <br />
<br />
#Choose which station (from those listed below) that you wish to install your clone (for purposes of this example, Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support)<br> <br />
#Fly to Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support (As stated below, <span style="color: red;">'''DO&nbsp;NOT'''</span>&nbsp;talk with any agent there.)<br> <br />
#Use the medical services to install your clone. You want to install a "Jump Clone" and not "A Medical Clone"&nbsp; <br> <br />
#Fly back to Aldrat (if this is where you wish your jump clone to be, you could also choose any station close to PTS)<br> <br />
#Pause any training<br> <br />
#Go to your character sheet, right-click on your installed clone ("Located in Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support"), and "Clone Jump"<br><u>''At this point you have just jumped into your "Clean Clone" (no implants), and your "Implant Clone" is at Aldrat.''</u><br> <br />
#Fly your "Clean Clone" once again back to Pator Tech School and you will be ready for any wardecs that may occur, and you can take part in Fleet Ops without having to worry about losing your implants.<br><br />
<br />
<u>'''"Shorter Way"'''</u>-- Not as many jumps, but just a little more expensive (as you will be updating your med clone) ''submitted by Reed Tiburon on the forums''<br> <br />
<br />
*Make sure your medical clone is set up in Aldrat at one of the stations and can handle all your SP <br />
*Fly out to one of the jump clone systems (Erenta, etc) and buy your JC. <br />
*Fly back to Aldrat and clonejump into your new clone in Erenta (or wherever). <br />
*Undock, self-destruct pod. Wake up in Aldrat. Update medical clone<br />
<br />
<u>Your checklist on Jump Clones</u><br />
*Fly to a cloning station<br />
*Install a "JUMP" clone, not a Medical Clone (Update your medical clone at any location you see fit).<br />
*Fly back to Aldrat (Or any station you want to leave the clone at, it can be anywhere).<br />
*Once at a station you want to leave your Implant clone at (your choice), go to your character page, "Jump Clones", and jump.<br />
*Your original clone (probably the ones with the implants) will be where you left it. Fly your jump clone to where you want to keep it, and jump back into your implant clone (There is a 24 hour wait till you can jump clones again, aka, you can only jump once a day). <br />
*The next day, jump into your old clone, your implant clone will be left there.<br />
<br />
You can keep a clone for mining, a clone for PVP, a clone for ratting, and they can be left all over the galaxy. All it takes is the time to fly a clone to a location.<br />
<br />
If you want more jump clones, you can fly to any installation that E-UNI has jump clone privilages, and Install a new Jump Clone. You CAN go back to the place you got your first jump clone and get another.<br />
<br />
<br> ''Note: Some other wiki pages (notably Grismar's) list outdated information, stating that it is possible to create a jump clone from an NPC corp (because they have high standing with other NPC corps). This is no longer a viable workaround (tested in Incarna 7.11.306979 with '''Perkone''')'' <br> <br />
<br />
== E-UNI's Jump Clone Stations ==<br />
<br />
[[Eve University]] has enough [[Standings#Standings|standing]] with two corporations, [http://wiki.eveonline.com/en/wiki/Wiyrkomi_Peace_Corps_%28NPC_corporation%29 Wiyrkomi Peace Corps] and [http://wiki.eveonline.com/en/wiki/Khanid_Innovation_%28NPC_corporation%29 Khanid Innovation], to access Jump Clones for all members. <br />
<br />
<span style="color: red;"><br />
'''WARNING:'''</span> Do not start a conversation with any agents for '''Wiyrkomi Peace Corps''' or '''Khanid Innovation''' as we will lose these facilities and you may be asked to leave E-UNI. <br />
<br />
{{Jump Clones}} <br />
<br />
All of these systems are in high security space. Just make sure you set your autopilot to avoid low security systems, so that you do not pass through dangerous space while traveling. <br />
<br />
These locations are bookmarked under Corporation Locations, Jump Clones (don't talk to the agents!) for easily plotting a course and determining which is the closest to you <br />
<br />
=== Why so far away from Aldrat? ===<br />
<br />
The ability to install a jump clone at a station is based on 'excellent' (i.e., 8.0 and above) personal or corporate standing at that station. This means that E-UNI needed to identify a corporation that is unlikely to be used by members for missions. Therefore it needs to be small and unappealing, but still have medical facilities. <br />
<br />
Because of these restrictions the locations of the corporations with available clones facilities will tend to be somewhere out of the way, some distance from typical mission running or member activity. While a similar corporation may be a great deal closer, there is a significant chance a member may inadvertently run missions for them, preventing jump clone access for all E-UNI members. <br />
<br />
The reason behind the "do not speak to the agents" rule is because of the way that standings are calculated from the NPC corporation to Eve University. Standings are calculated as an average of every pilot in Eve University who has a relationship with that NPC corporation. As long as you do not have any standings at all with the NPC corporation, you do not get included in that calculation. If the average stays above 8.0+, all Eve University members can make use of the facilities to create jump clones.<br />
<br />
== An Alternative: Estel Arador Corp Services ==<br />
<br />
If you are not a member of Eve University, there is another jump clone service available to you: the player corporation "Estel Arador Corp Services" [EACS]. It accepts all recruits for just a few days so that they can install jump clones at any of a wide variety of stations, and then leave. Anyone joining EACS is responsible for acquiring their own copy of Infomorph Psychology and paying the 100,000 ISK jump clone installation fee to the NPC corporation of their choice, but the service is otherwise free.<br />
<br />
* Check out [https://forums.eveonline.com/default.aspx?g=posts&m=41955#post41955 this forum post] to find out more information about EACS.<br />
* The EVE Online wiki has the [http://wiki.eveonline.com/en/wiki/Estel_Arador_Corp_Services list of EACS's jump clone stations].<br />
<br />
If you do use the EACS service it may be wise to travel to the station where you are going to install your jump clone before joining the EACS corp, or to travel in a shuttle or noobship. There are a couple of reasons for this:<br />
<br />
;War<br />
:Other corporations declare war on EACS from time to time in hopes of catching an innocent jump clone shopper unawares. EACS does have clone services in a large number of places (1092 stations as of this writing), so the odds of being caught by an EACS WT in any random spot in the EVE universe are fairly small.<br />
<br />
:You can check the war status of EACS before joining. Open you "People and Places" window (Alt-E by default). Search for "Estel Arador Corp Services" and open their info window from the search results. Open the "War History" tab. If there is a war with a "Started" date and no "Finished" date, then they are at war and you should be cautious.<br />
<br />
;Your EACS Corpmates<br />
:Another possible hazard (mentioned in EACS's forum posting) is that their service is open to everyone, nice and not-so-nice alike. Because it is legal for members of the same corporation to shoot each other at any time, anywhere, it is perfectly legal for another capsuleer who is a member of EACS to blow you up if they happen upon you.<br />
<br />
[[Category:Guides]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Jump_clones&diff=41343Jump clones2012-09-18T21:26:00Z<p>Dierdra Vaal: </p>
<hr />
<div>You're probably familiar with clones used in the event of player death. Those clone are called "skill clones" or medical clones. They preserve your skill points up to the maximum level of skill points allowed for a given clone grade. <br />
<br />
A jump clone is different: you can actively 'jump' into a jump clone instead of having to die to activate it. <br />
<br />
When you activate a jump clone, your current body, with all its implants, is left behind at the station where you are. Your old body effectively turns into a new jump clone and you can jump back into it later. After jumping, you have to wait for at least 24 hours before jumping into another clone. Think of it as jumping with your 'mind' or 'soul' between the bodies. You bring all your skills and standings, but leave the body (and its implants) behind. If you are under the effect of any boosters then they disappear. '''''If you are under the effects of a [[Cerebral accelerator]] it will be lost if you clone jump'''''. <br />
<br />
Both skill clones and jump clones are purchased at medical facilities in stations. (A list of NPC corporations with medical facilities is available [[Jumpclone Facilities|here]].) You can also get a jump clone installed aboard a capital vessel that has Clone Vat Bays fitted. At this time the only types of ships that may use Clone Vat Bays are [http://wiki.eveuniversity.org/Titan#Titans Titans] and [http://wiki.eveuniversity.org/Titan#Capital_Industrial_Ship:_The_Rorqual the Rorqual]. <br />
<br />
If you die (get podded), your jump clone is not affected at all. You will end up wherever your skill clone is and all your jump clones will still be available. Your skill clones are independent of your jumpclones, so even if you have a jump clone somewhere, you still need a skill clone to make sure you don't lose skillpoints when you die. As such, you will still need to update your skill clone again when you die. <br />
<br />
== Jump Clones ==<br />
<br />
=== What do I need to get one? ===<br />
<br />
You need at least one level in the skill '''[http://wiki.eveuniversity.org/Skills:Science#Infomorph_Psychology Infomorph Psychology]'''. Every level in that skill will allow an additional jump clone. <br />
<br />
Since the Revelations patch, '''you or the corporation you belong to need to have 8.00 standing with the corporation that owns the station''' where you want to buy the jump clone. <br />
<br />
=== How do I activate my Jump Clone? ===<br />
<br />
Once you have a jump clone installed, you can activate it from your character sheet after momentarily pausing your current skill training and exiting your ship -- keep in mind that there is a delay of roughly 30 seconds between exiting your ship, and being able to jump between clones. '''Note that you can only jump into a new jump clone once every 24 hours.''' The station you jumped from does not require a Medical Facility for your old body to be available as a new jump clone. You can jump back to this new clone, or jump to any other inactive jump clone, after waiting 24 hours. <br />
<br />
You are free to equip your new body with implants, e.g. special hardwire implants to help you fulfill a certain role in fleet combat as a specialized clone pilot. If your new body is destroyed, your skill clone will automatically activate and you will only lose the implants you had plugged in at the time of death. Your original body will still be intact and available to you as a new jump clone. <br />
<br />
=== Example of how to use Jump Clones ===<br />
[[File:Jumpcloneexample.gif]]<br />
Original Clone: +4 implants in all attributes, plus perhaps some ship component (CPU, PG, Capacitor) boosting hard-wiring implants. Used in PvE, mining, exploration (NOT Wormholes), etc..., where there is no risk of being podded. <br />
<br />
Jump Clone: NO implants or if willing and able to risk losing some ISK, could have +4 implants in TWO attributes and some role-enhancing (Tackle, EWAR, DD) hard-wiring implants. Used mainly in PvP, Wormholes, wartime or when travelling through low/null-sec for PvE or other careers. <br />
<br />
During peacetime, many use their Original Clone and when EVE University is at war (usually in the 24-hour warm-up period), they jump into their Jump Clone which is usually located in Aldrat. Once war is over, they jump back into their Original Clone back at the station where they were running missions, mining, exploring, etc... <br />
<br />
=== Can Jump Clones be lost? ===<br />
<br />
In most cases, your inactive jump clones will swim in the clone vat of NPC stations, and they are completely safe there. <br />
<br />
There are two ways to lose a jump clone and the implants installed in it: <br />
<br />
*A destroyable location which carries one of your inactive jump clones is destroyed. Example: When the capital ship that is carrying your inactive jump clone is destroyed, the installed jump clone, and the implants installed in it, are lost. <br />
*You ignore the game's warning when clone jumping from a location where you already had a jump clone installed. This is explained in more detail in the next section.<br />
<br />
=== Careful, careful ===<br />
<br />
You can never have two inactive jump clones at the same station. Due to the way game mechanics work, it is possible to lose implants if you are not careful, and you ignore the game's warning. <br />
<br />
Suppose you have the following clones: <br />
<br />
*In Jita, you have a clone contract (Medical Clone). <br />
*In Jita, you have an inactive jump clone with a memory implant. <br />
*In Rens, you have an inactive jump clone with a willpower implant. <br />
*In Agil, you have an active clone, with a perception implant.<br />
<br />
At any time, if you are podkilled, you will wake up in Jita, at which point you will have an active clone and an inactive jump clone, both in Jita. Your skill clone will preserve whatever number of skillpoints you have saved in the clone contract, regardless of which jump clone died. The skillpoints saved is a property of the skill clone that is created when you die, not of the clone that was killed. <br />
<br />
Note that it is safe to create a jump clone at a station where you already have a skill clone. You will have two clones at that station, one inactive jump clone and one skill clone which will only be activated if you get podded. <br />
<br />
Now suppose that you fly your active clone from Agil to Rens. You will now have an active clone and an inactive jumpclone in Rens. <br />
<br />
If you try to install a second jumpclone in Rens, the game will refuse to install it. You will not lose anything. <br />
<br />
If you try to jumpclone from Rens to Jita, the inactive clone in Rens will be destroyed and replaced with the clone containing the perception implant. You will lose the inactive clone and its willpower implant. The game will warn you and allow you to cancel the clonejump. <br />
<br />
You can however jump from your current body in Rens with the perception implant, to your inactive jumpclone in Rens with the willpower implant without destroying any jumpclone. <br />
<br />
=== Step-by-Step Setup for first Jump Clone ===<br />
<br />
Most people will want to set up their first Jump Clone to save their implants from impending death that may occur from PvP during wars against E-UNI.&nbsp; Here is just one suggestion as to how you can set up your first jump clone.&nbsp; There may be others, depending on your standings with other corporations.&nbsp; To speed up the process (as you will be making approximately 50 jumps), it is suggested you use a shuttle of your choosing (or two as you will need transportation back to Aldrat).<br> <br />
<br />
#Choose which station (from those listed below) that you wish to install your clone (for purposes of this example, Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support)<br> <br />
#Fly to Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support (As stated below, <span style="color: red;">'''DO&nbsp;NOT'''</span>&nbsp;talk with any agent there.)<br> <br />
#Use the medical services to install your clone. You want to install a "Jump Clone" and not "A Medical Clone"&nbsp; <br> <br />
#Fly back to Aldrat (if this is where you wish your jump clone to be, you could also choose any station close to PTS)<br> <br />
#Pause any training<br> <br />
#Go to your character sheet, right-click on your installed clone ("Located in Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support"), and "Clone Jump"<br><u>''At this point you have just jumped into your "Clean Clone" (no implants), and your "Implant Clone" is at Aldrat.''</u><br> <br />
#Fly your "Clean Clone" once again back to Pator Tech School and you will be ready for any wardecs that may occur, and you can take part in Fleet Ops without having to worry about losing your implants.<br><br />
<br />
<u>'''"Shorter Way"'''</u>-- Not as many jumps, but just a little more expensive (as you will be updating your med clone) ''submitted by Reed Tiburon on the forums''<br> <br />
<br />
*Make sure your medical clone is set up in Aldrat at one of the stations and can handle all your SP <br />
*Fly out to one of the jump clone systems (Erenta, etc) and buy your JC. <br />
*Fly back to Aldrat and clonejump into your new clone in Erenta (or wherever). <br />
*Undock, self-destruct pod. Wake up in Aldrat. Update medical clone<br />
<br />
<u>Your checklist on Jump Clones</u><br />
*Fly to a cloning station<br />
*Install a "JUMP" clone, not a Medical Clone (Update your medical clone at any location you see fit).<br />
*Fly back to Aldrat (Or any station you want to leave the clone at, it can be anywhere).<br />
*Once at a station you want to leave your Implant clone at (your choice), go to your character page, "Jump Clones", and jump.<br />
*Your original clone (probably the ones with the implants) will be where you left it. Fly your jump clone to where you want to keep it, and jump back into your implant clone (There is a 24 hour wait till you can jump clones again, aka, you can only jump once a day). <br />
*The next day, jump into your old clone, your implant clone will be left there.<br />
<br />
You can keep a clone for mining, a clone for PVP, a clone for ratting, and they can be left all over the galaxy. All it takes is the time to fly a clone to a location.<br />
<br />
If you want more jump clones, you can fly to any installation that E-UNI has jump clone privilages, and Install a new Jump Clone. You CAN go back to the place you got your first jump clone and get another.<br />
<br />
<br> ''Note: Some other wiki pages (notably Grismar's) list outdated information, stating that it is possible to create a jump clone from an NPC corp (because they have high standing with other NPC corps). This is no longer a viable workaround (tested in Incarna 7.11.306979 with '''Perkone''')'' <br> <br />
<br />
== E-UNI's Jump Clone Stations ==<br />
<br />
[[Eve University]] has enough [[Standings#Standings|standing]] with two corporations, [http://wiki.eveonline.com/en/wiki/Wiyrkomi_Peace_Corps_%28NPC_corporation%29 Wiyrkomi Peace Corps] and [http://wiki.eveonline.com/en/wiki/Khanid_Innovation_%28NPC_corporation%29 Khanid Innovation], to access Jump Clones for all members. <br />
<br />
<span style="color: red;"><br />
'''WARNING:'''</span> Do not start a conversation with any agents for '''Wiyrkomi Peace Corps''' or '''Khanid Innovation''' as we will lose these facilities and you may be asked to leave E-UNI. <br />
<br />
{{Jump Clones}} <br />
<br />
All of these systems are in high security space. Just make sure you set your autopilot to avoid low security systems, so that you do not pass through dangerous space while traveling. <br />
<br />
These locations are bookmarked under Corporation Locations, Jump Clones (don't talk to the agents!) for easily plotting a course and determining which is the closest to you <br />
<br />
=== Why so far away from Aldrat? ===<br />
<br />
The ability to install a jump clone at a station is based on 'excellent' (i.e., 8.0 and above) personal or corporate standing at that station. This means that E-UNI needed to identify a corporation that is unlikely to be used by members for missions. Therefore it needs to be small and unappealing, but still have medical facilities. <br />
<br />
Because of these restrictions the locations of the corporations with available clones facilities will tend to be somewhere out of the way, some distance from typical mission running or member activity. While a similar corporation may be a great deal closer, there is a significant chance a member may inadvertently run missions for them, preventing jump clone access for all E-UNI members. <br />
<br />
The reason behind the "do not speak to the agents" rule is because of the way that standings are calculated from the NPC corporation to Eve University. Standings are calculated as an average of every pilot in Eve University who has a relationship with that NPC corporation. As long as you do not have any standings at all with the NPC corporation, you do not get included in that calculation. If the average stays above 8.0+, all Eve University members can make use of the facilities to create jump clones.<br />
<br />
== An Alternative: Estel Arador Corp Services ==<br />
<br />
If you are not a member of Eve University, there is another jump clone service available to you: the player corporation "Estel Arador Corp Services" [EACS]. It accepts all recruits for just a few days so that they can install jump clones at any of a wide variety of stations, and then leave. Anyone joining EACS is responsible for acquiring their own copy of Infomorph Psychology and paying the 100,000 ISK jump clone installation fee to the NPC corporation of their choice, but the service is otherwise free.<br />
<br />
* Check out [https://forums.eveonline.com/default.aspx?g=posts&m=41955#post41955 this forum post] to find out more information about EACS.<br />
* The EVE Online wiki has the [http://wiki.eveonline.com/en/wiki/Estel_Arador_Corp_Services list of EACS's jump clone stations].<br />
<br />
If you do use the EACS service it may be wise to travel to the station where you are going to install your jump clone before joining the EACS corp, or to travel in a shuttle or noobship. There are a couple of reasons for this:<br />
<br />
;War<br />
:Other corporations declare war on EACS from time to time in hopes of catching an innocent jump clone shopper unawares. EACS does have clone services in a large number of places (1092 stations as of this writing), so the odds of being caught by an EACS WT in any random spot in the EVE universe are fairly small.<br />
<br />
:You can check the war status of EACS before joining. Open you "People and Places" window (Alt-E by default). Search for "Estel Arador Corp Services" and open their info window from the search results. Open the "War History" tab. If there is a war with a "Started" date and no "Finished" date, then they are at war and you should be cautious.<br />
<br />
;Your EACS Corpmates<br />
:Another possible hazard (mentioned in EACS's forum posting) is that their service is open to everyone, nice and not-so-nice alike. Because it is legal for members of the same corporation to shoot each other at any time, anywhere, it is perfectly legal for another capsuleer who is a member of EACS to blow you up if they happen upon you.<br />
<br />
[[Category:Guides]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=File:Jumpcloneexample.gif&diff=41342File:Jumpcloneexample.gif2012-09-18T21:24:56Z<p>Dierdra Vaal: An excellent example of what jump clones are</p>
<hr />
<div>An excellent example of what jump clones are</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Mining&diff=36151Mining2012-04-22T13:57:12Z<p>Dierdra Vaal: removed empty paragraph header (2.4)</p>
<hr />
<div>[[Image:Miningexample.jpg|thumb]] <br />
<br />
== Overview ==<br />
<br />
Mining is the profession of extracting ore from asteroids; these ores can then be refined into minerals which in turn are used in the production of all player created items in EVE, such as ships and modules. It is one of the few professions that is immediately available to beginning players and most EVE industrialists started their careers by mining. Mining is perhaps the most economically safe profession in EVE; losing mining ships or being podded is uncommon and minerals are always in demand. In its simplest form, mining can be accomplished by finding an asteroid site in a system and mining its asteroids with mining lasers. <br />
<br />
All Eve University members are encouraged to take advantage of the [[Mining Loaner Fleet|mining loaner fleet]] program to get into mining faster and at no cost. The University will even [[The Skillbook Program|provide the skillbook]] for you! All miners are encouraged to join the E-Uni Mining Ops mailing list, you will receive an email when a Fleet Commander has organized a mining op. Many miners in EVE University have come together to organize an [http://forum.eveuniversity.org/viewtopic.php?f=45&t=51767 Amarr Mining Camp] where newer players are taught the basics of solo and fleet mining; it is highly encouraged that newer players interested in mining attend the camp and contact the organizers involved; all E-UNI members are invited and the camp has been active since March 2012. Also, ask about the camp specific mailing list when you arrive at the location.<br />
<br />
== Prospecting ==<br />
<br />
=== Efficiency ===<br />
<br />
Before mining, it is best advised that players determine what is the most profitable way to mine. This involves determining what asteroids to mine, where to find these asteroids, which ships (and skills) are best suited and optimized to mine and (in most cases) how best to haul the ore to a [[Refining|refining]] station and then to the market. All miners should attempt to maximize their efficiency (and therefore their profitability) which is typically measured by the amount of m3 mined in a cycle of a mining laser. For example Veldspar is the most common and cheapest ore in EVE and has a volume of .1m3, Scordite is the next most common ore but has a volume of .15m3. Therefore, for every cycle, 3/2 more Veldspar is mined than Scordite. To be more profitable Scordite's market price must be in turn 3/2 greater than Veldspar. Since the market is player driven ore and mineral prices are ever changing, hence miners should always check the market for the most efficient ore/mineral to mine for. <br />
<br />
A good site that will help you determine the most profitable ores is [http://eve.grismar.net/ore/ Grismar's Ore Chart]. Look up the market prices of the minerals from your console, and input them in the top row. Hit Apply, and you'll see which ore will give you the most ISK per m3. There are a few sites that will do this for you - [http://gunfleet.org/igb/mining.php This IGB site] and [http://www.boxofmonocles.com/eve_ore this OGB site] are two examples. [[Determine which ore to mine for most profit|This page]] explains how to use the second site. Remember to doublecheck the prices that any automated tools give you - they will often use regional averages to determine mineral prices, and if you plan to sell your goods at a specific station or hub then your priorities might come out differently. <br />
<br />
=== Asteroids ===<br />
<br />
[[Image:Glow roid grid.jpg|thumb|right|200px]] Asteroid belts can be found in most systems either on the overview window or by right clicking and using the Asteroid Belt section([http://www.ombeve.co.uk/ Ombey's 2D Maps] contains information on the number of asteroid belts in a system). Each asteroid belt has several properties: what asteroids compose the asteroid belt, what asteroids are present and the overall quantity and quality of the asteroids. In empire space there are six asteroids: Veldspar, Scordite, Pyroxeres, Plagioclase, Omber and Kernite. However only a subset of these six asteroids can be found any system depending on which faction controls the region. Low-sec and 0.0 space each have their own respective set of asteroids (which is compounded, so low-sec space contains all the empire space asteroids and 0.0 space contains both empire and low-sec asteroids). A complete list can be found at [http://www.fluidorbit.co.uk/ ToxicFire's ORE Map]. Keep in mind that asteroids only spawn after downtime so there will be belts that are devoid of a certain asteroid (or any asteroid in some cases) because other miners have already mined it out. <br />
<br />
Another important factor is the size of the asteroids in a belt: smaller asteroids will require more laser management and cause more wasted laser cycles. Using a survey scanner to scout belts is highly recommended; the difference between a belt freshly respawned after downtime and one that hasn't been touched in a few days is very noticable. Missions also often yield significant asteroid belts. Keep an eye out for those, and you may reap in more ore than a couple of belts combined. <br />
<br />
Hint: Set your overview to "default mining" (click the triangle next to overview -&gt; load -&gt; mining) to see asteroids other than veldspar. (Note that not all ores and other harvestable items will not be shown by using the default mining set.) <br />
<br />
Here is a list of common hisec asteroids and which one offers larger amounts of minerals. <br />
<br />
{| cellpadding="5" cellspacing="0" border="1"<br />
|-<br />
! Base Ore <br />
! Slightly More (+5%) <br />
! Greatest Concentration (+10%)<br />
|-<br />
| Veldspar <br />
| Concentrated Veldspar <br />
| Dense Veldspar<br />
|-<br />
| Plagioclase <br />
| Azure Plagioclase <br />
| Rich Plagioclase<br />
|-<br />
| Scordite <br />
| Condensed Scordite <br />
| Massive Scordite<br />
|-<br />
| Omber <br />
| Silvery Omber <br />
| Golden Omber<br />
|-<br />
| Pyroxeres <br />
| Solid Pyroxeres <br />
| Viscous Pyroxeres<br />
|-<br />
| Kernite <br />
| Luminous Kernite <br />
| Fiery Kernite<br />
|}<br />
<br />
=== Mining Math ===<br />
<br />
<span id="ws1024" class="blackClass context_menu">Like</span> <span id="ws1025" class="blackClass">other</span> <span id="ws1026" class="blackClass context_menu">parts</span> <span id="ws1027" class="blackClass context_menu">of</span> <span id="ws1028" class="blackClass context_menu">Eve,</span> <span id="ws1029" class="blackClass context_menu">mining</span> <span id="ws1030" class="blackClass context_menu">has</span> <span id="ws1031" class="blackClass context_menu">some</span> <span id="ws1032" class="blackClass context_menu">math</span> <span id="ws1033" class="blackClass context_menu">in</span> <span id="ws1034" class="blackClass context_menu">it.</span> <span id="ws1035" class="blackClass context_menu">The</span> <span id="ws1036" class="blackClass context_menu">basic</span> <span id="ws1037" class="blackClass context_menu">reasons</span> <span id="ws1038" class="blackClass context_menu">why</span> <span id="ws1039" class="blackClass context_menu">you</span> <span id="ws1040" class="blackClass">want</span> <span id="ws1041" class="blackClass context_menu">to</span> <span id="ws1042" class="blackClass context_menu">do</span> <span id="ws1043" class="blackClass context_menu">the</span> <span id="ws1044" class="blackClass context_menu">math</span> <span id="ws1045" class="blackClass context_menu">when</span> <span id="ws1046" class="blackClass context_menu">your</span> <span id="ws1047" class="blackClass context_menu">mining</span> <span id="ws1048" class="blackClass context_menu">is</span> <span id="ws1049" class="blackClass context_menu">if</span> <span id="ws1050" class="blackClass context_menu">you're</span> <span id="ws1051" class="blackClass context_menu">away</span> <span id="ws1052" class="blackClass context_menu">from</span> <span id="ws1053" class="blackClass context_menu">keyboard</span> <span id="ws1054" class="blackClass">(AFK)</span> <span id="ws1055" class="blackClass context_menu">mining</span> <span id="ws1056" class="blackClass context_menu">you</span> <span id="ws1057" class="blackClass context_menu">will</span> <span id="ws1058" class="blackClass context_menu">know</span> <span id="ws1059" class="blackClass context_menu">the</span> <span id="ws1060" class="blackClass context_menu">exact</span> <span id="ws1061" class="blackClass context_menu">time</span> <span id="ws1062" class="blackClass context_menu">down</span> <span id="ws1063" class="blackClass context_menu">to</span> <span id="ws1064" class="blackClass context_menu">the</span> <span id="ws1065" class="blackClass context_menu">second</span> <span id="ws1066" class="blackClass context_menu">that</span> <span id="ws1067" class="blackClass context_menu">you</span> <span id="ws1068" class="blackClass context_menu">need</span> <span id="ws1069" class="blackClass context_menu">to</span> <span id="ws1070" class="blackClass context_menu">be</span> <span id="ws1071" class="blackClass context_menu">back</span> <span id="ws1072" class="blackClass context_menu">to</span> <span id="ws1073" class="blackClass context_menu">handle</span> <span id="ws1074" class="blackClass context_menu">things.</span> <span id="ws1075" class="blackClass context_menu">The</span> <span id="ws1076" class="blackClass context_menu">math</span> <span id="ws1077" class="blackClass context_menu">you</span> <span id="ws1078" class="blackClass context_menu">will</span> <span id="ws1079" class="blackClass context_menu">do</span> <span id="ws1080" class="blackClass context_menu">will</span> <span id="ws1081" class="blackClass context_menu">tell</span> <span id="ws1082" class="blackClass context_menu">you</span> <span id="ws1083" class="blackClass context_menu">how</span> <span id="ws1084" class="blackClass context_menu">long</span> <span id="ws1085" class="blackClass">it</span> <span id="ws1086" class="blackClass context_menu">will</span> <span id="ws1087" class="blackClass context_menu">take</span> <span id="ws1088" class="blackClass context_menu">for</span> <span id="ws1089" class="blackClass context_menu">your</span> <span id="ws1090" class="blackClass context_menu">ship</span> <span id="ws1091" class="blackClass context_menu">to</span> <span id="ws1092" class="blackClass context_menu">fill</span> <span id="ws1093" class="blackClass context_menu">up</span> <span id="ws1094" class="blackClass context_menu">or</span> <span id="ws1095" class="blackClass">how</span> <span id="ws1096" class="blackClass context_menu">long</span> <span id="ws1097" class="blackClass context_menu">will</span> <span id="ws1098" class="blackClass context_menu">it</span> <span id="ws1099" class="blackClass context_menu">take</span> <span id="ws1100" class="blackClass context_menu">until</span> <span id="ws1101" class="blackClass context_menu">what</span> <span id="ws1102" class="blackClass context_menu">your</span> <span id="ws1103" class="blackClass">mining</span> <span id="ws1104" class="blackClass context_menu">will</span> <span id="ws1105" class="blackClass context_menu">deplete.</span> <span id="ws1106" class="blackClass context_menu">To</span> <span id="ws1107" class="blackClass context_menu">do</span> <span id="ws1108" class="blackClass context_menu">the</span> <span id="ws1109" class="blackClass">math</span> <span id="ws1110" class="blackClass context_menu">correctly</span> <span id="ws1111" class="blackClass context_menu">you</span> <span id="ws1112" class="blackClass context_menu">will</span> <span id="ws1113" class="blackClass context_menu">need</span> <span id="ws1114" class="blackClass context_menu">a</span> <span id="ws1115" class="blackClass context_menu">survey</span> <span id="ws1116" class="blackClass context_menu">scanner.</span> <span id="ws1117" class="blackClass context_menu">Once</span> <span id="ws1118" class="blackClass context_menu">your</span> <span id="ws1119" class="blackClass context_menu">ship</span> <span id="ws1120" class="blackClass context_menu">has</span> <span id="ws1121" class="blackClass context_menu">a</span> <span id="ws1122" class="blackClass">survey</span> <span id="ws1123" class="blackClass context_menu">scanner</span> <span id="ws1124" class="blackClass context_menu">on</span> <span id="ws1125" class="blackClass context_menu">it,</span> <span id="ws1126" class="blackClass context_menu">you</span> <span id="ws1127" class="blackClass context_menu">will</span> <span id="ws1128" class="blackClass context_menu">need</span> <span id="ws1129" class="blackClass context_menu">to</span> <span id="ws1130" class="blackClass context_menu">scan</span> <span id="ws1131" class="blackClass context_menu">the</span> <span id="ws1132" class="blackClass context_menu">near</span> <span id="ws1133" class="blackClass context_menu">by</span> <span id="ws1134" class="blackClass context_menu">gas,</span> <span id="ws1135" class="blackClass context_menu">ice,</span> <span id="ws1136" class="blackClass">asteroids,</span> <span id="ws1137" class="blackClass context_menu">and</span> <span id="ws1138" class="blackClass context_menu">anything</span> <span id="ws1139" class="blackClass context_menu">else</span> <span id="ws1140" class="blackClass context_menu">you</span> <span id="ws1141" class="blackClass context_menu">can</span> <span id="ws1142" class="blackClass context_menu">harvest.</span> <span id="ws1143" class="blackClass context_menu">As</span> <span id="ws1144" class="blackClass context_menu">soon</span> <span id="ws1145" class="blackClass context_menu">as</span> <span id="ws1146" class="blackClass context_menu">you</span> <span id="ws1147" class="blackClass context_menu">find</span> <span id="ws1148" class="blackClass context_menu">what</span> <span id="ws1149" class="blackClass">you're</span> <span id="ws1150" class="blackClass">looking</span> <span id="ws1151" class="blackClass context_menu">for</span> <span id="ws1152" class="blackClass context_menu">write</span>&nbsp;<span id="ws1153" class="blackClass context_menu">down</span> <span id="ws1154" class="blackClass context_menu">how</span> <span id="ws1155" class="blackClass context_menu">many</span> <span id="ws1156" class="blackClass context_menu">units</span> <span id="ws1157" class="blackClass context_menu">you</span> <span id="ws1158" class="blackClass">have</span> <span id="ws1159" class="blackClass context_menu">before</span> <span id="ws1160" class="blackClass context_menu">you</span> <span id="ws1161" class="blackClass context_menu">start</span> <span id="ws1162" class="blackClass">mining,</span> <span id="ws1163" class="blackClass context_menu">and</span> <span id="ws1164" class="blackClass context_menu">if</span> <span id="ws1165" class="blackClass context_menu">you</span> <span id="ws1166" class="blackClass context_menu">want</span> <span id="ws1167" class="blackClass context_menu">to</span> <span id="ws1168" class="blackClass context_menu">start</span> <span id="ws1169" class="blackClass context_menu">mining</span>&nbsp;<span id="ws1171" class="blackClass context_menu">now</span> <span id="ws1172" class="blueClass context_menu"><span class="phrase_anchor">then</span></span> <span id="ws1173" class="blackClass context_menu">write</span> <span id="ws1174" class="blackClass context_menu">down</span> <span id="ws1175" class="blackClass context_menu">your</span> <span id="ws1176" class="blackClass context_menu">own</span> <span id="ws1177" class="blackClass context_menu">local</span> <span id="ws1178" class="blackClass context_menu">time</span> <span id="ws1179" class="blackClass">at</span> <span id="ws1180" class="blackClass context_menu">the</span> <span id="ws1181" class="blackClass context_menu">time</span> <span id="ws1182" class="blackClass context_menu">you</span> <span id="ws1183" class="blackClass context_menu">hit</span> <span id="ws1184" class="blackClass context_menu">the</span> <span id="ws1185" class="blackClass context_menu">button</span> <span id="ws1186" class="blackClass context_menu">to</span> <span id="ws1187" class="blackClass context_menu">mine.</span> <span id="ws1188" class="blueClass context_menu"><span class="phrase_anchor">Then</span></span> <span id="ws1189" class="blackClass context_menu">right</span> <span id="ws1190" class="blackClass context_menu">click</span> <span id="ws1191" class="blackClass context_menu">on</span> <span id="ws1192" class="blackClass context_menu">what</span> <span id="ws1193" class="blackClass context_menu">you</span> <span id="ws1194" class="blackClass context_menu">want</span> <span id="ws1195" class="blackClass context_menu">to</span> <span id="ws1196" class="blackClass context_menu">mine</span> <span id="ws1197" class="blackClass context_menu">and</span> <span id="ws1198" class="blackClass context_menu">press</span> <span id="ws1199" class="blackClass context_menu">show</span> <span id="ws1200" class="blackClass context_menu">info.</span> <span id="ws1201" class="blackClass context_menu">Now</span> <span id="ws1202" class="blackClass context_menu">go</span> <span id="ws1203" class="blackClass context_menu">to</span> <span id="ws1204" class="blackClass context_menu">the</span> <span id="ws1205" class="blackClass context_menu">attributes'</span> <span id="ws1206" class="blackClass context_menu">tab</span> <span id="ws1207" class="blackClass context_menu">and</span> <span id="ws1208" class="blackClass context_menu">write</span> <span id="ws1209" class="blackClass context_menu">down</span> <span id="ws1210" class="blackClass context_menu">the</span> <span id="ws1211" class="blackClass context_menu">volume.</span> <span id="ws1212" class="blackClass context_menu">This</span> <span id="ws1213" class="blackClass context_menu">volume</span> <span id="ws1214" class="blackClass context_menu">is</span> <span id="ws1215" class="blackClass context_menu">how</span> <span id="ws1216" class="blackClass context_menu">much</span> <span id="ws1217" class="blackClass context_menu">volume</span> <span id="ws1218" class="blackClass context_menu">one</span> <span id="ws1219" class="blackClass context_menu">unit</span> <span id="ws1220" class="blackClass context_menu">of</span> <span id="ws1221" class="blackClass context_menu">what</span> <span id="ws1222" class="blackClass context_menu">your</span> <span id="ws1223" class="blackClass">mining</span> <span id="ws1224" class="blackClass context_menu">will</span> <span id="ws1225" class="blackClass context_menu">take</span> <span id="ws1226" class="blackClass">on</span> <span id="ws1227" class="blackClass context_menu">your</span> <span id="ws1228" class="blackClass context_menu">ship.</span> <span id="ws1229" class="blackClass context_menu">Next</span> <span id="ws1230" class="blackClass context_menu">you</span> <span id="ws1231" class="blackClass context_menu">will</span> <span id="ws1232" class="blackClass context_menu">need</span> <span id="ws1233" class="blackClass context_menu">the</span> <span id="ws1234" class="blackClass context_menu">algebraic</span> <span id="ws1235" class="blackClass context_menu">equation</span> <span id="ws1236" class="blackClass context_menu">below.</span> <br />
<br />
<br> '''X'''=How much one unit volume takes <br />
<br />
'''U='''Amount in units <br />
<br />
'''V'''=Overall volume that all the units add up to <br />
<br />
<br> <br />
<br />
'''X*U=V''' <br />
<br />
'''<br>''' <br />
<br />
<span id="ws1024" class="blackClass">So</span> <span id="ws1025" class="blackClass">hypothetically</span> <span id="ws1026" class="blackClass context_menu">if</span> <span id="ws1027" class="blackClass context_menu">I</span> <span id="ws1028" class="blackClass context_menu">was</span> <span id="ws1029" class="blackClass context_menu">mining</span> <span id="ws1030" class="blackClass context_menu">33,215</span> <span id="ws1031" class="blackClass context_menu">units</span> <span id="ws1032" class="blackClass context_menu">of</span> <span style="MARGIN: 0px" id="ws1033" class="context_menu blackClass"><span class="phrase_anchor">Scordite,</span></span> <span id="ws1034" class="blackClass">which</span> <span id="ws1035" class="blackClass context_menu">takes</span> <span id="ws1036" class="blackClass context_menu">.15m3</span> <span id="ws1037" class="blackClass">per</span> <span id="ws1038" class="blackClass context_menu">unit.</span> <span id="ws1039" class="blackClass context_menu">The</span> <span id="ws1040" class="blackClass context_menu">33,215</span> <span id="ws1041" class="blackClass context_menu">units</span> <span id="ws1042" class="blackClass context_menu">would</span> <span id="ws1043" class="blackClass context_menu">be</span> <span id="ws1044" class="blackClass">4982.25m3.</span> <span id="ws1045" class="blackClass context_menu">So</span> <span id="ws1046" class="blackClass">the</span> <span id="ws1047" class="blackClass context_menu">equation</span> <span id="ws1048" class="blackClass context_menu">will</span> <span id="ws1049" class="blackClass context_menu">look</span> <span id="ws1050" class="blackClass context_menu">like</span> <span style="MARGIN: 0px" id="ws1051" class="context_menu blackClass"><span class="phrase_anchor">this.</span></span> <br />
<br />
<br> <br />
<br />
<br> '''33215 * 0.15 = 4982.25''' <br />
<br />
______________________________ <br />
<br />
<span id="ws1024" class="blackClass context_menu">Now</span> <span id="ws1025" class="blackClass">you</span> <span id="ws1026" class="blackClass">need</span> <span id="ws1027" class="blackClass context_menu">to</span> <span id="ws1028" class="blackClass context_menu">know</span> <span id="ws1029" class="blackClass context_menu">how</span> <span id="ws1030" class="blackClass context_menu">long</span> <span id="ws1031" class="blackClass context_menu">it</span> <span id="ws1032" class="blackClass context_menu">will</span> <span id="ws1033" class="blackClass context_menu">take</span> <span id="ws1034" class="blackClass context_menu">you</span> <span id="ws1035" class="blackClass context_menu">to</span> <span id="ws1036" class="blackClass context_menu">fill</span> <span id="ws1037" class="blackClass context_menu">up</span> <span id="ws1038" class="blackClass context_menu">your</span> <span id="ws1039" class="blackClass context_menu">ship,</span> <span id="ws1040" class="blackClass context_menu">and</span> <span id="ws1041" class="blackClass context_menu">how</span> <span id="ws1042" class="blackClass context_menu">long</span> <span id="ws1043" class="blackClass context_menu">it</span> <span id="ws1044" class="blackClass context_menu">will</span> <span id="ws1045" class="blackClass">take</span> <span id="ws1046" class="blackClass context_menu">you</span> <span id="ws1047" class="blackClass context_menu">to</span> <span id="ws1048" class="blackClass context_menu">deplete</span> <span id="ws1049" class="blackClass context_menu">what</span> <span id="ws1050" class="blackClass context_menu">your</span> <span id="ws1051" class="blackClass context_menu">mining.</span> <span id="ws1052" class="blackClass context_menu">To</span> <span id="ws1053" class="blackClass context_menu">do</span> <span id="ws1054" class="blackClass context_menu">this</span> <span id="ws1055" class="blackClass context_menu">you</span> <span id="ws1056" class="blackClass context_menu">will</span> <span id="ws1057" class="blackClass context_menu">need</span> <span id="ws1058" class="blackClass context_menu">to</span> <span id="ws1059" class="blackClass">know</span> <span id="ws1060" class="blackClass context_menu">how</span> <span id="ws1061" class="blackClass context_menu">much</span> <span id="ws1062" class="blackClass context_menu">cargo</span> <span id="ws1063" class="blackClass context_menu">space</span> <span id="ws1064" class="blackClass context_menu">you</span> <span id="ws1065" class="blackClass context_menu">have,</span> <span id="ws1066" class="greenClass context_menu"><span class="phrase_anchor">how </span>much your</span> <span id="ws1067" class="blackClass context_menu">device</span> <span id="ws1068" class="blackClass context_menu">takes</span> <span id="ws1069" class="blackClass context_menu">in,</span> <span id="ws1070" class="blackClass">and</span> <span id="ws1071" class="blackClass context_menu">how</span> <span id="ws1072" class="blackClass context_menu">much</span> <span id="ws1073" class="blackClass">volume</span> <span id="ws1074" class="blackClass">your</span> <span id="ws1075" class="blackClass context_menu">mining.</span> <span id="ws1076" class="blackClass context_menu">To</span> <span id="ws1077" class="blackClass">get</span> <span id="ws1078" class="blackClass">this</span> <span id="ws1079" class="blackClass context_menu">information</span> <span id="ws1080" class="blackClass context_menu">you</span> <span id="ws1081" class="blackClass context_menu">will</span> <span id="ws1082" class="blackClass">need</span> <span id="ws1083" class="blackClass context_menu">to</span> <span id="ws1084" class="blackClass context_menu">do</span> <span id="ws1085" class="blackClass context_menu">the</span> <span id="ws1086" class="blackClass context_menu">equation</span> <span id="ws1087" class="blackClass">above</span> <span id="ws1088" class="blackClass context_menu">and</span> <span id="ws1089" class="blackClass context_menu">then</span> <span id="ws1090" class="blackClass context_menu">open</span> <span id="ws1091" class="blackClass context_menu">up</span> <span id="ws1092" class="blackClass context_menu">your</span> <span id="ws1093" class="blackClass context_menu">cargo</span> <span id="ws1094" class="blackClass context_menu">tab</span> <span id="ws1095" class="blackClass context_menu">and</span> <span id="ws1096" class="blackClass context_menu">see</span> <span id="ws1097" class="blackClass context_menu">how</span> <span id="ws1098" class="blackClass context_menu">much</span> <span id="ws1099" class="blackClass context_menu">space</span> <span id="ws1100" class="blackClass context_menu">you</span> <span id="ws1101" class="blackClass">have</span> <span id="ws1102" class="blackClass context_menu">been</span> <span id="ws1103" class="blackClass context_menu">open.</span> <span id="ws1104" class="blackClass context_menu">After</span> <span id="ws1105" class="blackClass context_menu">you</span> <span id="ws1106" class="blackClass context_menu">write</span> <span id="ws1107" class="blackClass context_menu">this</span> <span id="ws1108" class="blackClass context_menu">information</span> <span id="ws1109" class="blackClass context_menu">down,</span> <span id="ws1110" class="blackClass">right</span> <span id="ws1111" class="blackClass context_menu">click</span> <span id="ws1112" class="blackClass context_menu">on</span> <span id="ws1113" class="blackClass">what</span> <span id="ws1114" class="blackClass context_menu">your</span> <span id="ws1115" class="blackClass context_menu">mining</span> <span id="ws1116" class="blackClass">with</span> <span id="ws1117" class="blackClass context_menu">and</span> <span id="ws1118" class="blackClass context_menu">go</span> <span id="ws1119" class="blackClass context_menu">to</span> <span id="ws1120" class="blackClass context_menu">the</span> <span id="ws1121" class="blackClass context_menu">attributes'</span> <span id="ws1122" class="blackClass context_menu">tab.</span> <span id="ws1123" class="blackClass context_menu">Write</span> <span id="ws1124" class="blackClass context_menu">down</span> <span id="ws1125" class="blackClass">the</span> <span id="ws1126" class="blackClass context_menu">mining</span> <span id="ws1127" class="blackClass">amount.</span> <span id="ws1128" class="blackClass context_menu">This</span> <span id="ws1129" class="blackClass">tells</span> <span id="ws1130" class="blackClass context_menu">you</span> <span id="ws1131" class="blackClass context_menu">how</span> <span id="ws1132" class="blackClass context_menu">much</span> <span id="ws1133" class="blackClass context_menu">volume</span> <span id="ws1134" class="blackClass context_menu">the</span> <span id="ws1135" class="blackClass context_menu">device</span> <span id="ws1136" class="blackClass context_menu">brings</span> <span id="ws1137" class="blackClass context_menu">in</span> <span id="ws1138" class="blackClass context_menu">your</span> <span id="ws1139" class="blackClass context_menu">ship</span> <span id="ws1140" class="blackClass context_menu">per</span> <span id="ws1141" class="blackClass context_menu">cycle.</span> <span id="ws1142" class="blackClass">Most</span> <span id="ws1143" class="blackClass">cycles</span> <span id="ws1144" class="blackClass context_menu">are</span> <span id="ws1145" class="blackClass context_menu">about</span> <span id="ws1146" class="blackClass context_menu">60</span> <span id="ws1147" class="blackClass context_menu">seconds.</span> <span id="ws1148" class="blackClass context_menu">Next</span> <span id="ws1149" class="blackClass context_menu">you</span> <span id="ws1150" class="blackClass context_menu">will</span> <span id="ws1151" class="blackClass context_menu">need</span> <span id="ws1152" class="blackClass context_menu">the</span> <span id="ws1153" class="blackClass context_menu">equation</span> <span id="ws1154" class="blackClass context_menu">below.</span> <br />
<br />
<span id="ws1024" class="blackClass"><br />
</span> <br />
<br />
'''<span id="ws1024" class="blackClass">X</span>'''<span id="ws1024" class="blackClass">=Ship</span> <span id="ws1025" class="blackClass context_menu">cargo</span> <span id="ws1026" class="blackClass context_menu">hull</span> <span id="ws1027" class="blackClass context_menu">or</span> <span id="ws1028" class="blackClass context_menu">whatever</span> <span id="ws1029" class="blackClass context_menu">your</span> <span id="ws1030" class="blackClass context_menu">mining</span> <br />
<br />
'''<span id="ws1031" class="blackClass context_menu">L</span>'''<span id="ws1031" class="blackClass context_menu">=How</span> <span id="ws1032" class="blackClass">much</span> <span id="ws1033" class="blackClass context_menu">your</span> <span id="ws1034" class="blackClass context_menu">mining</span> <span id="ws1035" class="blackClass context_menu">laser/s</span> <span id="ws1036" class="blackClass context_menu">or</span> <span id="ws1037" class="blackClass context_menu">device</span> <span id="ws1038" class="blackClass context_menu">will</span> <span id="ws1039" class="blackClass context_menu">pull</span> <span id="ws1040" class="blackClass context_menu">per</span> <span id="ws1041" class="blackClass context_menu">cycle.</span><br>'''<span id="ws1042" class="blackClass context_menu">T</span>'''<span id="ws1042" class="blackClass context_menu">=How</span> <span id="ws1043" class="blackClass context_menu">many</span> <span id="ws1044" class="blackClass context_menu">cycles</span> <span id="ws1045" class="blackClass context_menu">your</span> <span id="ws1046" class="blackClass context_menu">device</span> <span id="ws1047" class="blackClass context_menu">will</span> <span id="ws1048" class="blackClass context_menu">have</span> <span id="ws1049" class="blackClass context_menu">to</span> <span id="ws1050" class="blackClass context_menu">do</span> <span id="ws1051" class="blackClass context_menu">before</span> <span id="ws1052" class="greenClass context_menu"><span class="phrase_anchor">the </span>your</span> <span id="ws1053" class="blackClass context_menu">ship</span> <span id="ws1054" class="blackClass context_menu">is</span> <span id="ws1055" class="blackClass context_menu">full</span> <span id="ws1056" class="blackClass context_menu">or</span> <span id="ws1057" class="blackClass context_menu">before</span> <span id="ws1058" class="blackClass context_menu">what</span> <span id="ws1059" class="blackClass context_menu">your</span> <span id="ws1060" class="blackClass">mining</span> <span id="ws1061" class="blackClass context_menu">is</span> <span id="ws1062" class="blackClass context_menu">depleted.</span> <span id="ws1063" class="blackClass context_menu">Most</span> <span id="ws1064" class="blackClass context_menu">cycles</span> <span id="ws1065" class="blackClass context_menu">last</span> <span id="ws1066" class="blackClass context_menu">for</span> <span id="ws1067" class="blackClass context_menu">60</span> <span id="ws1068" class="blackClass context_menu">seconds</span> <span id="ws1069" class="blackClass context_menu">so</span> <span id="ws1070" class="blackClass context_menu">if</span> <span id="ws1071" class="blackClass context_menu">this</span> <span id="ws1072" class="blackClass context_menu">is</span> <span id="ws1073" class="blackClass context_menu">true</span> <span id="ws1074" class="blackClass context_menu">you</span> <span id="ws1075" class="blackClass context_menu">can</span> <span id="ws1076" class="blackClass">make</span> <span id="ws1077" class="blackClass context_menu">T</span> <span id="ws1078" class="blackClass context_menu">equal</span> <span id="ws1079" class="blackClass context_menu">one</span> <span id="ws1080" class="blackClass context_menu">minute.</span><br>'''<span id="ws1081" class="blackClass context_menu">H</span>'''<span id="ws1081" class="blackClass context_menu">=Hour</span> <span id="ws1082" class="blackClass context_menu">(this</span> <span id="ws1083" class="blackClass context_menu">is</span> <span id="ws1084" class="blackClass context_menu">ONLY</span> <span id="ws1085" class="blackClass context_menu">true</span> <span id="ws1086" class="blackClass context_menu">if</span> <span id="ws1087" class="blackClass context_menu">one</span> <span id="ws1088" class="blackClass context_menu">cycle</span> <span id="ws1089" class="blueClass">equals,</span> <span id="ws1090" class="blackClass context_menu">or</span> <span id="ws1091" class="blackClass context_menu">you</span> <span id="ws1092" class="blackClass context_menu">can</span> <span id="ws1093" class="blackClass context_menu">convert</span> <span id="ws1094" class="blackClass context_menu">it</span> <span id="ws1095" class="blackClass context_menu">to</span> <span id="ws1096" class="blackClass context_menu">one</span> <span id="ws1097" class="blackClass">minute)</span><br>'''<span id="ws1098" class="blackClass context_menu">S</span>'''<span id="ws1098" class="blackClass context_menu">=Seconds</span> <span id="ws1099" class="blackClass context_menu">(this</span> <span id="ws1100" class="blackClass context_menu">is</span> <span id="ws1101" class="blackClass context_menu">ONLY</span> <span id="ws1102" class="blackClass context_menu">true</span> <span id="ws1103" class="blackClass context_menu">if</span> <span id="ws1104" class="blackClass context_menu">one</span> <span id="ws1105" class="blackClass context_menu">cycle</span> <span id="ws1106" class="blackClass context_menu">equals,</span> <span id="ws1107" class="blackClass context_menu">or</span> <span id="ws1108" class="blackClass context_menu">you</span> <span id="ws1109" class="blackClass context_menu">can</span> <span id="ws1110" class="blackClass context_menu">convert</span> <span id="ws1111" class="blackClass context_menu">it</span> <span id="ws1112" class="blackClass context_menu">to</span> <span id="ws1113" class="blackClass context_menu">one</span> <span id="ws1114" class="blackClass context_menu">minute)</span><br>'''<span id="ws1115" class="blackClass context_menu">Y</span>'''<span id="ws1115" class="blackClass context_menu">=The</span> <span id="ws1116" class="blackClass context_menu">whole</span> <span id="ws1117" class="blackClass context_menu">number</span> <span id="ws1118" class="blackClass context_menu">before</span> <span id="ws1119" class="blackClass context_menu">the</span> <span id="ws1120" class="blackClass">decimal</span> <span id="ws1121" class="blackClass context_menu">place</span> <span id="ws1122" class="blackClass context_menu">(this</span> <span id="ws1123" class="blackClass context_menu">is</span> <span id="ws1124" class="blackClass context_menu">ONLY</span> <span id="ws1125" class="blackClass context_menu">true</span> <span id="ws1126" class="blackClass context_menu">if</span> <span id="ws1127" class="blackClass context_menu">one</span> <span id="ws1128" class="blackClass context_menu">cycle</span> <span id="ws1129" class="blackClass context_menu">equals,</span> <span id="ws1130" class="blackClass context_menu">or</span> <span id="ws1131" class="blackClass context_menu">you</span> <span id="ws1132" class="blackClass context_menu">can</span> <span id="ws1133" class="blackClass context_menu">convert</span> <span id="ws1134" class="blackClass">it</span> <span id="ws1135" class="blackClass context_menu">to</span> <span id="ws1136" class="blackClass context_menu">one</span> <span id="ws1137" class="blackClass context_menu">minute)</span><br>'''<span id="ws1138" class="blackClass context_menu">M</span>'''<span id="ws1138" class="blackClass context_menu">=Minute</span> <span id="ws1139" class="blackClass context_menu">(this</span> <span id="ws1140" class="blackClass context_menu">is</span> <span id="ws1141" class="blackClass context_menu">ONLY</span> <span id="ws1142" class="blackClass context_menu">true</span> <span id="ws1143" class="blackClass context_menu">if</span> <span id="ws1144" class="blackClass context_menu">one</span> <span id="ws1145" class="blackClass context_menu">cycle</span> <span id="ws1146" class="blackClass context_menu">equals,</span> <span id="ws1147" class="blackClass context_menu">or</span> <span id="ws1148" class="blackClass context_menu">you</span> <span id="ws1149" class="blackClass context_menu">can</span> <span id="ws1150" class="blackClass context_menu">convert</span> <span id="ws1151" class="blackClass context_menu">it</span> <span id="ws1152" class="blackClass context_menu">to</span> <span id="ws1153" class="blackClass context_menu">one</span> <span id="ws1154" class="blackClass context_menu">minute)</span><br>'''<span id="ws1155" class="blackClass context_menu">N</span>'''<span id="ws1155" class="blackClass context_menu">=Thousand</span> <span id="ws1156" class="blackClass context_menu">of</span> <span id="ws1157" class="blackClass context_menu">a</span> <span id="ws1158" class="blackClass context_menu">second</span> <span id="ws1159" class="blackClass context_menu">(this</span> <span id="ws1160" class="blackClass">is</span> <span id="ws1161" class="blackClass">ONLY</span> <span id="ws1162" class="blackClass context_menu">true</span> <span id="ws1163" class="blackClass context_menu">if</span> <span id="ws1164" class="blackClass context_menu">one</span> <span id="ws1165" class="blackClass context_menu">cycle</span> <span id="ws1166" class="blackClass context_menu">equals,</span> <span id="ws1167" class="blackClass context_menu">or</span> <span id="ws1168" class="blackClass context_menu">you</span> <span id="ws1169" class="blackClass context_menu">can</span> <span id="ws1170" class="blackClass context_menu">convert</span> <span id="ws1171" class="blackClass context_menu">it</span> <span id="ws1172" class="blackClass context_menu">to</span> <span id="ws1173" class="blackClass context_menu">one</span> <span id="ws1174" class="blackClass context_menu">minute)</span> <br />
<br />
<br> <br />
<br />
<br> <br />
<br />
<br> <br />
<br />
<br> <br />
<br />
'''X/L=T/60=(H-Y)*60=(M-Y)*60=S''' <br />
<br />
<br> <br />
<br />
<span id="ws1024" class="blackClass context_menu">If</span> <span id="ws1025" class="blackClass context_menu">you</span> <span id="ws1026" class="blackClass context_menu">get</span> <span id="ws1027" class="blackClass context_menu">a</span> <span id="ws1028" class="blueClass context_menu"><span class="phrase_anchor">decimal </span>place</span> <span id="ws1029" class="blackClass context_menu">when</span> <span id="ws1030" class="blackClass context_menu">you</span> <span id="ws1031" class="blackClass context_menu">find</span> <span id="ws1032" class="blackClass context_menu">your</span> <span id="ws1033" class="blackClass context_menu">hours</span> <span id="ws1034" class="blackClass context_menu">just</span> <span id="ws1035" class="blackClass context_menu">remove</span> <span id="ws1036" class="blackClass context_menu">the</span> <span id="ws1037" class="blackClass">numbers</span> <span id="ws1038" class="blackClass context_menu">before</span> <span id="ws1039" class="blackClass context_menu">the</span> <span id="ws1040" class="blueClass context_menu"><span class="phrase_anchor">decimal </span>place</span> <span id="ws1041" class="blackClass context_menu">and</span> <span id="ws1042" class="blackClass context_menu">times</span> <span id="ws1043" class="blackClass context_menu">the</span> <span id="ws1044" class="blackClass context_menu">decimal</span> <span id="ws1045" class="blackClass context_menu">place</span> <span id="ws1046" class="blackClass context_menu">into</span> <span id="ws1047" class="blackClass context_menu">60,</span> <span id="ws1048" class="blackClass context_menu">and</span> <span id="ws1049" class="blackClass context_menu">you</span> <span id="ws1050" class="blackClass context_menu">will</span> <span id="ws1051" class="blackClass context_menu">find</span> <span id="ws1052" class="greenClass context_menu"><span class="phrase_anchor">the </span>how many</span> <span id="ws1053" class="blackClass context_menu">minutes</span> <span id="ws1054" class="blackClass context_menu">and</span> <span id="ws1055" class="blackClass context_menu">seconds</span> <span id="ws1056" class="blackClass context_menu">are</span> <span id="ws1057" class="blackClass context_menu">excluded</span> <span id="ws1058" class="blackClass context_menu">from</span> <span id="ws1059" class="blackClass context_menu">the</span> <span id="ws1060" class="blackClass context_menu">hours.</span> <span id="ws1061" class="blueClass context_menu"><span class="phrase_anchor">There</span></span> <span id="ws1062" class="blackClass">will</span> <span id="ws1063" class="blackClass context_menu">be</span> <span id="ws1064" class="blackClass context_menu">an</span> <span id="ws1065" class="blackClass context_menu">example</span> <span id="ws1066" class="blackClass context_menu">of</span> <span id="ws1067" class="blackClass context_menu">this</span> <span id="ws1068" class="blackClass context_menu">in</span> <span id="ws1069" class="blackClass context_menu">the</span> <span id="ws1070" class="blackClass context_menu">examples,</span> <span id="ws1071" class="blackClass context_menu">below</span> <span id="ws1072" class="blackClass context_menu">since</span> <span id="ws1073" class="blueClass context_menu"><span class="phrase_anchor">there</span></span> <span id="ws1074" class="blackClass context_menu">is</span> <span id="ws1075" class="blackClass context_menu">a</span> <span id="ws1076" class="blackClass context_menu">high</span> <span id="ws1077" class="blackClass context_menu">likely</span> <span id="ws1078" class="blackClass context_menu">you</span> <span id="ws1079" class="blackClass">will</span> <span id="ws1080" class="blackClass context_menu">run</span> <span id="ws1081" class="blackClass context_menu">into</span> <span id="ws1082" class="blackClass context_menu">this.</span> <span id="ws1083" class="blackClass context_menu">Furthermore,</span> <span id="ws1084" class="blackClass context_menu">the</span> <span id="ws1085" class="blackClass context_menu">equation</span> <span id="ws1086" class="blackClass context_menu">is</span> <span id="ws1087" class="blackClass context_menu">below.</span> <br />
<br />
<br> <br />
<br />
'''(S-Y)*60=N''' <br />
<br />
<br> <br />
<br />
<span id="ws1024" class="blackClass">To</span> <span id="ws1025" class="blackClass context_menu">find</span> <span id="ws1026" class="blackClass context_menu">how</span> <span id="ws1027" class="blackClass context_menu">many</span> <span id="ws1028" class="blackClass context_menu">seconds</span> <span id="ws1029" class="blackClass context_menu">you</span> <span id="ws1030" class="blackClass context_menu">will</span> <span id="ws1031" class="blackClass context_menu">need</span> <span id="ws1032" class="blackClass context_menu">T=60</span> <span id="ws1033" class="blackClass context_menu">seconds</span> <span id="ws1034" class="blackClass context_menu">to</span> <span id="ws1035" class="blackClass context_menu">be</span> <span id="ws1036" class="blackClass context_menu">true.</span> <span id="ws1037" class="blackClass context_menu">If</span> <span id="ws1038" class="blackClass context_menu">it</span> <span id="ws1039" class="blackClass context_menu">is</span> <span id="ws1040" class="blackClass context_menu">then</span> <span style="MARGIN: 0px" id="ws1041" class="context_menu blackClass"><span class="phrase_anchor">doing</span></span> <span id="ws1042" class="blackClass">this</span> <span style="MARGIN: 0px" id="ws1043" class="context_menu blackClass"><span class="phrase_anchor">equation.</span></span> <br />
<br />
<br> <br />
<br />
'''T*60=S''' <br />
<br />
<br> <span id="ws1024" class="blackClass">For</span> <span id="ws1025" class="blackClass context_menu">this</span> <span id="ws1026" class="blackClass context_menu">example,</span> <span id="ws1027" class="blackClass context_menu">we</span> <span id="ws1028" class="blackClass context_menu">will</span> <span id="ws1029" class="blackClass context_menu">use</span> <span id="ws1030" class="blackClass context_menu">the</span> <span id="ws1031" class="blackClass context_menu">same</span> <span id="ws1032" class="blackClass context_menu">hypothetically</span> <span id="ws1033" class="blackClass context_menu">situation</span> <span id="ws1034" class="blackClass context_menu">as</span> <span id="ws1035" class="blackClass context_menu">above</span> <span id="ws1036" class="blackClass context_menu">but</span> <span id="ws1037" class="blackClass context_menu">hypothetically</span> <span id="ws1038" class="blackClass context_menu">if</span> <span id="ws1039" class="blackClass context_menu">you</span> <span id="ws1040" class="blackClass context_menu">were</span> <span id="ws1041" class="blackClass context_menu">flying</span> <span id="ws1042" class="blackClass context_menu">a</span> <span id="ws1043" class="blackClass context_menu">ship</span> <span id="ws1044" class="blackClass context_menu">that</span> <span id="ws1045" class="blackClass context_menu">had</span> <span id="ws1046" class="blackClass context_menu">17,672.</span> <span id="ws1047" class="blackClass context_menu">4m3</span> <span id="ws1048" class="blackClass context_menu">of</span> <span id="ws1049" class="blackClass context_menu">free</span> <span id="ws1050" class="blackClass">space</span> <span id="ws1051" class="blackClass context_menu">and</span> <span id="ws1052" class="blackClass context_menu">you</span> <span id="ws1053" class="blackClass">were</span> <span id="ws1054" class="blackClass context_menu">using</span> <span id="ws1055" class="blackClass context_menu">a</span> <span id="ws1056" class="blackClass context_menu">Miner</span> <span id="ws1057" class="blackClass context_menu">1</span> <span id="ws1058" class="blackClass context_menu">laser</span> <span id="ws1059" class="blackClass context_menu">which</span> <span id="ws1060" class="blackClass context_menu">takes</span> <span id="ws1061" class="blackClass context_menu">46m3</span> <span id="ws1062" class="blackClass context_menu">every</span> <span id="ws1063" class="blackClass context_menu">60</span> <span id="ws1064" class="blackClass context_menu">seconds.</span> <span id="ws1065" class="blackClass">You</span> <span id="ws1066" class="blackClass context_menu">will</span> <span id="ws1067" class="blackClass">first</span> <span id="ws1068" class="blackClass context_menu">want</span> <span id="ws1069" class="blackClass context_menu">to</span> <span id="ws1070" class="blackClass context_menu">know</span> <span id="ws1071" class="blackClass context_menu">how</span> <span id="ws1072" class="blackClass context_menu">long</span> <span id="ws1073" class="blackClass context_menu">it</span> <span id="ws1074" class="blackClass context_menu">will</span> <span id="ws1075" class="blackClass context_menu">take</span> <span id="ws1076" class="blackClass context_menu">to</span> <span id="ws1077" class="blackClass context_menu">fill</span> <span id="ws1078" class="blackClass context_menu">your</span> <span id="ws1079" class="blackClass context_menu">ship.</span> <span id="ws1080" class="blackClass context_menu">You</span> <span id="ws1081" class="blackClass context_menu">find</span> <span id="ws1082" class="blackClass context_menu">out</span> <span id="ws1083" class="blackClass context_menu">it</span> <span id="ws1084" class="blackClass context_menu">will</span> <span id="ws1085" class="blackClass context_menu">take</span> <span id="ws1086" class="blackClass">six</span> <span id="ws1087" class="blackClass context_menu">hours</span> <span id="ws1088" class="blackClass context_menu">and</span> <span id="ws1089" class="blackClass context_menu">24</span> <span id="ws1090" class="blackClass context_menu">minutes.</span> <span id="ws1091" class="blackClass context_menu">Your</span> <span id="ws1092" class="blackClass context_menu">equation</span> <span id="ws1093" class="blackClass context_menu">would</span> <span id="ws1094" class="blackClass context_menu">look</span> <span id="ws1095" class="blackClass context_menu">like</span> <span id="ws1096" class="blackClass context_menu">this</span> <span id="ws1097" class="blackClass context_menu">below.</span> <br />
<br />
<br> <br />
<br />
'''17672.4 / 46 = 384.1826086956522 / 60 = 6.4030434782609''' <br />
<br />
<br> <br />
<br />
<span id="ws1024" class="blackClass context_menu">So</span> <span id="ws1025" class="blackClass context_menu">it</span> <span id="ws1026" class="blackClass context_menu">will</span> <span id="ws1027" class="blackClass">take</span> <span id="ws1028" class="blackClass context_menu">6.4</span> <span id="ws1029" class="blackClass context_menu">hours</span> <span id="ws1030" class="blackClass context_menu">to</span> <span id="ws1031" class="blackClass context_menu">fill</span> <span id="ws1032" class="blackClass context_menu">your</span> <span id="ws1033" class="blackClass context_menu">ship.</span> <br />
<br />
<span id="ws1034" class="blackClass context_menu">Since</span> <span id="ws1035" class="blackClass context_menu">most</span> <span id="ws1036" class="blackClass">people</span> <span id="ws1037" class="blackClass context_menu">don't</span> <span id="ws1038" class="blackClass context_menu">know</span> <span id="ws1039" class="blackClass context_menu">what</span> <span id="ws1040" class="blackClass context_menu">a</span> <span id="ws1041" class="greenClass context_menu"><span class="phrase_anchor">.4</span></span> <span id="ws1042" class="greenClass context_menu"><span class="phrase_anchor">of</span></span> <span id="ws1043" class="blackClass context_menu">an</span> <span id="ws1044" class="blackClass context_menu">hour</span> <span id="ws1045" class="blackClass context_menu">is</span> <span id="ws1046" class="blackClass context_menu">you</span> <span id="ws1047" class="blackClass context_menu">subtract</span> <span id="ws1048" class="blackClass context_menu">the</span> <span id="ws1049" class="blackClass context_menu">6</span> <span id="ws1050" class="blackClass">and</span> <span id="ws1051" class="blackClass">times</span> <span id="ws1052" class="blackClass context_menu">the</span> <span id="ws1053" class="blackClass context_menu">rest</span> <span id="ws1054" class="blackClass">by</span> <span id="ws1055" class="blackClass context_menu">60</span> <span id="ws1056" class="blackClass context_menu">and</span> <span id="ws1057" class="blackClass context_menu">that</span> <span id="ws1058" class="blackClass context_menu">will</span> <span id="ws1059" class="blackClass context_menu">give</span> <span id="ws1060" class="blackClass context_menu">you</span> <span id="ws1061" class="blackClass context_menu">24</span> <span id="ws1062" class="blackClass context_menu">minutes.</span> <span id="ws1063" class="blackClass context_menu">You</span> <span id="ws1064" class="blackClass context_menu">can</span> <span id="ws1065" class="blackClass context_menu">see</span> <span id="ws1066" class="blackClass context_menu">this</span> <span id="ws1067" class="blackClass context_menu">in</span> <span id="ws1068" class="blackClass">the</span> <span id="ws1069" class="blackClass context_menu">equation</span> <span id="ws1070" class="blackClass">below.</span> <br />
<br />
<br> <br />
<br />
<br> <br />
<br />
<br> <br />
<br />
<br> <br />
<br />
'''(6.4030434782609 - 6) * 60 = 24.18260869565217''' <br />
<br />
'''<br>''' <br />
<br />
<span id="ws1024" class="blackClass context_menu">You</span> <span id="ws1025" class="blackClass context_menu">can</span> <span id="ws1026" class="blackClass context_menu">do</span> <span id="ws1027" class="blackClass context_menu">this</span> <span id="ws1028" class="blackClass context_menu">down</span> <span id="ws1029" class="blackClass context_menu">as</span> <span id="ws1030" class="blackClass context_menu">far</span> <span id="ws1031" class="blackClass context_menu">as</span> <span id="ws1032" class="blackClass context_menu">needed.</span> <span id="ws1033" class="blackClass context_menu">Next</span> <span id="ws1034" class="blackClass context_menu">you</span> <span id="ws1035" class="blackClass context_menu">will</span> <span id="ws1036" class="blackClass context_menu">need</span> <span id="ws1037" class="blackClass context_menu">to</span> <span id="ws1038" class="blackClass context_menu">know</span> <span id="ws1039" class="blackClass context_menu">how</span> <span id="ws1040" class="blackClass context_menu">long</span> <span id="ws1041" class="blackClass context_menu">it</span> <span id="ws1042" class="blackClass context_menu">will</span> <span id="ws1043" class="blackClass context_menu">take</span> <span id="ws1044" class="blackClass context_menu">your</span> <span id="ws1045" class="blackClass context_menu">ship</span> <span id="ws1046" class="blackClass context_menu">to</span> <span id="ws1047" class="blackClass context_menu">deplete</span> <span id="ws1048" class="blackClass context_menu">4982.25m3</span> <span id="ws1049" class="blackClass context_menu">from</span> <span id="ws1050" class="blackClass context_menu">the</span> <span id="ws1051" class="blackClass context_menu">situation</span> <span id="ws1052" class="blackClass context_menu">above.</span> <span id="ws1053" class="blackClass context_menu">You</span> <span id="ws1054" class="blackClass context_menu">would</span> <span id="ws1055" class="blackClass context_menu">use</span> <span id="ws1056" class="blackClass context_menu">the</span> <span id="ws1057" class="blackClass context_menu">same</span> '''<span id="ws1058" class="blackClass context_menu">X/L=T</span>''' <span id="ws1059" class="blackClass context_menu">equation.</span> <span id="ws1060" class="blackClass context_menu">The</span> <span id="ws1061" class="blackClass context_menu">answer</span> <span id="ws1062" class="blackClass context_menu">to</span> <span id="ws1063" class="blackClass context_menu">the</span> <span id="ws1064" class="blackClass context_menu">equation</span> <span id="ws1065" class="blackClass context_menu">above</span> <span id="ws1066" class="blackClass context_menu">is,</span> <span id="ws1067" class="blackClass context_menu">if</span> <span id="ws1068" class="blackClass context_menu">you</span> <span id="ws1069" class="blackClass context_menu">were</span> <span id="ws1070" class="blackClass context_menu">really</span> <span id="ws1071" class="blueClass context_menu"><span class="phrase_anchor">AFK</span></span> <span id="ws1072" class="blackClass context_menu">mining</span> <span id="ws1073" class="blackClass context_menu">you</span> <span id="ws1074" class="blackClass context_menu">would</span> <span id="ws1075" class="blackClass context_menu">need</span> <span id="ws1076" class="blackClass context_menu">to</span> <span id="ws1077" class="blackClass context_menu">be</span> <span id="ws1078" class="blackClass context_menu">back</span> <span id="ws1079" class="blackClass context_menu">in</span> <span id="ws1080" class="blackClass context_menu">one</span> <span id="ws1081" class="blackClass context_menu">hour</span> <span id="ws1082" class="blackClass context_menu">48</span> <span id="ws1083" class="blackClass context_menu">minutes</span> <span id="ws1084" class="blackClass context_menu">18</span> <span id="ws1085" class="blackClass context_menu">seconds</span> <span id="ws1086" class="blackClass context_menu">35</span> <span id="ws1087" class="blackClass context_menu">thousand</span> <span id="ws1088" class="blackClass context_menu">of</span> <span id="ws1089" class="blackClass context_menu">second,</span> <span id="ws1090" class="blackClass context_menu">13</span> <span id="ws1091" class="blackClass context_menu">milliseconds</span> <span id="ws1092" class="blackClass context_menu">and</span> <span id="ws1093" class="blackClass context_menu">two</span> <span id="ws1094" class="blackClass context_menu">nanoseconds</span> <span id="ws1095" class="blackClass context_menu">from</span> <span id="ws1096" class="blackClass context_menu">when</span> <span id="ws1097" class="blackClass context_menu">you</span> <span id="ws1098" class="blackClass context_menu">first</span> <span id="ws1099" class="blackClass context_menu">press</span> <span id="ws1100" class="blackClass context_menu">the</span> <span id="ws1101" class="blackClass context_menu">button</span> <span id="ws1102" class="blackClass context_menu">to</span> <span id="ws1103" class="blackClass context_menu">start</span> <span id="ws1104" class="blackClass context_menu">mining.</span> <span id="ws1105" class="blackClass context_menu">At</span> <span id="ws1106" class="blackClass context_menu">this</span> <span id="ws1107" class="blackClass context_menu">point,</span> <span id="ws1108" class="blackClass context_menu">you</span> <span id="ws1109" class="blackClass context_menu">would</span> <span id="ws1110" class="blackClass context_menu">need</span> <span id="ws1111" class="blackClass context_menu">to</span> <span id="ws1112" class="blackClass context_menu">find</span> <span id="ws1113" class="blackClass context_menu">a</span> <span id="ws1114" class="blackClass context_menu">new</span> <span id="ws1115" class="blackClass context_menu">object</span> <span id="ws1116" class="blackClass context_menu">to</span> <span id="ws1117" class="blackClass context_menu">harvest.</span> <span id="ws1118" class="blackClass context_menu">The</span> <span id="ws1119" class="blackClass context_menu">equation</span> <span id="ws1120" class="blackClass context_menu">would</span> <span id="ws1121" class="blackClass context_menu">look</span> <span id="ws1122" class="blackClass context_menu">like</span> <span id="ws1123" class="blackClass context_menu">this</span> <span id="ws1124" class="blackClass context_menu">below,</span> <span id="ws1125" class="blackClass context_menu">and</span> <span id="ws1126" class="blackClass context_menu">I</span> <span id="ws1127" class="blackClass context_menu">went</span> <span id="ws1128" class="blackClass context_menu">down</span> <span id="ws1129" class="blackClass context_menu">to</span> <span id="ws1130" class="blackClass context_menu">the</span> <span id="ws1131" class="blackClass context_menu">nanoseconds</span> <span id="ws1132" class="blackClass context_menu">to</span> <span id="ws1133" class="blackClass context_menu">show</span> <span id="ws1134" class="blackClass context_menu">you</span> <span id="ws1135" class="blackClass context_menu">can</span> <span id="ws1136" class="blackClass context_menu">get</span> <span id="ws1137" class="blackClass context_menu">to</span> <span id="ws1138" class="blackClass">go</span> <span id="ws1139" class="blackClass context_menu">as</span> <span id="ws1140" class="blackClass context_menu">far</span> <span id="ws1141" class="blackClass">as</span> <span id="ws1142" class="blackClass">you</span> <span id="ws1143" class="blackClass">want</span> <span id="ws1144" class="blackClass context_menu">with</span> <span id="ws1145" class="blackClass context_menu">this</span> <span id="ws1146" class="blackClass context_menu">equation.</span> <br />
<br />
<br> <br />
<br />
'''4982.25 / 46 = 108.3097826086957 / 60 = 1.805163043478261''' <br />
<br />
'''(1.805163043478261 - 1) * 60 = 48.30978260869565''' <br />
<br />
'''(48.30978260869565 - 48) * 60 = 18.58695652173913''' <br />
<br />
'''(18.58695652173913 - 18) * 60 = 35.21739130434783''' <br />
<br />
'''(35.21739130434783 - 35) * 60 = 13.04347826086957''' <br />
<br />
'''(13.04347826086957 - 13) * 60 = 2.60869562173913''' <br />
<br />
<br> <br />
<br />
(''<u>'''REMEMBER'''</u>''<u></u>: To find the exact time you need to make it true by converting the cycles into one minute) <br />
<br />
____________________________________________ <br />
<br />
<br> <br />
<br />
If your cycles arent true that one cycle equals 60 seconds then the equation below can convert your cycles into minutes. The only thing you need to write down ontop of what you already wrote down is how many seconds does one cycle last. Lets just say your cycle last 45 seconds for this example. You would use this equation below. <br />
<br />
'''X'''=Ship cargo hull or whatever your mining<br>'''L'''=How much your mining laser/s or device will pull per cycle.<br>'''T'''=How many cycles your device will have to do before the your ship is full or before what your mining is depleted. Most cycles last for 60 seconds so if this is true you can make T equal one minute.<br>'''M'''=Minutes <br />
<br />
'''H'''=Hour <br />
<br />
'''C'''=The amount of time it takes to use 1 cycle <br />
<br />
<br> <br />
<br />
'''X/L=T*C/60=M''' <br />
<br />
<br> <br />
<br />
So if your were mining the same thing as above with a laser that took in every 45 seconds the answer would be to find out how many minute it will take is&nbsp;81 minute. the equation for this is below.&nbsp; <br />
<br />
<br> <br />
<br />
'''4982.25 / 46 = 108.3097826086957 *45 / 60 =&nbsp;81.23233695652174''' <br />
<br />
From there if you want to find out how many hours that is then just divide that into 60. Then you can just start using the same equation as above from this example '''&nbsp;(S-Y)*60=N'''. The equation to get the hours is below. <br />
<br />
<br> <br />
<br />
'''M / 60 = H''' <br />
<br />
<br> '''81.23233695652174 / 60 =&nbsp;1.353872282608696''' <br />
<br />
<br> <br />
<br />
=== Ships ===<br />
<br />
There are three types of ships used in mining: a mining ship, a hauler and a mining support ship. <br />
<br />
*In general any ship that has a turret slot is capable of becoming a mining ship. Caldari ships typically make good mining ships because of their CPU capacities but each race has a frigate with mining bonuses and typically players will receive one upon completion of the tutorial mission. Popular mining cruisers include the Caldari Osprey and the Gallente Vexor. Players will then typically move on to Mining Barges and then to Exhumers. <br />
*A hauler's purpose is to take the ore that has been mined from a mining ship and transport it back to a refining station or to the market. Usually players will use an industrial ship while mining and a freighter when moving large quantities of ore/min from station to station (freighters cost upwards of a billion isk to operate and cannot haul ore from space, so most players will use an industrial ship for both purposes). <br />
*Finally, a mining support ship can either come in the form of a security detail against rats and players looking to steal ore or as a ship designed to provide mining efficiency bonuses. The ultimate mining support ships are the [[Orca]] and [[Rorqual]], of which only the [[Orca]] can enter high-security space and fit through normal stargates.<br />
<br />
<br> More details can be found at [[Mining Ships]]. <br />
<br />
<br> <br />
<br />
{| cellpadding="5" cellspacing="0" border="1"<br />
|-<br />
! Ship Type <br />
! Amarr <br />
! Caldari <br />
! Gallente <br />
! Minmatar<br />
|-<br />
| '''Frigate''' <br />
| Tormentor <br />
| Bantam <br />
| Navitas <br />
| Burst<br />
|-<br />
| '''Cruiser''' <br />
| Arbitrator (drones) <br />
| Osprey <br />
| Vexor (drones) <br />
| Scythe<br />
|}<br />
<br />
<br> <br />
<br />
{| cellpadding="5" cellspacing="0" border="1"<br />
|-<br />
! Ship Type <br />
! Ship <br />
! Use<br />
|-<br />
| rowspan="4" | '''Battleship''' <br />
| Apocalypse Navy Issue<br />
| Same yield as Rokh, more tank, can refit for 7k m3 cargo space. More expensive than Rokh. 25% less effective than Hulk<br />
|-<br />
| Rokh <br />
| Will out mine a Retriever in some cases by well over 50%, but requires more attention to cargohold management<br />
|-<br />
| Apocalypse<br />
| Between Rokh and Armageddon<br />
|-<br />
| Armageddon<br />
| One less turret than Rokh and less CPU, can refit for 6k m3, cheap<br />
|-<br />
| rowspan="3" | '''[[Mining Barges|Mining Barge]]''' <br />
| Procurer <br />
| Not a recommended ship, more appropriate start ship is the Retriever<br />
|-<br />
| Retriever <br />
| Best entry level mining barge<br />
|-<br />
| Covetor <br />
| Same skill set as Hulk, only cheaper with less fitting capability, if possible jump to hulk<br />
|-<br />
| rowspan="3" | '''[[Exhumers|Exhumer]]''' <br />
| Skiff <br />
| Specializes in mining Mercoxit<br />
|-<br />
| Mackinaw <br />
| Specializes in [[Ice Mining]]<br />
|-<br />
| Hulk <br />
| Best all round mining boat<br />
|-<br />
| '''Support''' <br />
| Command Ships <br />
| Can fit gang assist modules and provide security<br />
|-<br />
| '''Industrial Command''' <br />
| [[Orca]] <br />
| Bonuses towards gang link modules, has considerable cargo room, can fly in high sec<br />
|-<br />
| '''Capital Industrial''' <br />
| Rorqual <br />
| Capital ship, Bonuses towards gang link modules, can compress ore in cargohold vastly increasing capacity<br />
|}<br />
<br />
<br> Also see the [[ORE Basic Ship and Skill Guide]] for recommend ORE Ship Fittings.<br />
<br />
=== Skills ===<br />
<br />
Basic Skills: <br />
<br />
*{{sk|Industry|Mining}}: 5% extra yield per level. <br />
*{{sk|Science|Astrogeology}}: 5% extra yield per level.<br />
<br />
Specialty Mining Skills: <br />
<br />
*{{sk|Industry|Ice Harvesting}}: Required for [[Ice Mining]]. <br />
*{{sk|Industry|Gas Cloud Harvesting}}: Required for [[Gas Cloud Mining]].<br />
<br />
Fitting Skills: <br />
<br />
*{{sk|Electronics|Electronics}}: Increases CPU available, a common bottleneck for fitting lasers and upgrades. <br />
*{{sk|Electronics|Electronics Upgrades}}: Required for fitting and using co-processors. <br />
*{{sk|Electronics|Mining Upgrades}}: Required for fitting and using Mining Upgrades; reduces their CPU penalty. <br />
*{{sk|Mechanic|Hull Upgrades}}: Required for fitting and using Expanded Cargoholds. <br />
*{{sk|Mechanic|Astronautics Rigging}}: Required for ''fitting'' Cargohold Optimization rigs.<br />
<br />
Tank Skills: <br />
<br />
*{{sk|Engineering|Engineering}}: Increases available powergrid, a common bottleneck for tank modules. <br />
*{{sk|Engineering|Shield Operation}}, {{sk|Engineering|Shield Upgrades}},{{sk|Engineering|Shield Management}}<br />
<br />
Drone Skills: <br />
<br />
*{{sk|Drones|Drones}}: Increases number of available drones. <br />
*{{sk|Drones|Drone Interfacing}}: Increases mining drone yield by 20% per level. <br />
*{{sk|Drones|Mining Drone Operation}}: Increases mining drone yield by 5% per level.<br />
<br />
Leadership skills: <br />
<br />
*{{sk|Leadership|Leadership}}/{{sk|Leadership|Wing Command}}/{{sk|Leadership|Fleet Command}}: Increases the number of people you can give mining bonuses to. <br />
*{{sk|Leadership|Mining Foreman}}: Increases the mining yield of your boosted fleet members by 2% per level. <br />
*{{sk|Leadership|Mining Director}}: Increases the effectiveness of Mining Foreman link modules (ie, Orca boosts) by 100% per level. <br />
*{{sk|Leadership|Warfare Link Specialist}}: Increases the effectiveness of Mining Foreman link modules by 20% per level. Level 5 grants the use of Command Processors, which allow more ships to fit more than one Warfare Link.<br />
<br />
Spaceship Command Skills: <br />
<br />
*'''Racial Frigate, Racial Cruiser''': Racial Mining Ships <br />
*{{sk|Spaceship Command|Mining Barge}}: Procurer, Retriever, Covetor <br />
*{{sk|Spaceship Command|Exhumer}}: Skiff, Mackinaw, Hulk <br />
*{{sk|Spaceship Command|Industrial Command Ships}}: [[Orca Guide|Orca]] <br />
*{{sk|Spaceship Command|Capital Industrial Ships}}: Rorqual<br />
<br />
== Solo Mining ==<br />
<br />
There are several methods commonly used in mining, the most basic only requires one account and can be run by very low skilled players while the most advanced will require multiple players all performing separate tasks in order to be effective. <br />
<br />
=== Cargohold Mining ===<br />
<br />
The most basic way to mine is to fill the cargohold of a ship full of ore and then return to a station to drop it off. Its advantages are that it requires only one character, is possible for very low skill levels and is completely theft proof. Its disadvantages are that most cargoholds are very small and you are not profitable during the times you are ferrying the ore from the belt to the station. If cargohold mining, try to find a ship with a larger than average cargohold with multiple low slots which then can be fitted with expanded cargohold modules. Cargohold mining is typically not recommended since the amount of travel time (and thus time not spent mining) is so great. A variant of this method is called AFK mining where a industrial ship is equipped with a single mining laser (as all industrial ships only have one turret slot) and then is used to mine a large asteroid while the player is AFK; some corporations have policies against AFK mining and it should only be attempted in low traffic high sec regions. <br />
<br />
Don't forget when cargohold mining that if you can afford to keep a Giant Secure Container in your hold it effectively adds 900m3 to your capacity if you put your ore directly into it. Every little helps! (The GSC takes up 3000m3 in your hold but you can get 3900m3 into it - odd but useful.) <br />
<br />
=== Jet Can Mining ===<br />
<br />
Players can jettison items from their cargohold into space, which results in a cargo container (more commonly called a "jetcan" or just a "can") forming within 2,500m3 of the ship. This jettisoned container has a volume capacity of 27,500m3. Miners can take advantage of this capacity by transferring the ore in their cargohold into the jetcan. Typically a player will fill a jetcan with ore, and then swap to a ship with a larger cargohold (most often an industrial ship). Its advantages are that you decrease your travel time significantly from the [[Mining#Cargohold_Mining|cargohold mining]] method. <br />
<br />
Its disadvantages are that jetcans only have a life span of 2 hours and they are not secure, meaning [[Can_Flipping|anyone can open and remove items from a jetcan]]. This is a common form of theft and griefing in the game where a player will "flip" a jetcan either to steal the ore or to induce a fight [[CONCORD_Details|without CONCORD intervention]]. One possible way to combat this is to use [[Mining#GSC_Mining|secure containers]] which can be programmed with a password; unfortunately, the largest, the giant secure container (usually called a GSC) can only hold 3,900m3 of ore and thus is considerably less efficient than a jet can.<br />
<br />
=== GSC Mining ===<br />
<br />
The Giant Secure Container method of mining lets you solo mine into secure containers that have been anchored and password protected. You can then pick up or have a friend pick up the ore later on. You will need the following: <br />
<br />
*Skill Book: Anchoring under corporate category - trained to level one. <br />
*Secure Containers: Giant Secure container is preferred <br />
*A system with a sec status of 0.7 or below.<br />
<br />
#Take a Hauler and the secure containers to where you want to mine. Deploy the container about 5000 meters away from any object. <br />
#'''Important''' Right click the GSC, '''anchor it''' and then '''set the password''''. If you don't do this step your container can be looted and/or will disappear during the next down time. <br />
#Mine securely and pick up later. These containers will disappear 30 days after the last use.. <br />
#Another option how to use GSC is to set up GSC "Nest". Just take your haul 150+ km out of belt, set up GSCs and bookmark their location. Then mine, warp to nest, return and mine again. This remove lost time due to small speeds of mining ships when going to deposit your ore to GSC. Then pick up your ore as usual.<br />
<br />
Something that often gets completely missed by rookies is that a Giant Secure Container is larger on the inside than it is on the outside - by 900m3. They are often used in industrial ships to give a bit of a bonus to cargo capacity, although the transported items need to be easily splittable to take full advantage. Ore and/or minerals fit these criteria nicely.<br />
<br />
=== Dual Account Mining ===<br />
<br />
It is possible to have two accounts on one computer. (If you have multiple monitors, EVEMover is a useful program to manage multiple EVE instances.) One of these can be used as a maxed-out miner, and the second as a hauler. Even new accounts can do this productively. For example, one account could, in two or three weeks, be set up to use a Caldari Osprey with Miner IIs and some Mining Foreman skill. The other, in the same time, could be set up to fly a Badger Mark II (or similar Industrial) and fit a Miner II as well as haul the stuff back to base whenever it is full. This greatly improves the efficiency of mining (4x Miner IIs help a little, but no downtime for hauling helps a lot). <br />
<br />
Eventually, one account could move toward an Orca and the other toward a Hulk (or Covetor, or Rokh, etc.). Later, the Orca pilot could also learn Freighters (such as the Charon). <br />
<br />
See the [[Creating an Alt Hauler]] guide for information on creating a hauler alt quickly and easily. Alternatively, see [[Creating an Alt Miner]] for information on how to create an alt to fly the best mining ship in the game quickly and easily. <br />
<br />
== Cooperative Mining ==<br />
<br />
Of the professions in Eve, mining and production are most impacted by the player’s efficiency. For miners, it’s all about mining. Time spent hauling, killing rats, moving cans or dealing with ore thieves, can flippers and other flavors of griefers is time not spent making little rocks out of big ‘roids. Anything that can be done to eliminate or minimize the impact of all of those other factors means more little rocks in the hold, which means a fatter wallet. <br />
<br />
A properly designed and staffed co-operative mining op allows miners to spend their time doing what they do best: mining. It also allows the miners to benefit from mining yield bonuses available only to members of a group. These bonuses can add an additional 10% or more to a miner’s yield. If the miners are mining, then someone has to haul the little rocks to the station. If the op is in lower sec regions, something other than drones may be needed to protect the miners from rats, not to mention thieves and assorted other scoundrels. Those protection activities will result in a second “mining” operation as the wrecks are looted and salvaged for the benefit of the op participants. <br />
<br />
Our theoretical op has miners, haulers, damage dealers and salvagers; a fairly broad slice of the possible professions in Eve! Mining ops are generally more relaxed than combat fleet ops, co-operative mission running or complex clearing. Chat and/or Mumble deal with a wider variety of topics and separating the required tasks to specialists provides everyone time to participate in the conversations. Not only does this atmosphere provide a social element of connection with the other members, it lets the ‘teaching’ move beyond mining to cover a myriad of subjects. <br />
<br />
=== Mining Booster Fleets (BYOC) ===<br />
<br />
The simplest Mining Fleet would be the equivalent of a [[Mission Fleet (Spider)|Spider]] for Missions, in that each Miner does his/her own thing while being supplied a fleet booster which will increase everyone's yield (boosters only work within the same system). These fleets are generally a join and leave as you want situation with no extra services provided. To be nice it is generally suggested you avoid mining the same target another Fleet member is working on. You may ask them about it and if they decide to give it up they will probably let you have it to yourself. There is usually no central belt for everyone to be working on at once, but it can be a majestic sight to see a fleet of barges/exhumers emptying a belt efficiently. <br />
<br />
=== Combo Jet Can Mining ===<br />
<br />
The method is the same as with jetcan mining except that players will work in combo, meaning one member will solely mine while the other solely hauls. This method is very efficient (it can be less profitable if you need to pay for the haul) and it is much harder. <br />
<br />
=== Mining Fleets ===<br />
<br />
The next type of Fleet is more structured. A standard mining fleet in high security space generally includes a mix of mining barges, exhumers, and haulers (industrials). The miners will work on a belt constantly and jet can what they obtain. The haulers will ferry the resources from space to a station. This makes for increased proficiency as the mining lasers never need to stop, unless you need to switch belts. Fleet boosters are usually present here as well, and an Orca may be used instead of a jetcan. <br />
<br />
When completing a mining operation, you should consider posting your results here: [[Past mining fleet results|Past Mining Fleet Results]] <br />
<br />
Periodically, the Uni will undertake a large scale, long duration operation in a system other than Aldrat. These Expeditions are planned and announced several weeks in advance to allow for adjustment of training schedules, acquisition of desired ships and fittings and research/scouting of the target system and surrounding space. Because of the travel involved and the length of planned stay, Expedition locations generally provide opportunities for mission/complex running as well. <br />
<br />
The Expedition Boss for a particular expedition will publish the rules for that expedition, including record keeping requirements for any Common Can portions, rules for interaction with locals and what happens to the ore mined. <br />
<br />
Such fleets are often run to donate minerals to the University, with the added bonus of attempting to break the record for the previous donation fleet. <br />
<br />
For more detailed information on Mining Operations see: [[Participating in a Mining Op]] and [[Running a Mining Op]]. <br />
<br />
=== How To Split The ISK ===<br />
<br />
If you are running an op with multiple miners there is probably a whole host of different mining ships, each with its different yields based on the mining lasers, the mining crystals in them, ship bonuses, character skills, etc. Moreover, you will also probably have a hauler and even someone providing mining efficiency bonuses. The simplest way to split the ISK return from an op is to track the times a player mined for, and then distribute the ISK in proportion to time spent mining. However, this might discourage larger ships from joining ops, so it is up to the fleet commander to decide how they wish to split the profits.&nbsp; [http://wiki.eveuniversity.org/Scrapyard%27s_Mining_Op_Worksheet This spreadsheet] is one method by which the fleet commander can weight shares by actual contribution. <br />
<br />
Whichever way you choose, keep in mind that the most important to make sure of is that the method of splitting the ISK is agreed upon by the fleet before the mining op starts.<br />
<br />
== See Also ==<br />
<br />
*[[Ice Mining]] <br />
*[[Gas Cloud Mining]] <br />
*[[Refining]] <br />
*[http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=434899 Halada's Complete Miner's Guide] - [http://www.megaupload.com/?d=1R7QHJX7 Guide v3 Mirror]<br />
*[http://www.eve-ivy.com/oog/industry E-UNI's official helpful links collection] <br />
*[[Creating an Alt Miner]] <br />
*[[Creating an Alt Hauler]] <br />
*[[Determine which ore to mine for most profit]] <br />
*[[Scrapyard's Mining Op Worksheet]] <br />
*[[Web Resources for Miners]]<br />
*[http://www.tetrr.com/fleetlogger Mining-Fleet-Logger]<br />
*[http://www.tetrr.com/kalkulator/ EvE BPO/BPC Calc]<br />
<br />
[[Category:Guides]] [[Category:Industry]] [[Category:Mining]] [[Category:WikiCompo]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27007Salvaging2011-08-31T17:37:22Z<p>Dierdra Vaal: </p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is destroyed (NPC or Players), a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves of NPC ships and after the mission is complete, you can salvage in relative safety ( at least in hi-sec ) <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
While missioning you have already done the hard part of killing rats and have earned bounties and rewards. Why not earn some more isk with salvaging and best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, and suitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also it should be a fast ship because it is not reasonable to slowboat between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots for tractor beams and salvagers. Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100$ bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately their price tag is very high.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it] <br />
<br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] when people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing themif your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists with researched blueprints and it may be more profitable to directly sell the materials. <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%<br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
Each salvaging skill level with a Salvager I module raises base access by 5% per level. Note that a higher salvaging skill does not give you better salvage. It just makes it more likely for you to succeed. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
Salvage Tackle I rigs raise base access by 10% each. Salvage Tackle II rigs raise base access by 15% each, but they are hideously expensive and usually not worth the additional investment unless you plan to do a LOT of salvaging. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvage 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[Category:Guides]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Management&diff=22259EVE University Management2011-04-08T21:20:50Z<p>Dierdra Vaal: /* Directors Emeriti */</p>
<hr />
<div>{{Cleanup}}<br />
<br />
The management of [[EVE University]] is appointed as a [[wikipedia:Meritocracy|meritocracy]], using demonstrated ability to select staff.<br />
<br />
The University has five distinct divisions, all under overall control of the CEO [[Kelduum Revaan]]. These are Education, Personnel, Logistics, Public Relations and the [[Ivy League Navy]] divisions.<br />
<div style="float:right; width:250px; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
= Chief Executive Officer =<br />
{|<br />
| valign="top" | [[image:Kelduum_Revaan.jpeg|left|thumb|128px|Kelduum Revaan]]<br />
| valign="top" | <big>'''[[Kelduum Revaan]]'''</big><br />
<br />
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Personnel, Education, Logistics and Public Relations, as well as Fleet Command.<br />
<br />
'''About the person:''' Kelduum (a [[wikipedia:mandalorian|mandalorian]] name, meaning 'eternal stronghold') became a [[capsuleer]] in mid 2006, and after a little while, joined Eve University. After a few short months he became entangled with a few diplomatic negotiations, and eventually became Director of Diplomacy for IVY. In December of 2008 he took over the role of Director of Operations, and in January 2010 the CEO role itself, both of which he carries currently. It is currently unclear what his final goals on New Eden are, however they are believed to include the construction of a gigantic battle-station.<br />
<br />
|}<br />
<br />
== Director of Human Resources ==<br />
{|<br />
| valign="top" | [[File:Darian.jpg|128px|thumb|left|Darian Reymont]]<br />
| valign="top" | <big>'''[[User:Darian Reymont|Darian Reymont]]'''</big><br />
<br />
'''About the role:''' The Director of Human Resources (HR) oversees the enrolment of University students both new and old with both the Recruiting Department and Student Relations Department falling under his/her remit. The role also includes reviewing student status and promotions via the Titles Department as well as offering guidance and training (or help training) new volunteers in assisting with these departments.<br />
<br />
'''About the person:''' Darian began his University career as a recruitment officer in early 2009, stepping from noob to RO and on to recruitment manager within a year. Having served as recruitment manager for roughly seven months, Darian was offered the role of acting personnel director to provide cover for the indisposed METADOG and the role eventually became permanent. Darian is generally open, friendly and at his best managing people (or at least pretending to whilst taking all the credit for their hard work). While not the type to yell or punch you in the face, he may well poke you in the eye and push you down the stairs should you anger him.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Personnel Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[File:IshiiT.jpg|128px|thumb|left|Ishii Turq]]<br />
| valign="top" | <big>'''[[User:Ishii Turq|Ishii Turq]]'''</big><br />
<br />
'''About the role:''' The Personnel Manager oversees the group of [[List of Personnel Officers|30+ volunteers]] that make up the recruiting department, the job of whom it is to put aside their time to filter applicants by the way of interview, ensuring that only those who fit with E-UNI's mission and moral code are permitted entry. Tasks involve creating and updating recruitment policies, managing staff (bringing new Personnel Officers in, seeing that inactive POs are taken out, training new POs, promoting experienced POs etc.), monitoring recruitment activity, policing the University's public channel and, perhaps most importantly, defending the recruitment cookies.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO#Director_of_Human_Resources|Director of HR]]<br />
|}<br />
<br />
=== Student Relations Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:BladeHeart.jpg|left|thumb|128px|BladeHeart]]<br />
| valign="top" | <big>'''[[User:BladeHeart|BladeHeart]]'''</big><br />
<br />
'''About the role:''' The Student Relations Manager primary role is to be available for students to voice any Uni related concerns and, when needed, to try and resolve any conflicts and misunderstandings. I also try and provide an objective voice and give advice and explanations to students on issues arising from Uni actions. Got an issue or need and explanation? Then the Student Relations Manager is the person you should speak to.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO#Director_of_Human_Resources|Director of HR]]<br />
|}<br />
<br />
=== Title Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:Kaein_Soturus.jpeg|left|thumb|128px|Kaein Soturus]]<br />
| valign="top" | <big>'''[[User:Kaein_Soturus|Kaein Soturus]]'''</big><br />
<br />
'''About the role:''' Responsible for applying titles to members, such as Freshman, Student and Graduate, and awarding medals. <br />
<br />
'''About the person:''' Soon™<br />
<br />
'''Reports to:''' [[CEO#Director_of_Human_Resources|Director of HR]]<br />
|}<br />
<br />
== Director of Education ==<br />
{|<br />
| valign="top" | [[image:NevilleSmit.jpg|left|thumb|128px|Neville Smit]]<br />
| valign="top" | <big>'''[[User:Neville Smit|Neville Smit]]'''</big><br />
<br />
'''About the role:''' The Director of Education oversees the core business of Eve University, training new players. He decides on the overall strategies to maximise the educational side of Eve University. He manages the training department (classes), events department and mentoring department and ensures operations in these departments are running smoothly. <br />
<br />
'''About the person:''' Neville Smit discovered and joined Eve University early in his career. Due to his insatiable ego, he became obsessed with collecting titles in the UNI hierarchy. Before becoming the UNI Director of Education, he acquired the titles of Freshman, Student, Recruitment Officer, Senior Recruitment Officer, Assistant Recruiting Manager, ILN Ensign, Graduate, Teacher, Mentor, Mentor Manager and Teaching Manager -- and also was awarded the UNI's first official Professor title. In love with the sound of his own voice, he lectures frequently in UNI-sponsored classes, even if no one shows up. An admitted carebear, Neville is a master at getting in on killmails while flying in the shadows of far superior UNI pilots, resulting an an impressive-looking but ultimately hollow [http://ivy.killmail.org/?a=pilot_detail&plt_id=463535 efficiency ratio]. His only real saving graces are his genuine desire to help new capsuleers succeed, and his zeal for providing top-notch learning resources to UNI members.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Teaching Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:Qato_Vollan_new.jpg|left|thumb|128px|Qato Vollan]]<br />
| valign="top" | <big>'''[[Qato Vollan]]'''</big><br />
<br />
'''About the role:''' The Teaching Manager oversees [[Teaching_Classes_at_Eve_University|recruiting and development of UNI teachers]], organizing guest lectures, scheduling classes, and developing [[Eve_University_Class_Library|recorded training classes]], the [[:Category:Syllabi|Syllabus Library]] and related [[:Category:Guides|player guides]] on the Eve University wiki.<br />
<br />
'''About the person:''' Qato Vollan joined E-Uni not long after receiving his pod pilot licence in early 2008. He signed on as a Recruitment Officer shortly after joining, and occasionally still enjoys torturing new applicants. When life as an RO slowly began to drive him insane, he decided to enlist in the Ivy League Navy, joining the ranks of Battlegroup III. Following the time-honoured tradition of assassinating his superiors, he became CO of his Battlegroup, a post he still holds while remaining ever vigilant against his XO poisoning his Quafe.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Mentor Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:AlastarFrost.jpg|left|thumb|128px|Alastar Frost]]<br />
| valign="top" | <big>'''[[User:Alastar Frost|Alastar Frost]]'''</big><br />
<br />
'''About the role:''' On request, Eve University provides members with individualized coaching and mentoring from experienced UNI Graduates. The Mentor Manager is responsible for ensuring that this [[Mentor Program]] runs smoothly and efficiently.<br />
<br />
'''About the person:''' Alastar started his journey in the Eve Universe as a lone wolf, mostly ambushing poor little NPC-Pirates with the overwhelming firepower of his beloved collection of battleships (read: Missionrunner). He joined Kaged Fury, a small corp with high ambitions for claiming their part of nullsec and made his first experiences versus other capsulers, which turned out badly. Later Kaged Fury merged with Modro, a nullsec corp. At this point Alastar decided, that fleetbattles and hunting capsulers needs much more preparation from his side and he left the corp to search for a place to learn. This way finally led to E-Uni. In the time in E-Uni, teaching students and helping with the administrative work became much more interesting as a sole focus on fleets, so the killboard only shows slow progress, this time in Alastars favor. Currently, he is holding the position of E-Uni Mentor Manager.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Events Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:NoAvatar.jpg|left|thumb|128px|Vacant]]<br />
| valign="top" | <big>'''Post Vacant'''</big><br />
<br />
<br />
'''About the role:''' The Events Manager oversees the [[Events Department]], including the scheduling of events, recruiting Events Coordinators, and supporting students in developing and running their own events.<br />
<br />
'''About the person:'''<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
== Director of Logistics ==<br />
{|<br />
| valign="top" | [[image:AzmoValar.jpg|left|thumb|128px|Azmodeus Valar]]<br />
| valign="top" | <big>'''[[Azmodeus Valar]]'''</big><br />
<br />
'''About the role:''' The [[Logistics Department|Logistics Department]] is made of 6 main sections (POS Operations, Mining, Research, Production, Hangar Management, and Market). Each section has a distinct focus, and all of them work in harmony on multiple projects. The Logistics Director is responsible for coordinating the actions of all 6 sections, and ensuring that each is fulfilling its responsibilities. He/She sets policy for the Department, appoints section managers, acts as a liaison to other departments, and serves as a Director for the university as a whole. The Freighter Production project, Ship replacemnt project, Refining program, copying program, and BYOM program are directly under the supervision of the Logistics Director instead of assigned to a distinct department.<br />
<br />
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Director of Starbase Operations ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Eskona_Runningstar.jpg|left|thumb|128px|Eskona Runningstar]]<br />
| valign="top" | <big>'''[[User:Eskona_Runningstar|Eskona Runningstar]]'''</big><br />
<br />
'''About the role:''' Maintains the [[POS]], used for research by the members. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Production Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:RECON.jpg|left|thumb|128px|Recon]]<br />
| valign="top" | <big>'''[[User:RECON|RECON]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining production of parts necessary for Eve University. <br />
<br />
'''About the person:''' <br />
<br />
Recon has been a pilot since 2003<br />
His early career path of missions and mining took him from the starter system Amsen into Piekura, from here some great friendships where made and the corp Tiara Eagles was formed.<br />
Managment issues and player drama soon split the corp and with the remaining players Quam Singulari was formed it continued on with a massive push building Battleships for its members, by mining in Piekura.<br />
( any 2003 vets will tell you how hard this was at the time )<br />
With the low sec system Mara not far away we eventually got into some PVP.<br />
It turrned out we where quite good at small gang stuff and Quam were asked to join the legendary Curse Alliance.<br />
<br />
Eventually this great alliance the Alliance split into 2, those following Xirtam and those who followed Foyle.<br />
Quam followed Foyle, who had an offer from Enders Hawk to form a new Alliance, Force of Evil.<br />
Force of Evil went on a rampant killing spree, fighting at some point, KIA, Celestial Apocalypse, Phoenix Alliance, G- Alliance, Stain. F-E, Mercenary Coalition, Xetic Alliance.<br />
After yet more drama the alliance choose to kick the old CA corps and side with the very people they where fighting, eventually leading to Quam leaving the area, and after a little while recuperating Quam had an offer to join Lotka Volterra.<br />
<br />
Around this time a real life friend was starting Eve Online and was struggling to get a grip on the basics of the game, also around this time I felt it was time to leave the big alliance life behind and decided this could be my chance at a new life.<br />
After a nice chat with Dierdra Vaal explaining my wishes to mentor my friend we both got accepted into the Eve University.<br />
My mentoring went well and my friend left Eve University behind to find his own way in the Universe of Eve.<br />
I decided to stay with the University and was taken on as a Recruitment Officer, this went well and was a job I very much enjoyed untill leaving the post.<br />
Reading the University forums the managment post "Production Manager" was open for aplicants I put my name forward and got the job.<br />
<br />
So here I am 7 years after I started playing Eve building ships and modules for the good of others, job satisfaction is at an all time high and im very happy to be part of the managment team<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Research Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Frood_Frooster.jpg|left|thumb|128px|Frood Frooster]]<br />
| valign="top" | <big>'''[[User:Frood_Frooster|Frood Frooster]]'''</big><br />
<br />
'''About the role:''' Maintains the Universities research jobs. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Hangar Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Turhan_Bey.jpg|left|thumb|128px|Turhan Bey]]<br />
| valign="top" | <big>'''[[User:Turhan_Bey|Turhan Bey]]'''</big><br />
<br />
'''About the role:''' In charge of maintaining stocks in corporate hangars. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Market Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Cervator.jpg|left|thumb|128px|Cervator]]<br />
| valign="top" | <big>'''[[User:Cervator|Cervator]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining the PYOS program. <br />
<br />
'''About the person:''' Cervator joined New Eden around August 2009 and Eve University shortly after that. He enjoys a strange satisfaction from organizing things, so he turned out to be a perfect fit for the Logistics Department. Cervator established the PYOS program with direction from Azmodeus Valar, which provides T1 ships at cost to students for ISK (similar to how BYOM does it for minerals)<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
== Director of Public Relations ==<br />
{|<br />
| valign="top" | [[image:Irdalth_Delrar.jpg|left|thumb|128px|Irdalth Delrar]]<br />
| valign="top" | <big>'''[[User:Irdalth_Delrar|Irdalth Delrar]]'''</big><br />
<br />
'''About the role:''' The Director of Public Relations is responsible for dealing with they day to day management all the Uni's public resources as well as dealing with third party contacts and news.<br />
<br />
'''About the person:''' Irdalth Delrar started as the alt of [[Keleth Delrar]], part of the Uni since 2006. As many of the other directors, Keleth started as an RO, when he left to 0.0, and Irdalth took his place, moving from RO to mining manager to teacher, when finally, 3 years later, his Jedi mind-tricks convinced Lord Kelduum to take him as an apprentice. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Forum Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Smoogle.jpg|left|thumb|128px|Smoogle]]<br />
| valign="top" | <big>'''[[User:Smoogle|Smoogle]]'''</big><br />
<br />
'''About the role:''' The forum manager is responsible for day-to-day management of the E-UNI forum, dealing with forum moderation where needed, resetting user passwords, and assuring the quality of image-macro responses.<br />
<br />
'''About the person:''' Smoogle has been around for a while now, with a near-complete lack of training focus and more than a couple hiatus periods. Finally failed at avoiding responsibility.<br />
<br />
'''Reports to:''' [[Director of Public Relations]]<br />
|}<br />
<br />
=== Wiki Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Cervator.jpg|left|thumb|128px|Cervator]]<br />
| valign="top" | <big>'''[[User:Cervator|Cervator]]'''</big><br />
<br />
'''About the role:''' The Wiki Manager's role is to patrol all wiki changes and identify and deal with any inappropriate edits to UniWiki as needed.<br />
<br />
'''About the person:''' Cervator joined New Eden around August 2009 and Eve University shortly after that. He enjoys a strange satisfaction from organizing things, so he turned out to be a perfect fit for the Logistics Department. He later also got suckered into becoming the Wiki Manager. thinking it was just a simple background admin job ;-) <br />
<br />
'''Reports to:''' [[Director of Public Relations]]<br />
|}<br />
<br />
=== Media Manager ===<br />
<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" | [[Image:Zeroniss512.jpg|thumb|center|128x128px]] <br />
| valign="top" | <big>'''[[User:Zeroniss|Zeroniss]]'''</big> <br />
'''About the role:''' The Media Manager looks after the news content on [http://www.eveuniversity.org eveuniversity.org] writing articles detailing what has been going on in E-UNI, as well as running the official E-UNI Twitter and Facebook pages. <br />
<br />
'''About the person:''' A rising star at EVE&nbsp;University, Zeroniss was quickly highlighted as a capsuleer to be watched for in the future. Possessing a keen acumen and a versatile vocabulary, Zeroniss talked herself in-to and out-of many a problem before she finally came to the attention of the Director of Public Relations. <br />
<br />
<br>Zeroniss is a serving Lt. Commander in the ILN and an avid tactician and commander. She also holds an unhealthy fascination for covert ships and can often be found lurking alone in the Rancer system, "socialising" with the local wildlife. <br />
<br />
'''Reports to:''' [[Director of Public Relations]] <br />
<br />
|}<br />
<br />
== Fleet Admiral ==<br />
{|<br />
| valign="top" | [[image:Silentbrick.jpeg|left|thumb|128px|Silentbrick]]<br />
| valign="top" | <big>'''[[User:Silentbrick|Silentbrick]]'''</big><br />
<br />
'''About the role:''' I pretty much run the [[ILN]] and take care of the Uni's military decisions. I tend to try and avoid the non-military stuff as that's the roles of other directors. I'm the guy who made the mistake of selling the idea of a navy to Morning Maniac and now I'm stuck here. ;)<br />
<br />
'''About the person:''' Been in the uni for all but 5 months or so of game time, learned alot and still learn alot from the students while trying to teach them not the specifics of PVP, but how to think about it and how to lead. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Vice Admiral ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Ubercado.jpg|left|thumb|128px|Ubercado]]<br />
| valign="top" | <big>'''[[User:Ubercado|Ubercado]]'''</big><br />
<br />
'''About the role:''' I shoot whom ever Silent lets me and moderate the forums (although not nearly enough of either lately). <br />
<br />
'''About the person:''' I'm a fleet commander and all around nice guy. I take care of the boards, in game channels and what ever Silent passes off to me. Has a tendency to get drunk and hand out titles and collect corpses. Nutmeg fetish. Will kill you in your sleep if the mood strikes me or Silent. <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Director of Intelligence ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Kyrlin_DiShai.png|left|thumb|128px|Kyrlin DiShai]]<br />
| valign="top" | <big>'''[[User:Kyrlin_DiShai|Kyrlin DiShai]]'''</big><br />
<br />
'''About the role:''' The Director of Intelligence is responsible for maintaining Inteligence assets and providing information regarding those parties hostile to Eve University.<br />
<br />
'''About the person:''' <Classified><br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Rear Admiral - Battlegroup Coordinator ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Smurfprime.jpg|left|thumb|128px|Smurfprime]]<br />
| valign="top" | <big>'''[[User:Smurfprime|Smurfprime]]'''</big><br />
<br />
'''About the role:''' The Battlegroup Coordinator is responsible for the day-to-day operations of the ILN Fleet and maintaining the operational readiness of the ILN Battlegroups. This includes a wide variety of administrative duties ranging from recruitment, training, mentoring, staffing, personnel development, record keeping, policy development and implementation and the disarming of the occasional drama bomb. <br />
<br />
'''About the person:''' Smurfprime has been in E-UNI for a little over 2 years serving in a wide variety of roles including, Teacher, Mentor, and Recruitment Officer. He is rumored to have been one of the founding members of the infamous Division 6, not that any such Division ever existed. <br />
<br />
Smurfprime is very fond of scouting and exploration in general, and is known to be the first member of E-UNI to scan down a wormhole into unknown space. Based on these experiences he has authored comprehensive guides on scan probe technology and the mechanics of ship tanking. <br />
<br />
Well aware of the time-honored tradition of promotion via assassination, Smurf is rarely seen in person (no photo on file) or for that matter a non-cloaking vessel, even the location of his office is said to be cloaked, others rumor that his office is actually located in a portable micro-wormhole. Either way, you do not find his office, it finds you... <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
= Eve University Founder =<br />
<br />
{|<br />
| valign="top" | [[image:Morning_Maniac.jpeg|left|thumb|128px|Morning Maniac]]<br />
| valign="top" | <big>'''[[Morning Maniac]]'''</big><br />
<br />
'''About the Role and the Person:''' I founded Eve University to create a place where new players could get together and be appreciated for who they were. Classes and doing things together were important but nothing was, and is, more important than the positive attitude towards new players. <br />
<br />
In the first three years I clocked about 4000 hours logged-in in the service of the University. After some real life changes my available free time was greatly reduced but I could rely on a great team of directors and managers to run the Uni. In the last three years I was mainly concerned with extinguishing fires and the occasional directorship drama, but fortunately for me and everyone involved these issues have become less frequent and intense. The current leadership is stable and doing well, and they seem to share my vision of what the University should be and they work hard to shape it as such, with all the limitations of the game and the people in it.<br />
<br />
More changes in my real life have resulted in even less Eve time and as a result I feel now removed from the game. Because of that I have decided that it is in the best interest of Eve University that I resign from my CEO position. I have asked Kelduum to succeed me and he has accepted the job.<br />
<br />
What does this mean for the University and its members? Well, nothing. It means that now the formal power will be with the person who has already been in charge for a long time. I trust that Kelduum and the rest of the leadership will continue to run and build the University as they have done in the past. If they should decide to take another route then that's fine too.<br />
<br />
As for me? I hope to stay a member of the University. If and when I have time I would like to log in and just join the chat with the new guys. The enthusiasm of new players is what I always enjoy most about EVE. Besides, there is always a lot to learn in Eve.<br />
<br />
Finally, I would like to thank everyone for putting your trust in me. When I founded the Uni I had no idea where it would go. Where we are today is far beyond anything I could have imagined. I have learned so much, I have met amazing people and had a great time. All thanks to you, members past and present of Eve University.<br />
<br />
|}<br />
<br />
= Directors Emeriti =<br />
<br />
The following were once directors E-UNI who have stepped down from their positions and while they no longer hold any official authority, their considerable knowledge and history is still called upon from time to time, and their input is welcome in E-UNI management discussions.<br />
<br />
* [[User:Irrilian|Irrilian]]<br />
* [[User:Bruno_Bonner|Bruno Bonner]]<br />
* [[User:Finraer|Finraer]]<br />
* [[User:Kassie_Kelmar|Kassie Kelmar]]<br />
* [[User:Storiim_Tsorovan|Storiim Tsorovan]]<br />
* [[User:Dookagalla|Dookagalla]]<br />
* [[User:Kodell|Kodell]]<br />
* [[Morning_Maniac|Morning Maniac]]<br />
* [[Miraki Alsento]]<br />
* [[METADOG|METADOG]]<br />
* [[Dierdra Vaal]]<br />
* [[User:Korr'Tanas|Korr'Tanas]] - was never technically a director, but served 9 months as [[Student Relations Manager]] among near 3 years of other solid Uni contributions, [http://forum.eveuniversity.org/viewtopic.php?p=325009#p325009 earning him the same honor]<br />
<br />
[[Category:Eve University]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EFT&diff=21713EFT2011-03-14T19:09:19Z<p>Dierdra Vaal: Redirected page to Guide to using EFT</p>
<hr />
<div>#redirect [[Guide_to_using_EFT]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Management&diff=19390EVE University Management2011-01-21T00:14:52Z<p>Dierdra Vaal: /* Director of Education */</p>
<hr />
<div>{{Cleanup}}<br />
<br />
The management of [[Eve University]] is appointed as a [[wikipedia:Meritocracy|meritocracy]], using demonstrated ability to select staff.<br />
<br />
The University has five distinct divisions, all under overall control of the CEO [[Kelduum Revaan]]. These are Education, Personnel, Logistics, Public Relations and the [[Ivy League Navy]] divisions.<br />
<div style="float:right; width:250px; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
= Chief Executive Officer =<br />
{|<br />
| valign="top" | [[image:Kelduum_Revaan.jpeg|left|thumb|128px|Kelduum Revaan]]<br />
| valign="top" | <big>'''[[Kelduum Revaan]]'''</big><br />
<br />
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Personnel, Education, Logistics and Diplomacy, as well as Fleet Command.<br />
<br />
'''About the person:''' Kelduum (a [[wikipedia:mandalorian|mandalorian]] name, meaning 'eternal stronghold') became a [[capsuleer]] in mid 2006, and after a little while, joined Eve University. After a few short months he became entangled with a few diplomatic negotiations, and eventually became Director of Diplomacy for IVY. In December of 2008 he took over the role of Director of Operations, and in January 2010 the CEO role itself, both of which he carries currently. It is currently unclear what his final goals on New Eden are, however they are believed to include the construction of a gigantic battle-station.<br />
<br />
|}<br />
<br />
== Director of Personnel ==<br />
{|<br />
| valign="top" | [[File:Darian.jpg|128px|thumb|left|Darian Reymont]]<br />
| valign="top" | <big>'''[[User:Darian Reymont|Darian Reymont]]'''</big><br />
<br />
'''About the role:''' The Director of Personnel oversees the enrolment of University students both new and old with both the Recruiting Department and Student Relations Department falling under his/her remit. The role also includes reviewing student status and promotions via the Titles Department as well as offering guidance and training (or help training) new volunteers in assisting with these departments.<br />
<br />
'''About the person:''' Darian began his University career as a recruitment officer in early 2009, stepping from noob to RO and on to recruitment manager within a year. Having served as recruitment manager for roughly seven months, Darian was offered the role of acting personnel director to provide cover for the indisposed METADOG and the role eventually became permanent. Darian is generally open, friendly and at his best managing people (or at least pretending to whilst taking all the credit for their hard work). While not the type to yell or punch you in the face, he may well poke you in the eye and push you down the stairs should you anger him.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Recruitment Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[File:RainC.jpg|128px|thumb|left|Rain Coehati]]<br />
| valign="top" | <big>'''[[User:Rain Coehati|Rain Coehati]]'''</big><br />
<br />
'''About the role:''' The recruitment manager oversees the group of [[List of Recruitment Officers|30+ volunteers]] that make up the recruiting department, the job of whom it is to put aside their time to filter applicants by the way of interview, ensuring that only those who fit with E-UNI's mission and moral code are permitted entry. Tasks involve creating and updating recruitment policies, managing staff (bringing new ROs in, seeing that inactive ROs are taken out, training new ROs, promoting experienced ROs etc.), monitoring recruitment activity, policing the University's public channel and, perhaps most importantly, defending the recruitment cookies.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Student Relations Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:BladeHeart.jpg|left|thumb|128px|BladeHeart]]<br />
| valign="top" | <big>'''[[User:BladeHeart|BladeHeart]]'''</big><br />
<br />
'''About the role:''' The Student Relations Manager primary role is to be available for students to voice any Uni related concerns and, when needed, to try and resolve any conflicts and misunderstandings. I also try and provide an objective voice and give advice and explanations to students on issues arising from Uni actions. Got an issue or need and explanation? Then the Student Relations Manager is the person you should speak to.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Title Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:Kaein_Soturus.jpeg|left|thumb|128px|Kaein Soturus]]<br />
| valign="top" | <big>'''[[User:Kaein_Soturus|Kaein Soturus]]'''</big><br />
<br />
'''About the role:''' Responsible for applying titles to members, such as Freshman, Student and Graduate, and awarding medals. <br />
<br />
'''About the person:''' Soon™<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
== Director of Education ==<br />
{|<br />
| valign="top" | [[image:Dierdravaal_256.jpg|left|thumb|128px|Dierdra Vaal]]<br />
| valign="top" | <big>'''[[User:Dierdra_Vaal|Dierdra Vaal]]'''</big><br />
<br />
'''About the role:''' The DirEdu oversees the core business of Eve University, training new players. He decides on the overall strategies to maximise the educational side of Eve University. He manages the training department (classes), events department and mentoring department and ensures operations in these departments are running smoothly. <br />
<br />
'''About the person:''' Dierdra Vaal has been a pilot since 2006, and been with Eve University for almost that long. Dierdra started as student, and became recruitment officer and teacher before becoming recruitment manager, director of recruitment, director of training and now director of education. Dierdra was also a member of the first, third and fifth terms of the [[eve:Council_of_Stellar_Management|Council of Stellar Management]], serving as Chairman for the third elected council.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Teaching Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:NevilleSmit.jpg|left|thumb|128px|Neville Smit]]<br />
| valign="top" | <big>'''[[User:Neville Smit|Neville Smit]]'''</big><br />
<br />
'''About the role:''' The Teaching Manager oversees [[Teaching_Classes_at_Eve_University|recruiting and development of UNI teachers]], organizing guest lectures, scheduling classes, and developing [[Eve_University_Class_Library|recorded training classes]], the [[:Category:Syllabi|Syllabus Library]] and related [[:Category:Guides|player guides]] on the Eve University wiki.<br />
<br />
'''About the person:''' Neville Smit discovered and joined Eve University early in his career. Due to his insatiable ego, he became obsessed with collecting titles in the UNI hierarchy. Before becoming Teaching Manager, he acquired the titles of Freshman, Student, Recruitment Officer, Senior Recruitment Officer, Assistant Recruiting Manager, ILN Ensign, Graduate, Teacher, Mentor, and Mentor Manager -- and also was awarded the UNI's first official Professor title. In love with the sound of his own voice, he lectures frequently in UNI-sponsored classes, even if no one shows up. An admitted carebear, Neville is a master at getting in on killmails while flying in the shadows of far superior UNI pilots, resulting an an impressive-looking but ultimately hollow [http://ivy.killmail.org/?a=pilot_detail&plt_id=463535 98%+ efficiency ratio]. His only real saving graces are his genuine desire to help new capsuleers succeed, and his zeal for providing top-notch training resources to UNI members.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Mentor Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:AlastarFrost.jpg|left|thumb|128px|Alastar Frost]]<br />
| valign="top" | <big>'''[[User:Alastar Frost|Alastar Frost]]'''</big><br />
<br />
'''About the role:''' On request, Eve University provides members with individualized coaching and mentoring from experienced UNI Graduates. The Mentor Manager is responsible for ensuring that this [[Mentor Program]] runs smoothly and efficiently.<br />
<br />
'''About the person:''' Coming soon! <br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Events Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:Qato_Vollan.png|left|thumb|128px|Qato Vollan]]<br />
| valign="top" | <big>'''[[Qato Vollan]]'''</big><br />
<br />
'''About the role:''' The Events Manager oversees the [[Events Department]], including the scheduling of events, recruiting Events Coordinators, and supporting students in developing and running their own events.<br />
<br />
'''About the person:''' Qato Vollan joined E-Uni not long after receiving his pod pilot licence in early 2008. He signed on as a Recruitment Officer shortly after joining, and occasionally still enjoys torturing new applicants. When life as an RO slowly began to drive him insane, he decided to enlist in the Ivy League Navy, joining the ranks of Battlegroup III. Following the time-honoured tradition of assassinating his superiors, he became CO of his Battlegroup, a post he still holds while remaining ever vigilant against his XO poisoning his Quafe.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
== Director of Logistics ==<br />
{|<br />
| valign="top" | [[image:AzmoValar.jpg|left|thumb|128px|Azmodeus Valar]]<br />
| valign="top" | <big>'''[[Azmodeus Valar]]'''</big><br />
<br />
'''About the role:''' The [[Logistics Department|Logistics Department]] is made of 6 main sections (POS Operations, Mining, Research, Production, Hangar Management, and Market). Each section has a distinct focus, and all of them work in harmony on multiple projects. The Logistics Director is responsible for coordinating the actions of all 6 sections, and ensuring that each is fulfilling its responsibilities. He/She sets policy for the Department, appoints section managers, acts as a liaison to other departments, and serves as a Director for the university as a whole. The Freighter Production project, Ship replacemnt project, Refining program, copying program, and BYOM program are directly under the supervision of the Logistics Director instead of assigned to a distinct department.<br />
<br />
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Director of Starbase Operations ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Eskona_Runningstar.jpg|left|thumb|128px|Eskona Runningstar]]<br />
| valign="top" | <big>'''[[User:Eskona_Runningstar|Eskona Runningstar]]'''</big><br />
<br />
'''About the role:''' Maintains the [[POS]], used for research by the members. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Mining Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:CallinVandylx.jpg|left|thumb|128px|Callin Vandylx]]<br />
| valign="top" | <big>'''[[User:Callin_Vandylx|Callin Vandylx]]'''</big><br />
<br />
'''About the role:''' Organizes [[Running a Mining Op|mining]] and related industrial operations. He also runs the [[Mining Loaner Fleet]] and hopes to get more of these ships into the hands of Uni students.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Production Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:RECON.jpg|left|thumb|128px|Recon]]<br />
| valign="top" | <big>'''[[User:RECON|RECON]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining production of parts necessary for Eve University. <br />
<br />
'''About the person:''' <br />
<br />
Recon has been a pilot since 2003<br />
His early career path of missions and mining took him from the starter system Amsen into Piekura, from here some great friendships where made and the corp Tiara Eagles was formed.<br />
Managment issues and player drama soon split the corp and with the remaining players Quam Singulari was formed it continued on with a massive push building Battleships for its members, by mining in Piekura.<br />
( any 2003 vets will tell you how hard this was at the time )<br />
With the low sec system Mara not far away we eventually got into some PVP.<br />
It turrned out we where quite good at small gang stuff and Quam were asked to join the legendary Curse Alliance.<br />
<br />
Eventually this great alliance the Alliance split into 2, those following Xirtam and those who followed Foyle.<br />
Quam followed Foyle, who had an offer from Enders Hawk to form a new Alliance, Force of Evil.<br />
Force of Evil went on a rampant killing spree, fighting at some point, KIA, Celestial Apocalypse, Phoenix Alliance, G- Alliance, Stain. F-E, Mercenary Coalition, Xetic Alliance.<br />
After yet more drama the alliance choose to kick the old CA corps and side with the very people they where fighting, eventually leading to Quam leaving the area, and after a little while recuperating Quam had an offer to join Lotka Volterra.<br />
<br />
Around this time a real life friend was starting Eve Online and was struggling to get a grip on the basics of the game, also around this time I felt it was time to leave the big alliance life behind and decided this could be my chance at a new life.<br />
After a nice chat with Dierdra Vaal explaining my wishes to mentor my friend we both got accepted into the Eve University.<br />
My mentoring went well and my friend left Eve University behind to find his own way in the Universe of Eve.<br />
I decided to stay with the University and was taken on as a Recruitment Officer, this went well and was a job I very much enjoyed untill leaving the post.<br />
Reading the University forums the managment post "Production Manager" was open for aplicants I put my name forward and got the job.<br />
<br />
So here I am 7 years after I started playing Eve building ships and modules for the good of others, job satisfaction is at an all time high and im very happy to be part of the managment team<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Research Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Frood_Frooster.jpg|left|thumb|128px|Frood Frooster]]<br />
| valign="top" | <big>'''[[User:Frood_Frooster|Frood Frooster]]'''</big><br />
<br />
'''About the role:''' Maintains the Universities research jobs. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Hangar Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Turhan_Bey.jpg|left|thumb|128px|Turhan Bey]]<br />
| valign="top" | <big>'''[[User:Turhan_Bey|Turhan Bey]]'''</big><br />
<br />
'''About the role:''' In charge of maintaining stocks in corporate hangars. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Market Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Cervator.jpg|left|thumb|128px|Cervator]]<br />
| valign="top" | <big>'''[[User:Cervator|Cervator]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining the PYOS program. <br />
<br />
'''About the person:''' Cervator joined New Eden around August 2009 and Eve University shortly after that. He enjoys a strange satisfaction from organizing things, so he turned out to be a perfect fit for the Logistics Department. Cervator established the PYOS program with direction from Azmodeus Valar, which provides T1 ships at cost to students for ISK (similar to how BYOM does it for minerals)<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
== Director of Public Relations ==<br />
{|<br />
| valign="top" | [[image:Irdalth_Delrar.jpg|left|thumb|128px|Irdalth Delrar]]<br />
| valign="top" | <big>'''[[User:Irdalth_Delrar|Irdalth Delrar]]'''</big><br />
<br />
'''About the role:''' The Director of Public Relations is responsible for dealing with they day to day management all the Uni's public resources as well as dealing with third party contacts and news.<br />
<br />
'''About the person:''' Irdalth Delrar started as the alt of [[Keleth Delrar]], part of the Uni since 2006. As many of the other directors, Keleth started as an RO, when he left to 0.0, and Irdalth took his place, moving from RO to mining manager to teacher, when finally, 3 years later, his Jedi mind-tricks convinced Lord Kelduum to take him as an apprentice. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Forum Managers ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Smoogle.jpg|left|thumb|128px|Smoogle]]<br />
| valign="top" | <big>'''[[User:Smoogle|Smoogle]]'''</big><br />
<br />
'''About the role:''' The forum manager is responsible for day-to-day management of the E-UNI forum, dealing with forum moderation where needed, resetting user passwords, and assuring the quality of image-macro responses.<br />
<br />
'''About the person:''' Smoogle has been around for a while now, with a near-complete lack of training focus and more than a couple hiatus periods. Finally failed at avoiding responsibility.<br />
<br />
'''Reports to:''' [[Director of Public Relations]]<br />
|}<br />
<br />
=== Wiki Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Cervator.jpg|left|thumb|128px|Cervator]]<br />
| valign="top" | <big>'''[[User:Cervator|Cervator]]'''</big><br />
<br />
'''About the role:''' The Wiki Manager's role is to patrol all wiki changes and identify and deal with any inappropriate edits to UniWiki as needed.<br />
<br />
'''About the person:''' Cervator joined New Eden around August 2009 and Eve University shortly after that. He enjoys a strange satisfaction from organizing things, so he turned out to be a perfect fit for the Logistics Department. He later also got suckered into becoming the Wiki Manager. thinking it was just a simple background admin job ;-) <br />
<br />
'''Reports to:''' [[Director of Public Relations]]<br />
|}<br />
<br />
=== Media Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Zealbourne.jpg|left|thumb|128px|Zealbourne]]<br />
| valign="top" | <big>'''[[User:Zealbourne|Zealbourne]]'''</big><br />
<br />
'''About the role:''' The Media Manager looks after the news content on [http://www.eveuniversity.org eveuniversity.org] writing articles detailing what has been going on in E-UNI, as well as running the official E-UNI Twitter and Facebook pages.<br />
<br />
'''About the person:''' Coming soon<br />
<br />
'''Reports to:''' [[Director of Public Relations]]<br />
|}<br />
<br />
== Fleet Admiral ==<br />
{|<br />
| valign="top" | [[image:Silentbrick.jpeg|left|thumb|128px|Silentbrick]]<br />
| valign="top" | <big>'''[[User:Silentbrick|Silentbrick]]'''</big><br />
<br />
'''About the role:''' I pretty much run the [[ILN]] and take care of the Uni's military decisions. I tend to try and avoid the non-military stuff as that's the roles of other directors. I'm the guy who made the mistake of selling the idea of a navy to Morning Maniac and now I'm stuck here. ;)<br />
<br />
'''About the person:''' Been in the uni for all but 5 months or so of game time, learned alot and still learn alot from the students while trying to teach them not the specifics of PVP, but how to think about it and how to lead. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Vice Admiral ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Ubercado.jpg|left|thumb|128px|Ubercado]]<br />
| valign="top" | <big>'''[[User:Ubercado|Ubercado]]'''</big><br />
<br />
'''About the role:''' I shoot whom ever Silent lets me and moderate the forums (although not nearly enough of either lately). <br />
<br />
'''About the person:''' I'm a fleet commander and all around nice guy. I take care of the boards, in game channels and what ever Silent passes off to me. Has a tendency to get drunk and hand out titles and collect corpses. Nutmeg fetish. Will kill you in your sleep if the mood strikes me or Silent. <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Director of Intelligence ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Kyrlin_DiShai.png|left|thumb|128px|Kyrlin DiShai]]<br />
| valign="top" | <big>'''[[User:Kyrlin_DiShai|Kyrlin DiShai]]'''</big><br />
<br />
'''About the role:''' The Director of Intelligence is responsible for maintaining Inteligence assets and providing information regarding those parties hostile is Eve University.<br />
<br />
'''About the person:''' <Classified><br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Rear Admiral - Battlegroup Coordinator ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Smurfprime.jpg|left|thumb|128px|Smurfprime]]<br />
| valign="top" | <big>'''[[User:Smurfprime|Smurfprime]]'''</big><br />
<br />
'''About the role:''' The Battlegroup Coordinator is responsible for the day-to-day operations of the ILN Fleet and maintaining the operational readiness of the ILN Battlegroups. This includes a wide variety of administrative duties ranging from recruitment, training, mentoring, staffing, personnel development, record keeping, policy development and implementation and the disarming of the occasional drama bomb. <br />
<br />
'''About the person:''' Smurfprime has been in E-UNI for a little over 2 years serving in a wide variety of roles including, Teacher, Mentor, and Recruitment Officer. He is rumored to have been one of the founding members of the infamous Division 6, not that any such Division ever existed. <br />
<br />
Smurfprime is very fond of scouting and exploration in general, and is known to be the first member of E-UNI to scan down a wormhole into unknown space. Based on these experiences he has authored comprehensive guides on scan probe technology and the mechanics of ship tanking. <br />
<br />
Well aware of the time-honored tradition of promotion via assassination, Smurf is rarely seen in person (no photo on file) or for that matter a non-cloaking vessel, even the location of his office is said to be cloaked, others rumor that his office is actually located in a portable micro-wormhole. Either way, you do not find his office, it finds you... <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
= Eve University Founder =<br />
<br />
{|<br />
| valign="top" | [[image:Morning_Maniac.jpeg|left|thumb|128px|Morning Maniac]]<br />
| valign="top" | <big>'''[[Morning Maniac]]'''</big><br />
<br />
'''About the Role and the Person:''' I founded Eve University to create a place where new players could get together and be appreciated for who there were. Classes and doing things together were important but nothing was, and is, more important than the positive attitude towards new players. <br />
<br />
In the first three years I clocked about 4000 hours logged-in in the service of the University. After some real life changes my available free time was greatly reduced but I could rely on a great team of directors and managers to run the Uni. In the last three years I was mainly concerned with extinguishing fires and the occasional directorship drama, but fortunately for me and everyone involved these issues have become less frequent and intense. The current leadership is stable and doing well, and they seem to share my vision of what the University should be and they work hard to shape it as such, with all the limitations of the game and the people in it.<br />
<br />
More changes in my real life have resulted in even less Eve time and as a result I feel now removed from the game. Because of that I have decided that it is in the best interest of Eve University that I resign from my CEO position. I have asked Kelduum to succeed me and he has accepted the job.<br />
<br />
What does this mean for the University and its members? Well, nothing. It means that now the formal power will be with the person who has already been in charge for a long time. I trust that Kelduum and the rest of the leadership will continue to run and build the University as they have done in the past. If they should decide to take another route then that's fine too.<br />
<br />
As for me? I hope to stay a member of the University. If and when I have time I would like to log in and just join the chat with the new guys. The enthusiasm of new players is what I always enjoy most about EVE. Besides, there is always a lot to learn in Eve.<br />
<br />
Finally, I would like to thank everyone for putting your trust in me. When I founded the Uni I had no idea where it would go. Where we are today is far beyond anything I could have imagined. I have learned so much, I have met amazing people and had a great time. All thanks to you, members past and present of Eve University.<br />
<br />
|}<br />
<br />
<br />
= Directors Emeriti =<br />
<br />
The following were once directors E-UNI who have stepped down from their positions and while they no longer hold any official authority, their considerable knowledge and history is still called upon from time to time, and their input is welcome in E-UNI management discussions.<br />
<br />
* [[User:Irrilian|Irrilian]]<br />
* [[User:Bruno_Bonner|Bruno Bonner]]<br />
* [[User:Finraer|Finraer]]<br />
* [[User:Kassie_Kelmar|Kassie Kelmar]]<br />
* [[User:Storiim_Tsorovan|Storiim Tsorovan]]<br />
* [[User:Dookagalla|Dookagalla]]<br />
* [[User:Kodell|Kodell]]<br />
* [[Morning_Maniac|Morning Maniac]]<br />
* [[Miraki Alsento]]<br />
* [[METADOG|METADOG]]<br />
* [[User:Korr'Tanas|Korr'Tanas]] - was never technically a director, but served 9 months as [[Student Relations Manager]] among near 3 years of other solid Uni contributions, [http://forum.eveuniversity.org/viewtopic.php?p=325009#p325009 earning him the same honor]<br />
<br />
[[Category:Eve University]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Management&diff=19389EVE University Management2011-01-21T00:13:40Z<p>Dierdra Vaal: /* Director of Education */</p>
<hr />
<div>{{Cleanup}}<br />
<br />
The management of [[Eve University]] is appointed as a [[wikipedia:Meritocracy|meritocracy]], using demonstrated ability to select staff.<br />
<br />
The University has five distinct divisions, all under overall control of the CEO [[Kelduum Revaan]]. These are Education, Personnel, Logistics, Public Relations and the [[Ivy League Navy]] divisions.<br />
<div style="float:right; width:250px; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
= Chief Executive Officer =<br />
{|<br />
| valign="top" | [[image:Kelduum_Revaan.jpeg|left|thumb|128px|Kelduum Revaan]]<br />
| valign="top" | <big>'''[[Kelduum Revaan]]'''</big><br />
<br />
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Personnel, Education, Logistics and Diplomacy, as well as Fleet Command.<br />
<br />
'''About the person:''' Kelduum (a [[wikipedia:mandalorian|mandalorian]] name, meaning 'eternal stronghold') became a [[capsuleer]] in mid 2006, and after a little while, joined Eve University. After a few short months he became entangled with a few diplomatic negotiations, and eventually became Director of Diplomacy for IVY. In December of 2008 he took over the role of Director of Operations, and in January 2010 the CEO role itself, both of which he carries currently. It is currently unclear what his final goals on New Eden are, however they are believed to include the construction of a gigantic battle-station.<br />
<br />
|}<br />
<br />
== Director of Personnel ==<br />
{|<br />
| valign="top" | [[File:Darian.jpg|128px|thumb|left|Darian Reymont]]<br />
| valign="top" | <big>'''[[User:Darian Reymont|Darian Reymont]]'''</big><br />
<br />
'''About the role:''' The Director of Personnel oversees the enrolment of University students both new and old with both the Recruiting Department and Student Relations Department falling under his/her remit. The role also includes reviewing student status and promotions via the Titles Department as well as offering guidance and training (or help training) new volunteers in assisting with these departments.<br />
<br />
'''About the person:''' Darian began his University career as a recruitment officer in early 2009, stepping from noob to RO and on to recruitment manager within a year. Having served as recruitment manager for roughly seven months, Darian was offered the role of acting personnel director to provide cover for the indisposed METADOG and the role eventually became permanent. Darian is generally open, friendly and at his best managing people (or at least pretending to whilst taking all the credit for their hard work). While not the type to yell or punch you in the face, he may well poke you in the eye and push you down the stairs should you anger him.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Recruitment Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[File:RainC.jpg|128px|thumb|left|Rain Coehati]]<br />
| valign="top" | <big>'''[[User:Rain Coehati|Rain Coehati]]'''</big><br />
<br />
'''About the role:''' The recruitment manager oversees the group of [[List of Recruitment Officers|30+ volunteers]] that make up the recruiting department, the job of whom it is to put aside their time to filter applicants by the way of interview, ensuring that only those who fit with E-UNI's mission and moral code are permitted entry. Tasks involve creating and updating recruitment policies, managing staff (bringing new ROs in, seeing that inactive ROs are taken out, training new ROs, promoting experienced ROs etc.), monitoring recruitment activity, policing the University's public channel and, perhaps most importantly, defending the recruitment cookies.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Student Relations Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:BladeHeart.jpg|left|thumb|128px|BladeHeart]]<br />
| valign="top" | <big>'''[[User:BladeHeart|BladeHeart]]'''</big><br />
<br />
'''About the role:''' The Student Relations Manager primary role is to be available for students to voice any Uni related concerns and, when needed, to try and resolve any conflicts and misunderstandings. I also try and provide an objective voice and give advice and explanations to students on issues arising from Uni actions. Got an issue or need and explanation? Then the Student Relations Manager is the person you should speak to.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Title Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:Kaein_Soturus.jpeg|left|thumb|128px|Kaein Soturus]]<br />
| valign="top" | <big>'''[[User:Kaein_Soturus|Kaein Soturus]]'''</big><br />
<br />
'''About the role:''' Responsible for applying titles to members, such as Freshman, Student and Graduate, and awarding medals. <br />
<br />
'''About the person:''' Soon™<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
== Director of Education ==<br />
{|<br />
| valign="top" | [[image:Dierdravaal_256.jpg|left|thumb|128px|Dierdra Vaal]]<br />
| valign="top" | <big>'''[[User:Dierdra_Vaal|Dierdra Vaal]]'''</big><br />
<br />
'''About the role:''' The DirEdu oversees the core business of Eve University, training new players. He decides on the overall strategies to maximise the educational side of Eve University. He manages the training department (classes), events department and mentoring department and ensures operations in these departments are running smoothly. <br />
<br />
'''About the person:''' Dierdra Vaal has been a pilot since 2006, and been with Eve University for almost that long. Dierdra started as student, and became recruitment officer and teacher before becoming recruitment manager, director of recruitment, director of training and now director of education. Dierdra was also a member of the first and third terms of the [[eve:Council_of_Stellar_Management|Council of Stellar Management]], serving as Chairman for the third elected council.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Teaching Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:NevilleSmit.jpg|left|thumb|128px|Neville Smit]]<br />
| valign="top" | <big>'''[[User:Neville Smit|Neville Smit]]'''</big><br />
<br />
'''About the role:''' The Teaching Manager oversees [[Teaching_Classes_at_Eve_University|recruiting and development of UNI teachers]], organizing guest lectures, scheduling classes, and developing [[Eve_University_Class_Library|recorded training classes]], the [[:Category:Syllabi|Syllabus Library]] and related [[:Category:Guides|player guides]] on the Eve University wiki.<br />
<br />
'''About the person:''' Neville Smit discovered and joined Eve University early in his career. Due to his insatiable ego, he became obsessed with collecting titles in the UNI hierarchy. Before becoming Teaching Manager, he acquired the titles of Freshman, Student, Recruitment Officer, Senior Recruitment Officer, Assistant Recruiting Manager, ILN Ensign, Graduate, Teacher, Mentor, and Mentor Manager -- and also was awarded the UNI's first official Professor title. In love with the sound of his own voice, he lectures frequently in UNI-sponsored classes, even if no one shows up. An admitted carebear, Neville is a master at getting in on killmails while flying in the shadows of far superior UNI pilots, resulting an an impressive-looking but ultimately hollow [http://ivy.killmail.org/?a=pilot_detail&plt_id=463535 98%+ efficiency ratio]. His only real saving graces are his genuine desire to help new capsuleers succeed, and his zeal for providing top-notch training resources to UNI members.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Mentor Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:AlastarFrost.jpg|left|thumb|128px|Alastar Frost]]<br />
| valign="top" | <big>'''[[User:Alastar Frost|Alastar Frost]]'''</big><br />
<br />
'''About the role:''' On request, Eve University provides members with individualized coaching and mentoring from experienced UNI Graduates. The Mentor Manager is responsible for ensuring that this [[Mentor Program]] runs smoothly and efficiently.<br />
<br />
'''About the person:''' Coming soon! <br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Events Manager ===<br />
{|<br />
!width=50|<br />
| valign="top" | [[image:Qato_Vollan.png|left|thumb|128px|Qato Vollan]]<br />
| valign="top" | <big>'''[[Qato Vollan]]'''</big><br />
<br />
'''About the role:''' The Events Manager oversees the [[Events Department]], including the scheduling of events, recruiting Events Coordinators, and supporting students in developing and running their own events.<br />
<br />
'''About the person:''' Qato Vollan joined E-Uni not long after receiving his pod pilot licence in early 2008. He signed on as a Recruitment Officer shortly after joining, and occasionally still enjoys torturing new applicants. When life as an RO slowly began to drive him insane, he decided to enlist in the Ivy League Navy, joining the ranks of Battlegroup III. Following the time-honoured tradition of assassinating his superiors, he became CO of his Battlegroup, a post he still holds while remaining ever vigilant against his XO poisoning his Quafe.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
== Director of Logistics ==<br />
{|<br />
| valign="top" | [[image:AzmoValar.jpg|left|thumb|128px|Azmodeus Valar]]<br />
| valign="top" | <big>'''[[Azmodeus Valar]]'''</big><br />
<br />
'''About the role:''' The [[Logistics Department|Logistics Department]] is made of 6 main sections (POS Operations, Mining, Research, Production, Hangar Management, and Market). Each section has a distinct focus, and all of them work in harmony on multiple projects. The Logistics Director is responsible for coordinating the actions of all 6 sections, and ensuring that each is fulfilling its responsibilities. He/She sets policy for the Department, appoints section managers, acts as a liaison to other departments, and serves as a Director for the university as a whole. The Freighter Production project, Ship replacemnt project, Refining program, copying program, and BYOM program are directly under the supervision of the Logistics Director instead of assigned to a distinct department.<br />
<br />
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Director of Starbase Operations ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Eskona_Runningstar.jpg|left|thumb|128px|Eskona Runningstar]]<br />
| valign="top" | <big>'''[[User:Eskona_Runningstar|Eskona Runningstar]]'''</big><br />
<br />
'''About the role:''' Maintains the [[POS]], used for research by the members. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Mining Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:CallinVandylx.jpg|left|thumb|128px|Callin Vandylx]]<br />
| valign="top" | <big>'''[[User:Callin_Vandylx|Callin Vandylx]]'''</big><br />
<br />
'''About the role:''' Organizes [[Running a Mining Op|mining]] and related industrial operations. He also runs the [[Mining Loaner Fleet]] and hopes to get more of these ships into the hands of Uni students.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Production Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:RECON.jpg|left|thumb|128px|Recon]]<br />
| valign="top" | <big>'''[[User:RECON|RECON]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining production of parts necessary for Eve University. <br />
<br />
'''About the person:''' <br />
<br />
Recon has been a pilot since 2003<br />
His early career path of missions and mining took him from the starter system Amsen into Piekura, from here some great friendships where made and the corp Tiara Eagles was formed.<br />
Managment issues and player drama soon split the corp and with the remaining players Quam Singulari was formed it continued on with a massive push building Battleships for its members, by mining in Piekura.<br />
( any 2003 vets will tell you how hard this was at the time )<br />
With the low sec system Mara not far away we eventually got into some PVP.<br />
It turrned out we where quite good at small gang stuff and Quam were asked to join the legendary Curse Alliance.<br />
<br />
Eventually this great alliance the Alliance split into 2, those following Xirtam and those who followed Foyle.<br />
Quam followed Foyle, who had an offer from Enders Hawk to form a new Alliance, Force of Evil.<br />
Force of Evil went on a rampant killing spree, fighting at some point, KIA, Celestial Apocalypse, Phoenix Alliance, G- Alliance, Stain. F-E, Mercenary Coalition, Xetic Alliance.<br />
After yet more drama the alliance choose to kick the old CA corps and side with the very people they where fighting, eventually leading to Quam leaving the area, and after a little while recuperating Quam had an offer to join Lotka Volterra.<br />
<br />
Around this time a real life friend was starting Eve Online and was struggling to get a grip on the basics of the game, also around this time I felt it was time to leave the big alliance life behind and decided this could be my chance at a new life.<br />
After a nice chat with Dierdra Vaal explaining my wishes to mentor my friend we both got accepted into the Eve University.<br />
My mentoring went well and my friend left Eve University behind to find his own way in the Universe of Eve.<br />
I decided to stay with the University and was taken on as a Recruitment Officer, this went well and was a job I very much enjoyed untill leaving the post.<br />
Reading the University forums the managment post "Production Manager" was open for aplicants I put my name forward and got the job.<br />
<br />
So here I am 7 years after I started playing Eve building ships and modules for the good of others, job satisfaction is at an all time high and im very happy to be part of the managment team<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Research Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Frood_Frooster.jpg|left|thumb|128px|Frood Frooster]]<br />
| valign="top" | <big>'''[[User:Frood_Frooster|Frood Frooster]]'''</big><br />
<br />
'''About the role:''' Maintains the Universities research jobs. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Hangar Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Turhan_Bey.jpg|left|thumb|128px|Turhan Bey]]<br />
| valign="top" | <big>'''[[User:Turhan_Bey|Turhan Bey]]'''</big><br />
<br />
'''About the role:''' In charge of maintaining stocks in corporate hangars. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Market Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Cervator.jpg|left|thumb|128px|Cervator]]<br />
| valign="top" | <big>'''[[User:Cervator|Cervator]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining the PYOS program. <br />
<br />
'''About the person:''' Cervator joined New Eden around August 2009 and Eve University shortly after that. He enjoys a strange satisfaction from organizing things, so he turned out to be a perfect fit for the Logistics Department. Cervator established the PYOS program with direction from Azmodeus Valar, which provides T1 ships at cost to students for ISK (similar to how BYOM does it for minerals)<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
== Director of Public Relations ==<br />
{|<br />
| valign="top" | [[image:Irdalth_Delrar.jpg|left|thumb|128px|Irdalth Delrar]]<br />
| valign="top" | <big>'''[[User:Irdalth_Delrar|Irdalth Delrar]]'''</big><br />
<br />
'''About the role:''' The Director of Public Relations is responsible for dealing with they day to day management all the Uni's public resources as well as dealing with third party contacts and news.<br />
<br />
'''About the person:''' Irdalth Delrar started as the alt of [[Keleth Delrar]], part of the Uni since 2006. As many of the other directors, Keleth started as an RO, when he left to 0.0, and Irdalth took his place, moving from RO to mining manager to teacher, when finally, 3 years later, his Jedi mind-tricks convinced Lord Kelduum to take him as an apprentice. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Forum Managers ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Smoogle.jpg|left|thumb|128px|Smoogle]]<br />
| valign="top" | <big>'''[[User:Smoogle|Smoogle]]'''</big><br />
<br />
'''About the role:''' The forum manager is responsible for day-to-day management of the E-UNI forum, dealing with forum moderation where needed, resetting user passwords, and assuring the quality of image-macro responses.<br />
<br />
'''About the person:''' Smoogle has been around for a while now, with a near-complete lack of training focus and more than a couple hiatus periods. Finally failed at avoiding responsibility.<br />
<br />
'''Reports to:''' [[Director of Public Relations]]<br />
|}<br />
<br />
=== Wiki Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Cervator.jpg|left|thumb|128px|Cervator]]<br />
| valign="top" | <big>'''[[User:Cervator|Cervator]]'''</big><br />
<br />
'''About the role:''' The Wiki Manager's role is to patrol all wiki changes and identify and deal with any inappropriate edits to UniWiki as needed.<br />
<br />
'''About the person:''' Cervator joined New Eden around August 2009 and Eve University shortly after that. He enjoys a strange satisfaction from organizing things, so he turned out to be a perfect fit for the Logistics Department. He later also got suckered into becoming the Wiki Manager. thinking it was just a simple background admin job ;-) <br />
<br />
'''Reports to:''' [[Director of Public Relations]]<br />
|}<br />
<br />
=== Media Manager ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Zealbourne.jpg|left|thumb|128px|Zealbourne]]<br />
| valign="top" | <big>'''[[User:Zealbourne|Zealbourne]]'''</big><br />
<br />
'''About the role:''' The Media Manager looks after the news content on [http://www.eveuniversity.org eveuniversity.org] writing articles detailing what has been going on in E-UNI, as well as running the official E-UNI Twitter and Facebook pages.<br />
<br />
'''About the person:''' Coming soon<br />
<br />
'''Reports to:''' [[Director of Public Relations]]<br />
|}<br />
<br />
== Fleet Admiral ==<br />
{|<br />
| valign="top" | [[image:Silentbrick.jpeg|left|thumb|128px|Silentbrick]]<br />
| valign="top" | <big>'''[[User:Silentbrick|Silentbrick]]'''</big><br />
<br />
'''About the role:''' I pretty much run the [[ILN]] and take care of the Uni's military decisions. I tend to try and avoid the non-military stuff as that's the roles of other directors. I'm the guy who made the mistake of selling the idea of a navy to Morning Maniac and now I'm stuck here. ;)<br />
<br />
'''About the person:''' Been in the uni for all but 5 months or so of game time, learned alot and still learn alot from the students while trying to teach them not the specifics of PVP, but how to think about it and how to lead. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Vice Admiral ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Ubercado.jpg|left|thumb|128px|Ubercado]]<br />
| valign="top" | <big>'''[[User:Ubercado|Ubercado]]'''</big><br />
<br />
'''About the role:''' I shoot whom ever Silent lets me and moderate the forums (although not nearly enough of either lately). <br />
<br />
'''About the person:''' I'm a fleet commander and all around nice guy. I take care of the boards, in game channels and what ever Silent passes off to me. Has a tendency to get drunk and hand out titles and collect corpses. Nutmeg fetish. Will kill you in your sleep if the mood strikes me or Silent. <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Director of Intelligence ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Kyrlin_DiShai.png|left|thumb|128px|Kyrlin DiShai]]<br />
| valign="top" | <big>'''[[User:Kyrlin_DiShai|Kyrlin DiShai]]'''</big><br />
<br />
'''About the role:''' The Director of Intelligence is responsible for maintaining Inteligence assets and providing information regarding those parties hostile is Eve University.<br />
<br />
'''About the person:''' <Classified><br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Rear Admiral - Battlegroup Coordinator ===<br />
{|<br />
!width="50"|<br />
| valign="top" | [[image:Smurfprime.jpg|left|thumb|128px|Smurfprime]]<br />
| valign="top" | <big>'''[[User:Smurfprime|Smurfprime]]'''</big><br />
<br />
'''About the role:''' The Battlegroup Coordinator is responsible for the day-to-day operations of the ILN Fleet and maintaining the operational readiness of the ILN Battlegroups. This includes a wide variety of administrative duties ranging from recruitment, training, mentoring, staffing, personnel development, record keeping, policy development and implementation and the disarming of the occasional drama bomb. <br />
<br />
'''About the person:''' Smurfprime has been in E-UNI for a little over 2 years serving in a wide variety of roles including, Teacher, Mentor, and Recruitment Officer. He is rumored to have been one of the founding members of the infamous Division 6, not that any such Division ever existed. <br />
<br />
Smurfprime is very fond of scouting and exploration in general, and is known to be the first member of E-UNI to scan down a wormhole into unknown space. Based on these experiences he has authored comprehensive guides on scan probe technology and the mechanics of ship tanking. <br />
<br />
Well aware of the time-honored tradition of promotion via assassination, Smurf is rarely seen in person (no photo on file) or for that matter a non-cloaking vessel, even the location of his office is said to be cloaked, others rumor that his office is actually located in a portable micro-wormhole. Either way, you do not find his office, it finds you... <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
= Eve University Founder =<br />
<br />
{|<br />
| valign="top" | [[image:Morning_Maniac.jpeg|left|thumb|128px|Morning Maniac]]<br />
| valign="top" | <big>'''[[Morning Maniac]]'''</big><br />
<br />
'''About the Role and the Person:''' I founded Eve University to create a place where new players could get together and be appreciated for who there were. Classes and doing things together were important but nothing was, and is, more important than the positive attitude towards new players. <br />
<br />
In the first three years I clocked about 4000 hours logged-in in the service of the University. After some real life changes my available free time was greatly reduced but I could rely on a great team of directors and managers to run the Uni. In the last three years I was mainly concerned with extinguishing fires and the occasional directorship drama, but fortunately for me and everyone involved these issues have become less frequent and intense. The current leadership is stable and doing well, and they seem to share my vision of what the University should be and they work hard to shape it as such, with all the limitations of the game and the people in it.<br />
<br />
More changes in my real life have resulted in even less Eve time and as a result I feel now removed from the game. Because of that I have decided that it is in the best interest of Eve University that I resign from my CEO position. I have asked Kelduum to succeed me and he has accepted the job.<br />
<br />
What does this mean for the University and its members? Well, nothing. It means that now the formal power will be with the person who has already been in charge for a long time. I trust that Kelduum and the rest of the leadership will continue to run and build the University as they have done in the past. If they should decide to take another route then that's fine too.<br />
<br />
As for me? I hope to stay a member of the University. If and when I have time I would like to log in and just join the chat with the new guys. The enthusiasm of new players is what I always enjoy most about EVE. Besides, there is always a lot to learn in Eve.<br />
<br />
Finally, I would like to thank everyone for putting your trust in me. When I founded the Uni I had no idea where it would go. Where we are today is far beyond anything I could have imagined. I have learned so much, I have met amazing people and had a great time. All thanks to you, members past and present of Eve University.<br />
<br />
|}<br />
<br />
<br />
= Directors Emeriti =<br />
<br />
The following were once directors E-UNI who have stepped down from their positions and while they no longer hold any official authority, their considerable knowledge and history is still called upon from time to time, and their input is welcome in E-UNI management discussions.<br />
<br />
* [[User:Irrilian|Irrilian]]<br />
* [[User:Bruno_Bonner|Bruno Bonner]]<br />
* [[User:Finraer|Finraer]]<br />
* [[User:Kassie_Kelmar|Kassie Kelmar]]<br />
* [[User:Storiim_Tsorovan|Storiim Tsorovan]]<br />
* [[User:Dookagalla|Dookagalla]]<br />
* [[User:Kodell|Kodell]]<br />
* [[Morning_Maniac|Morning Maniac]]<br />
* [[Miraki Alsento]]<br />
* [[METADOG|METADOG]]<br />
* [[User:Korr'Tanas|Korr'Tanas]] - was never technically a director, but served 9 months as [[Student Relations Manager]] among near 3 years of other solid Uni contributions, [http://forum.eveuniversity.org/viewtopic.php?p=325009#p325009 earning him the same honor]<br />
<br />
[[Category:Eve University]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Varius_Arcturus%27_Overview_Guide&diff=17410Varius Arcturus' Overview Guide2010-11-14T18:16:38Z<p>Dierdra Vaal: /* Adding Probes to your Presets */</p>
<hr />
<div>{{uwc}} <br />
<br />
= Introduction =<br />
<br />
VA's Overview Guide is a step-by-step guide, designed to teach new players how to set up their own overviews in EVE Online. <br />
<br />
The guide contains a full walk-through of how to set up a complete overview from start to finish, with the following presets: <br />
<br />
*PvP <br />
*PvP + Drones <br />
*PvP Travel <br />
*PvP Travel without neutrals <br />
*Missioning and Mining <br />
*Fleetmates Only <br />
*Pod Saver <br />
*Wormholes!<br />
<br />
Setting up your overview is compulsory for uni fleets. People will get angry at you if you don't have your overview set up properly. Your overview presets are your eyes in EVE. Playing the game without setting them up properly is like not wearing glasses. You don't need glasses, you say? Trust me, everyone wears glasses in EVE. Knowledge is power. Even if you think you know it all, you don't. <br />
<br />
= Getting Started =<br />
<br />
=== What is the overview? ===<br />
<br />
In EVE Online, the overview is the only practical way to organize and view stuff. It is a powerful, (almost) fully customizable list of interactive items. It is one of the most important parts of EVE’s interface, and will help you in PvP, running missions, mining, traveling - practically every activity in EVE requires use of the overview. It is vitally important that you set up your overview in a way that is not confusing, and will allow you to easily see whatever you want to see at any given time. The consequences of not setting up your overview properly could range from not being able to see a war target and subsequently getting destroyed, to firing on your own ally because he appeared as a hostile, to being destroyed by NPC pirates that didn’t even show up on your screen. <br />
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=== Organizing your screen layout ===<br />
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Before you even touch the overlay itself, however, you should organize the rest of your interface. EVE is a game of communication and numbers - your screen layout should reflect this. <br />
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#Undock and find a safe place to sit. You will be sitting out in space for around half an hour. The POS in Aldrat is a good place to do this - ask another player in corp chat if you don’t know where it is. '''Alternatively, do this on an alternate character on the same account.''' The changes will carry across to all characters ''on that account on the same computer''. This is preferable in wartime. <br />
#Click the fleet button (on the Neocom panel), then click '''Form Fleet'''. Click through the loot logging screen, and you’ll see that you’ve formed a fleet. <br />
#Open the '''Scanner window''' (button located to the left of the capacitor readout). <br />
#Drag the '''Fleet window''' on top of your '''Scanner window''' until the window glows, then let go of your mouse. This creates a window with two tabs. This is useful, because the list of fleet members is generally quite large, and you don’t need to refer to it very often during an op. You should always have your scanner window open, as directional scan is invaluable. <br />
#Make your overview '''nice and big''' - it is your main source of information. I like to have mine running from top to bottom on the right side of my screen, with my '''Selected Item window''' just above it, and my '''Fleet/Scanner window''' just below it. <br />
#During a fleet, you’re going to need to have chat windows open. You generally have two windows open at once - fleet and squad chat. I like to keep them on the left side of the screen in separate windows. <br />
#Another window you should have separated is '''Local chat'''. Local is very important in ascertaining who is in system with you. <br />
#You should also leave space for your watch list, but you can only get that when you have other people in your fleet. <br />
#Press escape and go to the '''General Settings tab''' . Under the '''Windows''' subheading, check '''Lock windows when pinned''' . This will ensure your overview and other windows don’t go anywhere. <br />
#Pin your overview and any other windows of your choice. This will allow you to see through them.<br />
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Remember that your interface should be set up the way it is most convenient for you - feel free to change your windows around once you work out what you want. <br />
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'''''Hint -''''' You can move your ship and modules display to the left and right by holding shift and clicking on your capacitor and dragging. You can even move it to the top of your screen: Click the white arrow below the speedometer, then "Align Top" at the bottom of the menu which appears. <br />
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'''''Another hint -''''' You can move your targeted objects around your screen as well. Notice that near the upper-left or upper-right corner of your targeted items (you will have to target something to see these), there is a very faint cross-hair. Click and drag that cross-hair around to change the location of your targets. <br />
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Now go to right click the white triangle on your '''Fleet tab''' and select '''Leave fleet''' . Your screen should be mostly set up for the next fleet op. Next time you go on an op, don’t forget to separate your squad and fleet chat windows and to add important fleetmates to your Watch List. <br />
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Now that we’ve gotten that down, let’s get onto the overview itself. <br />
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= The Overview Settings =<br />
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=== Viewing Overview Settings ===<br />
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To view all your overview settings, do the following: <br />
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#Right click on white triangle on your '''Overview tab'''. <br />
#Click on the third last option, '''Open overview settings'''.<br />
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You should now see your overview settings window, complete with six different tabs. <br />
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'''NOTE - This guide will cover optimizing overview settings in the next chapter. For now, follow along in your own overview and learn.''' <br />
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=== The Filters Tab ===<br />
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==== Types ====<br />
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The types tab is where you select what you want to see on your overview. You can use this tab to select specific things - if you’re a veldspar miner, you might only want veldspar asteroids and NPC rats. If you’re a PvPer, you might only want ships on your overview, or maybe even just specific types of ships. <br />
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*'''Asteroid:''' Pretty self explanatory - all your different types of asteroids. <br />
*'''Celestial:''' All your large celestial objects - planets, moons, wormholes, and so on. Also contains beacons (cynosural fields), biomass (corpses), stargates and wrecks. <br />
*'''Charge:''' Contains bombs, which can now be deployed by stealth bombers, but only in 0.0 space. These are very dangerous - always good to have them on your overview. <br />
*'''Deployable:''' Mobile warp disruptors, otherwise known as bubbles. These are the deployable type that get anchored in space. The other type are used by interdictors and heavy interdictors, and don’t show up on your overview. <br />
*'''Drone:''' All your various types of drones. Useful if you want to target drones of any kind, especially fighter drones. <br />
*'''Entity:''' All your mission rats (NPC enemies), as well as a few useless things like billboards. <br />
*'''NPC:''' CONCORD, and non-mission rats. <br />
*'''Ship:''' Player-owned ships. Usually you’ll have all of these selected, unless you want to target specific types of ships. <br />
*'''Station:''' Pretty self-explanatory. Structure POS structures and modules - you might use these if you were attacking one, or living in one.<br />
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==== States ====<br />
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In the States tab, you can further define what you want to see in the overview. Whilst the Types tab is pretty straightforward, some care has to be taken with the States tab. <br />
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'''IMPORTANT - EVERYONE READ THIS:''' States doesn’t let you say what you want to see, rather it lets you say what you don’t want to see. <br />
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''If a player has an attribute that you '''haven’t''' selected, they '''won’t show up on your overview'''.'' <br />
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'''Example:''' You want to see a war target, so you select '''Pilot is at war with your corporation/alliance'''. You would think this would give you war targets on your overview, but it’s a bit more complicated than that. <br />
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Suppose that player also has a bounty on him. Since you haven’t got bounty checked, he won’t show up. You need to select all the attributes that a war target could possibly have in order to see war targets. <br />
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Additionally, the States tab and the Types tab interact which often leads to problems and confusion for newer players. For example, if you are setting up a drone preset where all you want to see are drones and nothing else [i.e. no ships, no rats etc.], many newer players will deselect everything in Types except for Drones and then deselect everything in States thinking that those attributes deal only with showing pilots - which is what you don't want in your Drones preset. The problem with this is that you will not see your Drones in the Overview because Drones belong TO pilots; in order to see your own drones, you must select "pilot is in your alliance" in the States tab. If you want to see the drones of your enemies, then you will also have to select "pilot is at war with your corporation/alliance" etc. Feel free to test this out with your own drones, you will be pleasantly surprised. The same principle applies if you're mining with jetcans, if you only select "Cargo Container" under Celestial in Types and deselect everything in States, nobody's cans will show up in your overview because by deselecting everything in States, you are not allowing your Overview to show cans that belong to pilots - and since all cans invariably belong to a pilot, none will thus show. This same principle applies to other objects like wrecks etc. because the States tab doesn't just show pilots, but it shows what those pilots own. To keep things simple, I select everything in the States tab for all my presets and use the Types tab to filter what I do/don't want to see in my Overview presets. NOTE: This paragraph was not written by Varius. <br />
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This is the trick to the overview, and (apart from bugs) the most common reason why players can’t see all the things they want to see. <br />
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=== The Appearance Tab ===<br />
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==== Colortag ====<br />
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Colortags allow you to set which tags appear or do not appear, and which tags have priority. Setting colortags correctly is important because they dictate which state you see. For example, if you have '''Pilot has a bounty on him''' set higher than '''Pilot is at war with your corporation/alliance''', you will only see the black skull bounty colortag rather than the red star war target colortag. The consequences of this could obviously be very bad. <br />
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Also note that colortag settings also affect chat and space. <br />
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Another thing to remember is that changing these settings won’t dictate what you can and can’t see in your overview - you will still see all the things you dictated in the States tab. The only thing you’re changing here is how said things are displayed in your overview, in chat and in space. <br />
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==== Background ====<br />
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The Background tab allows you to change the background of items in your overview, as well as the background of icons in space. It doesn’t affect things in chat. <br />
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You can change the colour of the background of any pilot state. Generally, as backgrounds are quite distracting, I might only have a few selected at any one time. <br />
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You can also toggle flashing backgrounds. This is where the term “red flashy” comes from - players generally have war targets and outlaws set to a flashing red background. This is useful for highlighting certain pilots in your overview. <br />
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Like in the Colortags tab, backgrounds have priorities. If a pilot fulfills two or more criteria, the highest ranked one will take priority. <br />
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==== EWAR ====<br />
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The EWAR lets you modify which electronic warfare notifications are shown on the overview. For example, you might only want to know when you’re being warp scrambled, so you would only check that box. <br />
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=== The Columns Tab ===<br />
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Columns let you select which columns you want to see in your overview. Some of them are pretty useless, so you obviously don’t want those columns cramping your style. <br />
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*'''Icon:''' This is the object’s icon, useful for quickly seeing the difference between a stargate and a station, or a war target and a corp member.<br />
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*'''Distance:''' The object’s distance from your ship.<br />
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*'''Name:''' The name of the object, be it a player name, the name of a station, or the name of a stargate or another item.<br />
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*'''Type:''' Shows what type of ship a pilot is flying, which is a very useful thing to know.<br />
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*'''Tag:''' The tag that a fleet commander (FC) has assigned to an object. Useful when primary and secondary targets are called, although an FC will usually just shout out the name over Teamspeak. Mostly used for shooting rats, where the FC wants pilots to destroy enemies in a certain order, but doesn’t want to have to call out each target. Also useful for exploration, where cans in archaeology or hacking sites need to be marked as completed.<br />
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*'''Corporation and Alliance:''' A pilot’s corporation and alliance.<br />
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*'''Faction and Militia:''' Used in Factional Warfare.<br />
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*'''Size:''' The object’s size.<br />
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*'''Velocity:''' The object’s general velocity.<br />
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*'''Radial Velocity:''' How fast an object is traveling, and whether it is traveling towards or away from you.<br />
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*'''Transversal Velocity:''' How fast an object is traveling perpendicular to you (its orbital velocity). Very useful for gunnery pilots in gauging whether a target can be hit or not, and valuable for frigate and interceptor pilots trying to avoid being hit by guns. An object with a faster transversal velocity will be harder to hit, and vice versa. Angular velocity is, however, more useful. Angular velocity is the most valuable tab for gunnery pilots.<br />
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*'''Angular Velocity:''' is an object’s speed relative to you, measured in radians per second. This means that angular velocity takes distance from a target into account, a very important factor when trying to hit something. Even if a ship has a high transversal velocity, it may still have a very low angular velocity because it is far away; meaning it might still be easy to hit. Basically, if the number in the angular velocity tab is lower than your tracking speed, you can hit your target - or the other way around.<br />
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=== The Ships Tab ===<br />
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The Ships tab lets you customize what you see when you mouse over an object in space. It also lets you customize the order information is shown in, and the brackets used on either side of each bit of information. Again, some bits are useful, and some bits are not. Ship Name, for example, is rarely useful, whereas Ship Type is very useful. <br />
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Since I generally use the overview to look at all of this information, this tab is not so important to me. It can, however, be useful when you are looking at a battle from long range in Tactical Overview mode, and you want to see all pertinent information when you mouse over different ships. <br />
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=== The Misc Tab ===<br />
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The Misc tab allows you to reset all of your overview settings and start from scratch. It also has the option of moving objects that are mentioned in broadcasts to the top of an overview. This can be useful in fleet operations when the FC broadcasts an align command, or the like. The relevant stargate would then move to the top of the overview. <br />
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=== The Overview Tabs Tab ===<br />
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This tab allows you to set up to five different tabs, with five different overview and bracket profile presets. This lets you easily switch between different profiles for different situations. Brackets are the icons you see in space for an item, such as squares for players, circles for planets, etc.. <br />
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<br> The next section will show you how to set different presets and optimize your overview for different situations. <br />
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= Setting Up Your Overview =<br />
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The following section will tell you how to set up your overview for Eve University fleets. Please follow the instructions carefully. <br />
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=== Setting Up Columns ===<br />
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#In your overview settings, go to the '''Columns tab'''. <br />
#Make sure the following boxes are checked: <br />
#*'''Icon''' <br />
#*'''Distance''' <br />
#*'''Name''' <br />
#*'''Type''' <br />
#*'''Tag''' <br />
#*'''Corporation''' <br />
#*'''Alliance''' ''(Corporation and alliance are useful to see who is around, especially in low security space.)'' <br />
#*'''Radial velocity ''' <br />
#If you are a gunnery pilot or tackler, check'''&nbsp;Angular velocity'''. Use whichever one you are comfortable with. <br />
#Sort your overview by '''Distance''' , so that the closest items are at the top. This is the most logical way to sort your overview. <br />
#Make sure your overview is wide enough to easily see the information in all these columns.<br />
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=== Setting Up Ship Mouse-Overs ===<br />
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#Go to the '''Ships tab'''. <br />
#Make sure the following boxes are checked, and move them into the following order: ''(I find that his helps to separate all of the bracketed information, which can get confusing.)'' <br />
#*'''Ship Type''' <br />
#*'''Pilot name''' <br />
#*'''Corp Ticker''' <br />
#*'''Alliance Ticker''' <br />
#Select '''Hide corp ticker if pilot is in alliance''' at the top of the tab.<br />
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This removes irrelevant information - if you’re fighting against a Privateer, you want to know he’s in the Privateer Alliance, not which corp he’s in. <br />
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=== Setting up Broadcasted Entities ===<br />
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#Go to the '''Misc Tab'''. <br />
#Check '''Move entities with broadcasts to top'''.<br />
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=== Setting Up Colortags ===<br />
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#Go to the '''Appearance tab''', and then the '''Colortag tab'''. <br />
#Change your colortags to be in the following order: <br />
#*'''Pilot is at war with your corporation/ alliance''' <br />
#*'''Pilot is at war with your militia ''' <br />
#*'''Pilot is in your fleet''' <br />
#*'''Pilot is in your corporation ''' <br />
#*'''Pilot is in your alliance ''' <br />
#*'''Pilot has excellent standing ''' <br />
#*'''Pilot has good standing ''' <br />
#*'''Pilot is in your militia ''' <br />
#*'''Pilot is an outlaw ''' <br />
#*'''Pilot has terrible standing ''' <br />
#*'''Pilot has bad standing''' <br />
#*'''Pilot has security status below 0 ''' <br />
#The last three items should be unchecked, unless you really want to see who has a bounty, which is pretty useless information. <br />
#Please double check your settings against the setting order above.<br />
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Notice that the colortag for '''Pilot is an outlaw''' is an orange skull. This is because we’re going to be changing the background for this state in the next section. <br />
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'''Flagging in High Security Space''' In high sec, you usually can’t be attacked by anyone without CONCORD attacking and destroying them. However, if you commit the following actions in high security space, CONCORD won’t interfere if someone attacks you. <br />
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These are: <br />
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*If you steal from someone. <br />
*If you aid someone who is flagged to someone else. <br />
*If you attack someone.<br />
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=== Setting Up Backgrounds ===<br />
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#Go into the '''Appearances tab''', then go to the '''Background tab'''. <br />
#Uncheck everything EXCEPT: <br />
#*'''Pilot is at war with your corporation/ alliance'''. <br />
#*'''Pilot is an outlaw''' <br />
#'''Pilot is at war with your corporation/alliance should be at the top''', with '''Pilot is an outlaw''' below '''Pilot has good standing'''. <br />
#Right click on '''Pilot is an outlaw''' and select '''Toggle blink'''. Both the items that are selected should now be blinking. <br />
#Right click on '''Pilot is an outlaw''' and change the colour to orange.<br />
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This last step is to distinguish outlaws from war targets, since allies can sometimes appear as outlaws. Be aware that some fleet commanders (FCs) refer to outlaws as red flashies. With the above settings, orange flashy and the traditional red flashy are both shootable targets - you won’t get CONCORDed if you fire upon them. <br />
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Outlaws and war targets are the only two types of players you can attack in high sec space. The above settings will remove background from everything except the most important targets, allowing you to instantly see who to attack. <br />
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You have now set up all your general overview settings - we’ll move onto setting up individual presets now. <br />
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=== Setting Up a PvP Preset ===<br />
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#Go to your '''Filters tab''' , and go to the '''States tab'''. <br />
#Make sure ONLY the following items are checked: <br />
#*'''Pilot has a security status below 0 ''' <br />
#*'''Pilot has bad standing ''' <br />
#*'''Pilot has bounty on him ''' <br />
#*'''Pilot has neutral standing ''' <br />
#*'''Pilot has terrible standing ''' <br />
#*'''Pilot is an outlaw ''' <br />
#*'''Pilot is at war with your corporation/alliance'''. ''This removes all friendlies from your overview.'' <br />
#Go to the '''Types tab'''. <br />
#Click '''Deselect all''' ''(at the bottom of the window)''. <br />
#'''Right click on the Ships folder and click Select all'''. ''Everything in the Ships folder is now selected.'' <br />
#'''Right click on the Charge folder and click Select all'''. ''Everything in the Charge folder is now selected.'' <br />
#Open the '''Celestial folder''' and select '''Beacon''',&nbsp;'''Covert Beacon, Warp Gate '''and'''Sun'''. <br />
#Open the '''Drone''' folder and select '''Fighter Drone''' and '''Fighter Bomber'''. <br />
#Open the '''NPC folder''' and select '''Pirate NPC'''. <br />
#Follow the “ '''Saving a preset''' ” instructions below.<br />
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This preset is for seeing only war targets and other very important things. The idea with this preset is to not be able to shoot at anything that might get you CONCORDed. When you’re sitting in a gatecamp with your modules running hot, and you accidentally target a gate instead of the war target, you could quickly find yourself in a pod. '''Please note that this preset will show people with bad (orange minus) and horrible standing (red minus). These people CANNOT be attacked in high sec space. Only attack people flashing red on your overview.''' <br />
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'''''Note about neutrals:''''' In the past, there has been a bug that prevented a player from seeing important things like stargates when Pilot has neutral standing wasn’t checked. I’m pretty sure that this bug is still present, based on recent information from people who have used my guide. <br />
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'''''Note about neutrals and remote reppers:''''' According to EVE Online Support article: “ Player A aids Player B who is aggression flagged towards everyone = Player A gets aggression flagged towards everyone. ” So even if you don’t have neutrals on your overview, remote reppers should show up as red flashies once they start repping the war targets. This is my interpretation, but it has not been tested. If you don’t want to take the risk, put neutrals on your overview. <br />
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=== Saving a Preset ===<br />
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#In your overview settings, in the '''Filters''' tab , you should see '''Presets: not saved''', and a little white triangle next to it. Right click the '''white triangle'''. You can also find the same white triangle in your actual overview, on the tab that says '''Overview (not saved)'''. Clicking on this will do the same thing. <br />
#Once you have clicked on the triangle, select '''Save current type selection as…''' <br />
#Type in '''1 - PvP''' and click '''OK'''. You have now saved these settings as a preset.<br />
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=== Setting Up a PvP with Drones Preset ===<br />
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#Click the '''white triangle''' and select '''Load 1 - PvP'''. <br />
#In '''Filters &gt; Types''', go into the Drone folder and select the following: <br />
#*'''Cap Drain Drone ''' <br />
#*'''Combat Drone ''' <br />
#*'''Electronic Warfare Drone ''' <br />
#*'''Fighter Drone ''' <br />
#*'''Logistic Drone ''' <br />
#*'''Stasis Webifying Drone ''' <br />
#*'''Warp Scrambling Drone ''' <br />
#Save the preset as '''1a - PvP + Drones'''.<br />
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This preset is useful if you are being jammed or warp scrambled by drones and want to destroy them, or want to help out a fleetmate who is being attacked by drones. <br />
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=== Setting Up a PvP Travel Preset ===<br />
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#Click the '''white triangle''' and select '''Load 1 - PvP'''. <br />
#Go into '''Celestial''' and check the following, in addition to the stuff you’ve already selected: <br />
#*'''Stargate''' <br />
#*'''Wormhole''' <br />
#Go into '''Deployable''' and select '''Mobile Warp Disruptor'''. <br />
#Save the preset as '''2 - PvP Travel'''.<br />
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The PvP travel preset is designed as an all purpose travel mode. It shows you neutrals (so you can see whether WT alts are following the fleet), cynosural fields (so you can see when someone’s about to hotdrop a capital ship fleet on top of you), wormholes (for those wormhole ops), warp bubbles (for those occasional times when we’re in 0.0 space) and stations (for when you need to dock up). I use this preset most of the time. The only time I use the general PvP preset is when I’m in a fleet that’s actively chasing war targets. <br />
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I don’t tend to have stations checked in this preset, because it just clutters you up. Some solar systems have a crapload of stations, so it’s better not to have these checked. If you want to travel to a station, right click in empty space and just select the station from there. <br />
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=== Setting Up a PvP Travel Without Neutrals Preset ===<br />
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#Click the '''white triangle''' and select '''Load 2 - PvP Travel''' <br />
#In '''Filters &gt; States''', uncheck '''Pilot has neutral standing'''. <br />
#Save the preset as '''2a - PvP Trav - Neut'''<br />
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This is a useful preset to have for those times when you have to make a shopping trip to a busy system like Jita, or an FC takes the fleet into a really busy system. This preset will eliminate neutral pilots from the overview, reducing lag. '''Please don’t use this all the time, though - seeing neutrals is useful, and flying without them on your overview is dangerous.''' <br />
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=== Setting Up a Missions Preset ===<br />
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For setting up a missioning preset, I loaded the Standard preset, then ran some missions. I removed the things I didn’t really need to see as I went - you can do this by right clicking on the item in the overview, then selecting '''Remove *item* from overview'''. Eventually I had a preset I was happy with. <br />
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I always add and remove '''Large Collidable Object''' as needed, as sometimes you need to see them, and sometimes they just clutter up your overview. <br />
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Whether you want to include wrecks or not is up to you. Some people like to have special salvaging and looting overview presets with only wrecks and cargo containers. Whatever you do, make sure you can still see enemy players at all times. The pod saver overview is the only overview you shouldn’t have enemies on. <br />
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Once you’re done creating a missions preset, save it as '''3 - Missions'''. If you never run missions, you obviously don’t need this preset. If you don’t run missions, but like to go mining, you could create one called '''3 - Mining''' with just asteroids, belt rats, enemy players and anything else you need. It’s up to you <br />
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=== Creating a Fleet Members Preset ===<br />
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#Click the '''white triangle''' and select '''Load 1 - PvP'''. <br />
#Go to '''Filters &gt; States''' and select the following ''(in addition to what was already selected)'': <br />
#*'''Pilot has excellent standing ''' <br />
#*'''Pilot has good standing ''' <br />
#*'''Pilot is in your alliance ''' <br />
#*'''Pilot is in your corporation ''' <br />
#*'''Pilot is in your fleet ''' <br />
#Save the preset as '''4 - Fleetmates'''<br />
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This is a very useful preset for seeing where your fleet is in relation to the enemy. It is also very, very useful for fleet, wing and squad commanders to quickly see where their squad members are so as to do a headcount. It will also show anyone who is flying with the fleet, but isn’t actually in the fleet. Sometimes people disconnect and need a fleet re-invite - you can quickly see who needs one with this preset. <br />
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It’s also very useful for seeing what ship types you have in your fleet. <br />
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=== Setting Up a Pod Saver Preset ===<br />
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#Click the '''white triangle''' and select '''Load 1 - PvP'''. <br />
#Go to '''Filters &gt; Types''' and click '''Deselect All'''. <br />
#Go into '''Celestial''' and check '''Planet'''. <br />
#Save the preset as '''5 - Pod Saver'''.<br />
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This preset is used to get yourself out of tricky situations. <br />
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<br> These are the times where you should switch to your Pod saver overview: <br />
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*The FC calls a scatter or just says to get out. <br />
*You’re being targeted (you see yellow reticules on your overview) and you are in no position to take any fire. <br />
*You’re in danger of getting destroyed or know you’re about to get destroyed. <br />
*You get destroyed.<br />
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<br> In any of these cases, do the following: <br />
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#Click on your '''Pod saver''' tab . <br />
#Choose a random planet and click on it. <br />
#In the '''Selected item''' window, start spamming the '''Warp to 0 m''' button (just keep on clicking it). <br />
#*If you’re not warp scrambled, you will warp to a planet. In that case, either meet up with the fleet again or dock at a safe station. Listen for instructions by your FC. <br />
#*If you ARE warp scrambled, you’re not going anywhere. You should, however, keep on spamming the Warp to 0 m button. This is because when your ship is destroyed, you will appear in your pod. If you’re spamming that button, your pod will warp out as quickly as possible (usually almost instantly) and save both your clone and any implants you’re carrying. If you do this correctly, you should never lose your pod. <br />
#Switch back to your '''PvP''' or '''PvP travel''' tab before you drop out of warp, so you can see any enemies on the other side.<br />
<br />
<br> When you get destroyed, a session change is initiated through you going from your ship to a pod. This can cause lag, and if you’re already spamming the Warp to 0 m button BEFORE this happens, your pod will warp out despite any lag that may occur (a chain of commands was built up before you got destroyed by the spamming). <br />
<br />
The reason we use planets is because there usually isn’t anything dangerous at planets. Enemies could be waiting at stargates or stations, and big enemy POSes could be sitting near moons, so we warp to planets. <br />
<br />
Also, you could have an aggression timer. Aggression timers stop you from docking or jumping through a gate for exactly 60 seconds after the timer begins. When the timer reaches 13m 59s (shown in-game when the timer says 13 minutes, you can dock up or jump). <br />
<br />
<br> <br />
<br />
=== Setting Up a Wormhole Preset ===<br />
<br />
Wormholes are unique places that require many different different things to be visible on your overview. <br />
<br />
#Click the '''white triangle''' and select '''Load 1 - PvP''' . <br />
#Go to '''Filters &gt; States''' and check ALL the boxes. You want to see every player when you’re in a wormhole, whether it be friendlies so you can repair them, or enemies so you can destroy them. <br />
#Go to '''Filters &gt; Types''' and click the '''Select all''' button at the bottom of the window. <br />
#Open the '''Asteroid''' folder and deselect '''Veldspar''' . <br />
#Open the '''Celestial''' folder and deselect '''Large Collidable Object''', '''Moon''' and '''Wreck'''. <br />
#Right click on the '''Dron'''e folder and select '''Deselect all''' . Then check '''Fighter Drone''' . <br />
#Open the '''Entity''' folder and deselect '''Large Collidable Structure''' . <br />
#Save the settings as '''6 - Wormhole''' .<br />
<br />
The above settings will let you see all you need to see in a wormhole. Obviously, there are a lot of extraneous things selected, but you’ll never see any of those things in a wormhole, so you needn’t worry about them being selected. <br />
<br />
'''Don’t use the above settings in known space. There’s a lot of crap on there that will clutter up your overview. Switch to the PvP settings when you get back into K-space.''' <br />
<br />
If I get to a gravimetric site and want to mine veldspar, I simply go into my overview settings and recheck veldspar until I’m finished mining. Otherwise, I keep it unchecked. If I want to loot and salvage, I have another overview preset that has wrecks on it. I personally like to use my missioning preset. <br />
<br />
This overview setting is pretty generalized, but you’ll need to tweak it every now and then. <br />
<br />
'''If you get into combat with other players, you may want to change to your 1 - PvP setting, depending on the circumstances.''' <br />
<br />
'''Remember that wormholes are 0.0 space.''' That means you can find anything inside, from capital ships, to bubbles, to bombs. '''Be extremely careful when entering wormhole space.''' <br />
<br />
<br> <br />
<br />
== Adding Probes to your Presets ==<br />
<br />
Currently, if you want to see scanner probes on your directional scan, you have to uncheck the '''Use active overview settings''' <br />
<br />
Now, it's possible to add scan probes to your overview. This will allow you to keep the&nbsp;'''Use active overview settings''' box checked on your directional scanner and still see probes when they're within D-scan range. This is extremely useful, as it'll allow you to quickly and easily work out whether someone is trying to scan you down. <br />
<br />
This method will require you to exit EVE and open up your exported overview settings in a text editor, but trust me - it's worth it. <br />
<br />
&nbsp;&nbsp; &nbsp;1. &nbsp;Click the '''white triangle''' and select '''Export overview settings'''.<br />
<br />
&nbsp;&nbsp; &nbsp;2. &nbsp;Leave everything checked and type in a filename, eg. '''Overview Oct 2010.'''<br />
<br />
&nbsp;&nbsp; &nbsp;3. &nbsp;Now, either quit EVE or change to windowed mode.<br />
<br />
&nbsp;&nbsp; &nbsp;4. &nbsp;If you are on a '''Windows-based workstation''', navigate to: <br><br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; '''C:\Documents and Settings\&lt;username&gt;\My Documents\EVE\Overview\''' <br><br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or, for newer Windows versions: <br><br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; '''C:\Users\&lt;username&gt;\Documents\EVE\Overview\''' <br><br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; For '''OSX-based workstations (Macs)''', navigate to: <br><br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; '''&lt;username&gt;/Library/Preferences/EVE Online Preferences/p_drive/My Documents/EVE/Overview/'''<br />
<br />
&nbsp;&nbsp; &nbsp;5. &nbsp;Once you have navigated to the correct folder, you should find an XML file named whatever you entered in step 2. Open the XML in your favourite text editor (eg.&nbsp;Wordpad, NotePad, TextEdit).<br />
<br />
&nbsp;&nbsp; &nbsp;6. &nbsp;If you scroll down a bit, you will see profiles for all your different presets, each of which should look something like this:<br />
<pre>&lt;profile name="6 - missions"&gt;<br />
&lt;groups&gt;<br />
&lt;group id="324"/&gt;<br />
&lt;group id="419"/&gt;<br />
&lt;group id="27"/&gt;<br />
&lt;group id="898"/&gt;<br />
&lt;group id="883"/&gt;<br />
&lt;group id="29"/&gt;<br />
&lt;group id="547"/&gt;<br />
<br />
etc.</pre> <br />
&nbsp;&nbsp; &nbsp;7. &nbsp;Scroll down until you find the '''1 - PvP preset'''. You can use your text editor's search function to find this. Note that if you want to have a setting that ONLY displays probes (and nothing else), make an overview setting in Eve that doesn't display anything, then proceed with step 8.<br />
<br />
&nbsp;&nbsp; &nbsp;8. &nbsp;Scroll to the bottom of the group IDs for your 1 - PvP preset. At the bottom of the list, just above where it says '''&lt;/groups&gt;''', add the following three lines: <br />
<pre> &lt;group id="479"/&gt;<br />
&lt;group id="492"/&gt;<br />
&lt;group id="548"/&gt;<br />
</pre> <br />
&nbsp;&nbsp; &nbsp;9. &nbsp;Make sure the spacing is correct and lined up with the rest of the group ID entries. <br />
<br />
&nbsp;&nbsp; &nbsp;10. &nbsp;Now, find the '''1a - PvP + Drones,&nbsp;'''&nbsp;'''2 - PvP Travel '''and&nbsp;'''6 - Wormhole&nbsp;'''presets in the document and add the same three entries to the bottom of the group IDs for both. If you run '''missions''', you may want to add the entries to that preset as well, as low sec mission runners will often find themselves wanting to know if they're being scanned down. <br />
<br />
&nbsp;&nbsp; &nbsp;11. &nbsp;After you've done that, save the document. Go back into EVE. <br />
<br />
&nbsp;&nbsp; &nbsp;12. &nbsp;Click the '''white triangle''' and select '''Import overview settings'''. When EVE asks you if you want to replace your current settings with the new one, say yes to all. <br />
<br />
<br> <br />
<br />
You've now added probes to your PvP, wormhole and mission overviews. When using any one of these overview presets, check that you've got the '''Use active overview settings''' box checked, and bang - you should be able to see probes both on your overview and on your directional scanner. <br />
<br />
If you see Combat Scanner Probes on your directional scan and they're not yours, you'll know that someone is trying to scan you down. If you see Core Scanner Probes, someone may be trying to scan down any anomaly or signature you're in - this will only apply in certain cases. Still, if you see probes, be careful. Note that they'll only show up on your overview if they're on grid with you, which will pretty much only happen if someone's put them out and hasn't used them yet. <br />
<br />
With the editing, remember that you are manipulating XML, here, so the distinction between &lt;groups/&gt; and &lt;/groups&gt; is important. The &lt;groups/&gt; tag, with the slash at the end, indicates that the "groups" set is empty. However, a &lt;groups&gt; tag followed later on by a &lt;/groups&gt; tag (with the slash at the beginning of the word) indicates that the "groups" set is not empty. Confusing &lt;groups/&gt; and &lt;/groups&gt; will cause the XML to be invalid, and EVE Online will simply say "File not valid" when you try to import the Overview settings.<br><br />
<br />
== Setting Up Bracket Presets ==<br />
<br />
Brackets are the little icons you see in space, depicting different objects. Sometimes having too many of them can cause lag, but they are often useful. <br />
<br />
There are occasions on which you might want your brackets to show different things than are on your overview. I most commonly have bracket settings with drones selected, where my main overview settings do not show drones. This is because there are often swarms of drones about, which can quickly clog up one’s overview. <br />
<br />
One example of a time you might want to see drone brackets in space is in missions. You want to warp off, but you don’t know whether your drones are still out. If you have drone brackets set, you can easily see when your drones are no longer in space. Additionally, you can see when someone has drones attacking you in PvP. This can be very useful. <br />
<br />
Again, bear in mind that brackets cause a lot of lag - use them at your own risk. <br />
<br />
To create a bracket setting: <br />
<br />
#Load the particular preset you want to create bracket settings for. For example, you might want drones on your wormhole setting, so you would load '''6 - Wormhole''' . <br />
#Add or remove items you do or don’t want to see in space (eg. drones). <br />
#Save the setting as something you’re going to recognize as a bracket setting. For example, you might save your setting as'''6 - Wormhole B''' .<br />
<br />
See the next section to see how to set assign bracket presets. <br />
<br />
<br> <br />
<br />
== Assigning the Tabs and Brackets ==<br />
<br />
#Go to the'''Overview tabs tab''' . <br />
#Under the '''Tab name''' column , enter the following five items: <br />
#*'''PvP ''' <br />
#*'''PvP Travel ''' <br />
#*'''Missions''', '''Mining''' or '''Wormhole''' ''(choose whichever one you use)'' <br />
#*'''Fleetmates''' <br />
#*'''Pod Saver''' <br />
#Under the '''Overview profile column''' , assign each tab its respective overview profile, i.e. assign '''1 - PvP''' to the '''PvP tab''' and so on. Keep '''1a - PvP + drones''' and '''2a - PvP Travel - Neuts''' in reserve, and switch to those presets manually when you need to. <br />
#Under bracket profiles, do the same ( '''1 - PvP''' to '''PvP tab''' and so on), '''unless you want to set your bracket profiles to something different''' . If you have set up bracket profiles as per the previous section, assign them here (eg. assign '''6 - Wormhole B''' as a bracket profile for '''6 - Wormhole''' ). <br />
#Click '''Apply''' at the bottom of the window.<br />
<br />
You should now have five different tabs with five different overview presets. '''During war, I generally switch the Missions/ Mining tab to the standard overview. You can do this by going to: White triangle &gt; Load Default &gt; Standard. I use this tab for emergencies when the overview bugs up, or I just can’t see something I want to see.''' <br />
<br />
== Using the Tag Column ==<br />
<br />
The Tag feature allows you to assign a number or letter to individual ships or objects in space which will be visible in the Tag column of the overview. The tag will remain assigned to the object until it is destroyed, you dock in a station, or enter a jump gate. This is useful for marking trigger ships during missions, prioritizing PvP targets, marking NPC convoy ships for attack (see [http://www.eve-wiki.net/index.php?title=Guide:Attacking_Convoys Eve Wiki Attacking Convoys Guide] for more details), or any other activity for which you may need to quickly identify specifics objects. <br />
<br />
== Tagging Process ==<br />
<br />
The Tag option is only available while you are a member of a fleet, and in a command role (i.e. FC, WC, or SC). If you are alone, you may simply form a fleet with yourself (your default role with be FC). <br />
<br />
To tag an object, simply right-click, select "Tag" from the context menu, and you will be given a choice of numbers or letters. Pick the number or letter you wish to use and you are done. <br />
<br />
== Conclusion of the Guide ==<br />
<br />
Congratulations! You’ve (hopefully successfully) set up your overview. <br />
<br />
If you use my overview settings and find that you can’t see something you should be able to see, please send me a message in-game (Varius Arcturus) and I will change this guide. <br />
<br />
Please keep an eye out for newer versions - I will be updating this guide. <br />
<br />
Please read on for a few advanced tips for more experienced players that I’ve picked up. New players shouldn’t bother about this stuff until you get the basics down. <br />
<br />
= Advanced Tips =<br />
<br />
== Using all brackets ==<br />
<br />
EVE isn’t a very system-intensive game, and people often have computers that can easily handle the game on max settings. <br />
<br />
In the past, using all brackets wasn’t recommended because of the lag it created when large fleets were on the field. However, after a couple of years playing EVE, I think the benefits of having all brackets on far outweigh the drawbacks. <br />
<br />
To turn on all brackets, press '''Option + Z'''. <br />
<br />
So why would you have all brackets on? Well, simply so you can see everything that’s going on around you. Using the overview settings I’ve detailed above, you probably won’t be able to see if someone warps off toward an asteroid belt or a moon. With all brackets on, you will. <br />
<br />
Also, you’ll be able to see fleetmates in space. This is especially useful for working out where you are in relation to fleet. <br />
<br />
For me, it’s gotten to the point where I’m always zoomed out with all brackets on so I can get a really good idea of what’s happening on the battlefield. I only zoom in when I need to do some fancy manual flying. <br />
<br />
== No PvP Travel? ==<br />
<br />
I now only use one PvP setting. I don’t use PvP and PvP Travel separately. I have stargates and stations on my main PvP setting, as well as the sun and mobile warp disruptors (aka bubbles). However, I’m not sure having stations on my overview in high sec would be feasible, as there are so many. I live in 0.0, where there are generally only single stations in systems. <br />
<br />
So why don’t I use two PvP tabs? Mostly because I’m often flying around systems or between systems very quickly. I don’t have time to be switching back and forth between two overview tabs, so I just use the one. <br />
<br />
In my second tab, I have PvP + Drones, which I use when I’m out soloing and wanting to kill someone’s drones off. <br />
<br />
== Radial velocity column, no transversal ==<br />
<br />
I’m always using this column to determine the speeds of things in relation to myself. And yes, I have removed the transversal column from my overview. <br />
<br />
PvP in the heat of the moment isn’t about numbers, and I don’t have time to be going, “Well, 0.00243... is that faster than my guns can track?” <br />
<br />
I still think transversal is useful to new guys for them to get an idea of how guns hit targets. <br />
<br />
= Additional Information =<br />
<br />
=== Download Links for the PDF Version ===<br />
<br />
Although the formatting in the PDFs are nicer, they aren't up to date, so please just use the wiki above. <br />
<br />
[http://go-dl1.eve-files.com/media/1010/Varius_Arcturus_Overview_Guide_1.8.pdf Click here to download the guide via EVE-files.com. (3.1 MB PDF)] <br />
<br />
[http://rapidshare.com/files/427155349/Varius_Arcturus__Overview_Guide_1.8.pdf Click here to download the guide via RapidShare. (3.1 MB PDF)] <br />
<br />
=== Overview Setup Summary ===<br />
<br />
A one-page PDF summary of the Overview Setup Guide, for people who have already worked their way through the guide once and need to replicate the setup on another computer, is [http://www.eve-ivy.com/forums/viewtopic.php?f=33&t=24361&p=242691 available here on the Uni Forum]. <br />
<br />
=== Posting Feedback ===<br />
<br />
If you have access to the EVE University forums, please take the time to visit [http://www.eve-ivy.com/forum/viewtopic.php?t=16571 this page] and post your thoughts. <br />
<br />
=== A Note on .xml Export File Requests ===<br />
<br />
Please don't ask, it's never going to happen. <br />
<br />
Besides which, the XML file only has part of the necessary configuration contained within it. This is problematic if you wish to replicate your overview setup between two computers, or two EVE instances on the same computer, because you have to do a lot of manual configuration after the XML file import anyway. <br />
<br />
'''"Give a man a fish; you have fed him for today. Teach a man to fish; you have fed him for a lifetime."''' <br />
<br />
[[Category:Guides]] [[Category:PvE]] [[Category:PvP]] [[Category:User_Interface]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=User:Jalxan/Navigation_101&diff=17120User:Jalxan/Navigation 1012010-10-27T10:45:23Z<p>Dierdra Vaal: </p>
<hr />
<div>{{Curriculum2010Project}}<br />
[[Category:Syllabi]]<br />
[[Category:Classes]]<br />
[[Category:Tier 3 Classes]]<br />
[[Category:Work in progress]]<br />
<br />
== Preface ==<br />
There are many things that a capsuleer must know as a ship pilot. However, one of the most important things to learn is something that most pilots do unconsciously; steering a ship, warping between systems and locations, and orbiting a target. Such a simple task may seem simple and pointless...but just a simple task can be the only thing saving you from life or death...a successful tackle or not. Mastering this class will enable the capsuleer to get the most out of their ships.<br />
<br />
== Class Information ==<br />
This syllabi contains the standard information of this class pertaining to ship movement, ship warping, bookmarks, tactical and fleet warping, and adjusting to combat conditions. Additional information relevant to the teacher is listed under '''Notes for the Teacher'''.<br />
<br />
=== General Information ===<br />
Illustration link for class description on the Eve University forum: http://img841.imageshack.us/img841/7908/midway.jpg<br />
<br />
Describe the general purpose and objectives of the class, and the intended audience.<br />
<br />
*'''Duration:''' 1 to 2 hours [and an additional 1 to 2 hours for the optional practical exercise.<br />
*'''Location:''' Docked up safely in a station [in Aldrat]. Practical, meet outside the Pator Tech School in Aldrat.<br />
<br />
'''Student requirements:'''<br />
* TeamSpeak registration and access - make sure you have TeamSpeak sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/TeamSpeak<br />
* Access to the Class.E-UNI in-game chat channel.<br />
* A Condor, Executioner, Atron or Slasher T1 frigate, for the optional practical exercise.<br />
<br />
'''Additional information:'''<br />
This class is primarily lecture delivered in the Class.E-UNI channel in TeamSpeak, as well as a number of practical excercises. If the practical cannot be done, other options must be looked into.<br />
<br />
== Notes for the Teacher ==<br />
Required materials:<br />
* Class.E-UNI chat channel, to receive questions and post relevant links.<br />
* Ships on hand should all carry a warp scrambler and a warp disruptor, and no other modules or armament.<br />
<br />
Class preparation:<br />
* Being a part of Eve University is important, due to friendly fire rules.<br />
* '''DANGER:''' Due to friendly fire rules, if a student is not part of the uni, anything practical segment that would require aggressing a target must be handled very carefully!<br />
* Prepare a chain of 20 anchored containers set up at different headings to make a navigation course of sorts; each container should be labeled "Nav 1", "Nav 2", and so on, and should all be about 20km apart from the preceeding container. This is for a maneuvering excercise, and the names are important as the students are supposed to scramble these. The name of the pilot and the name of the can will appear on the Log with a timestamp to track times.<br />
* Prepare a battleship with a three smartbombs; one large, one medium, one small. This smartbomb should be set to single cycle. This is for practicing orbiting a smartbomb-equipped ship.<br />
* Prepare two Orcas if possible, for a demonstration of webifying techniques for warping. One ship should be fit with a 100mn Microwarpdrive I, set for a single cycle. If Orcas are not available, two Freighters will suffice.<br />
* Set up a grid of 6 bookmarks with at least 150km distance from each other, to describe tactical warping.<br />
<br />
== Class Contents ==<br />
<br />
* Basic Ship Movement<br />
* Tactical maneuvering a ship using the overview<br />
* Tactical maneuvering a ship via double-clicking<br />
* Warping - How it works<br />
* Webifier-assisted warp entry<br />
* Tactical Warping<br />
* Countering Tactical Warping<br />
* Basic bookmarking while in warp<br />
* Bumping<br />
* Undocking from a station while at war<br />
* Pod saving after ship loss<br />
* Stargate entry and exit<br />
* Automatic jumps through stargates<br />
* Ranges for jumping, looting, docking, etc.<br />
* Maneuvering in combat - Moving between targets<br />
* Avoiding smartbombs while pointing<br />
* Taking point<br />
* Escaping tackle<br />
<br />
=== Introduction ===<br />
----<br />
Welcome to my class on Navigation! <br />
<br />
This course is designed for all pilots, new and old, that want to learn how to get the most out of your ship when traveling from point A to point B, from maneuvering to get closer to an asteroid to mine it, to circling a ship to lock it down, to even knowing distances when undocking from stations. This is a very comprehensive course that should greatly assist you in many things in Eve Online.<br />
<br />
Over the next two hours or so, we shall cover many different subjects including the following: knowing how to maneuver a ship using the overview during combat; know how to maneuver a ship via double-clicking a heading in combat; knowing the distances when you enter and leave a stargate; learn how to have your ship automatic jump through stargates on contact; learn how webifiers can be used to shorten warp-entry time; learning the distances for how close one must be to dock, loot, and other operations one must do while flying their ship; learn how to undock safely during war, or at trade hubs or low-security space; learn how to maneuver in combat, and how to move between targets; learn the distances of smartbombs, and how to avoid them while pointing a target; learn how avoid getting podded after a ship loss; learn how to create a safespot in emergency situations; learn about tactical warping and how to counter it; tackling a target; learn about bumping a ship; and learning some tricks to escape tackling devices such as warp scramblers and webifiers.<br />
<br />
In addition to the comprehensive list, we will be also doing a number of practical excercises to help sharpen your reflexes and actions.<br />
<br />
''(Instructor should then introduce himself or herself - covering relevant experience level and background.)''<br />
<br />
We have a few ground rules for this class:<br />
* Please put your TeamSpeak settings on "Push to Talk" if you have not already done so.<br />
* Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open TeamSpeak for any further questions or general discussion.]<br />
* You should be docked up safely in a station in Aldrat if you intend to participate in the practical exercise. If not, please make your way here so you can participate.<br />
<br />
Everyone ready? OK, then - let's begin....<br />
<br />
=== Ship Maneuvering 101 ===<br />
----<br />
This section explains the basics of controlling a ship, using both the overview and double-clicking. This section will use the 20 anchored containers for the practical excercise.<br />
<br />
==== Basic Ship Movement ====<br />
<br />
'''Theory:'''<br />
* Explain how movement works, via overview or by double-clicking.<br />
* Explain how a ship's mass, propulsion modules, maximum speed, inertia and other factors adjusts a ship's ability to maneuver.<br />
* Explain how to look up a ship's mass and speed statistics.<br />
<br />
'''Practical:'''<br />
* Have each student do a "Show Info" on their ship to look up their mass, speed, and inertia attribues, and to look up mass on armor modules and such.<br />
<br />
==== Tactical maneuvering a ship using the overview ====<br />
<br />
'''Theory:'''<br />
* Break down how ranges in the overview can affect a player, both in movement from point A to Point B, and for combat.<br />
* Explain the Orbit, Keep At Range and Approach commands.<br />
* Explain speeds and percentages of maximum throttle.<br />
<br />
'''Practical:'''<br />
* Have each pilot move their fast frigate (A Condor, Executioner, Slasher or Atron) through each navigation point in order by using the overview, activating their warp scrambler each time they reach a navigation point.<br />
* Monitor whether or not they stop at each waypoint, or fluidly move through each point without stopping.<br />
* Explain that the pilot should keep moving, and suggest that they have the next waypoint targeted before reaching it to allow them to turn prior to arrival.<br />
* Non-Eve University members must NOT use any module on the containers while participating in this exercise, or they may be destroyed by CONCORD.<br />
<br />
==== Tactical maneuvering a ship via double-clicking ====<br />
<br />
'''Theory:'''<br />
* Explain how doubleclicking works, and how it can be used to strategically maneuver one's ship around each point.<br />
<br />
'''Practical:'''<br />
* Have each pilot move their fast frigate (A Condor, Executioner, Slasher or Atron) through each navigation point in order using the overview as reference only, and doubleclicking to navigate;<br />
* Have each pilot activate their warp scrambler each time they reach a navigation point.<br />
* Monitor whether or not they stop at each waypoint, or fluidly move through each point without stopping.<br />
* Explain that the pilot should keep moving, and suggest that they have the next waypoint targeted before reaching it to allow them to turn prior to arrival.<br />
* Non-Eve University members must NOT use any module on the containers while participating in this exercise, or they may be destroyed by CONCORD.<br />
<br />
=== Warp Drive Navigation ===<br />
----<br />
This section explains the theories on warping, how a pilot can initiate warp faster, how one can save himself after losing their ship, and how one can use warping tactically. This section will require the use of disposable shuttles, the use of two Orcas or two freighters, and the use of a series of bookmarks which are all 150km away from each other. One of the Orcas should have a Microwarpdrive, and the other a webifier.<br />
<br />
==== Warping - How it works ====<br />
<br />
'''Theory:'''<br />
* Explain how warping works, and how ships can warp at different speeds.<br />
* Explain what an Astronautical Unit is. (150,000,000 KM)<br />
* Explain how to look up a ship's warp speed statistic.<br />
* Explain how fleeted ships match the slowest ship's speed while at warp.<br />
* Explain align times and what modules assist in such.<br />
* Explain how ships enter warp at 75% speed, and the lines shown on the throttle control.<br />
* Explain how planets use different points for aligning and for warping, and why customs station may be a better choice for aligning.<br />
* Explain how aligning works, and how it can save one's life.<br />
<br />
'''Practical:'''<br />
* Have each student warp to a predetermined destination.<br />
* Have each student do a "Show Info" on their ship to look up their warp speed attribute.<br />
* Have all ships join a fleet, and have each student align to a specific destination, and have them set their ships to move at 75% throttle manually.<br />
<br />
==== Webifier-assisted warp entry ====<br />
<br />
'''Theory:'''<br />
* Expand on the previous section on how ships enter warp at 75%.<br />
* Explain how a pilot can either increase his speed to force a warp, or to slow it down to force a warp.<br />
* Explain how to use single-cycle Microwarpdrives or Afterburners on the ship they are piloting.<br />
* Explain how to use a webifier to cause someone to enter warp immediately.<br />
<br />
'''Practical:'''<br />
* Bring out two Orcas, and do a visual demonstration of accelerated warp using speed modules.<br />
* Bring out an Orca and do a visual demonstration of decelerated warp using webifiers.<br />
* (Optional) Have the class practice webifying techniques.<br />
* Non-Eve University members must loot a container in order to be able to participate in this exercise.<br />
<br />
==== Tactical Warping ====<br />
<br />
'''Theory:'''<br />
* Explain how a pilot can do a tactical warp, let it be in a mission area, or in PVP.<br />
* Explain how to set up a warp-in spot in space.<br />
* Explain how this method can be used to protect themselves when undocking, especially during war.<br />
* Explain how this can be used to break all locks against you, and to evade enemy missile fire.<br />
<br />
'''Practical:'''<br />
* Have the students fly away from the station at least 150km away, have them bookmark, warp back to the station, then back to the bookmark.<br />
<br />
==== Countering Tactical Warping ====<br />
<br />
'''Theory:'''<br />
* Explain how each bookmark is static, and that pilots who have set them up had done so prior to the engagement.<br />
* Explain that, if the pilot is in a fleet, specific fleetmembers can fly in the general heading of the ship, prior to its warp. Eventually, the ship will have nowhere to warp to without being tackled.<br />
<br />
'''Practical:'''<br />
* The instructor should get into a battleship-type ship, and have it warp between four points.<br />
* Have the students attempt to catch the instructor using a warp scrambler or disruptor prior to it entering warp.<br />
* Non-Eve University members must loot a container in order to be able to participate in this exercise.<br />
<br />
==== Basic bookmarking while in warp ====<br />
<br />
'''Theory:'''<br />
* Explain how bookmarking works through People & Places.<br />
* Explain how to set up an emergency safespot bookmark while in warp.<br />
* Explain how to set up a proper safespot while in warp.<br />
<br />
'''Practical:'''<br />
* Have all of the students warp from one planet to another. Then, have them warp to their safespots.<br />
* Warp to each student to verify the safespots were formed correctly.<br />
<br />
==== Bumping ====<br />
<br />
'''Theory:'''<br />
* Explain on how bumping can be used to push a pilot away from a gate, away from a station, or away from a target.<br />
* Explain how mass can be a factor to this.<br />
<br />
'''Practical:'''<br />
* The instructor should be flying an Orca or freighter.<br />
* Have the students try to bump the Orca away from the station as a demonstration.<br />
<br />
==== Undocking from a station while at war ====<br />
<br />
'''Theory:'''<br />
* Explain how each station type has a different behavior when it comes to undocking.<br />
* Explain how some stations have different distance boxes, and how some stations will throw you outside of docking range before the screen stops fading from black, where others will protect you for dozens of kilometers.<br />
* Explain how some stations are 'smartbomb proof' due to the minimum distances when undocking.<br />
<br />
'''Practical:'''<br />
* Have the class undock from two different station types, and observe how far the station is behind them. Primary Caldari stations have the largest bubbles, while some Gallente ones are very tiny.<br />
<br />
==== Pod saving after ship loss ====<br />
'''Theory:'''<br />
* Explain that when a ship is destroyed PVP, that it is imperative that the capsuleer must attempt to escape or risk death.<br />
* Explain that there is lag once the ship is destroyed, and that the pilot should 'spam' the warp button in order to escape.<br />
<br />
'''Practical:'''<br />
* All students should be in shuttles. These shuttles are fully intended to be destroyed.<br />
* Non-Eve University members must loot a container in order to be able to participate in this exercise.<br />
* The instructor should be inside a fast locking ship, such as an assault frigate, or an interceptor.<br />
* The instructor must attempt to warp scramble the pod prior to it escaping. If the student is unable to escape in time, then the pod will get scrambled, and the teacher will give the student another chance to escape.<br />
* DO NOT SHOOT THE POD - Set the guns to fire only by mouse click to prevent accidents.<br />
<br />
=== Stargate Navigation ===<br />
----<br />
This section explains the basics of stargate navigation; how far one must be to jump, how far one appears on the other side, and tricks to get through a gate quicker. This section will require the use of a Stargate for the practical exercise.<br />
<br />
==== Stargate entry and exit ====<br />
<br />
'''Theory:'''<br />
* Explain how stargates work, and how far one must be in order to jump.<br />
* Explain how far one is from the gate after jumping through.<br />
* Explain the complimentary 60 second cloak.<br />
* Explain autopilot's 20km warp-in point.<br />
<br />
'''Practical:'''<br />
* Take the class to the nearest stargate, and have them approach it, and jump.<br />
* Have them hold cloak, then reapproach the gate. Explain the distance.<br />
<br />
==== Automatic jumps through stargates ====<br />
<br />
'''Theory:'''<br />
* Explain how the autopilot can be manipulated to a "Jump on Contact behavior".<br />
* Explain the "Add as First Waypoint" feature.<br />
<br />
'''Practical:'''<br />
* Have the class do a fleet warp to a stargate with their autopilots set up correctly, and jumping on contact.<br />
<br />
=== Ranges ===<br />
This section explains how distance can be the deciding factor on whether or not a ship operation - or survival - is successful. This section will require the use of jettisoned containers, a station, and a stargate for the practical exercise.<br />
<br />
==== Ranges for jumping, looting, docking, etc. ====<br />
<br />
'''Theory:'''<br />
* Explain about all of the distances that normally would apply for some basic actions:<br />
** 2,500m to access a container or wreck.<br />
** 500m to dock at a station.<br />
** 2,500m to jump through a stargate.<br />
** 10,000m (10km) when arriving from a stargate.<br />
** 20,000m (20km) when arriving via autopilot.<br />
** 150,000m (150km) to be able to warp to a point in space within the same grid.<br />
<br />
'''Practical:'''<br />
* (Optional) Have the class test out each of these ranges.<br />
<br />
=== Combat Maneuvers ===<br />
----<br />
This section explains on how to gain tactical advantage by doing specific maneuvers. This section will require the use of frigates with warp disruptors (not scramblers), the use of a small, medium and large sized smartbomb-fitted battleship, and the use of the 20 anchored containers for this practical exercise.<br />
<br />
==== Maneuvering in combat - Moving between targets ====<br />
<br />
'''Theory:'''<br />
* Explain how the distance of a ship's orbit, the angle that you approach the target, and the speed of the maneuver can affect turret and missile effectiveness.<br />
* Explain the "spiral out" maneuver to put distance from the target; using double-click to move straight, then to reset the orbit, in order to prevent exposing one's self.<br />
* Explain how a pilot's ship should never stop, and why they shouldn't stop.<br />
* Explain how to, if a target is behind them, to safely do two or three manual turns to avoid receiving a lucky shot.<br />
<br />
'''Practical:'''<br />
* Have the pilots practice orbiting around a target.<br />
* Have the pilots practice the spiral-out maneuver.<br />
<br />
==== Avoiding smartbombs while pointing ====<br />
<br />
'''Theory:'''<br />
* Explain the ranges of the smartbombs - default 3,000m, 4,000m and 5,000m for non-faction ones.<br />
* Explain how to take point against a smartbomb battleship.<br />
<br />
'''Practical:'''<br />
* The instructor should position the battleship far away from any station or any other non-participant.<br />
* Non-Eve University members must loot a container in order to be able to participate in this exercise.<br />
* The class should, one at a time, attempt to tackle the battleship without taking damage.<br />
* The instructor should only do one smartbomb blast, escalating in scale per blast<br />
<br />
==== Taking point ====<br />
<br />
'''Theory:'''<br />
* Explain how a pilot approaches a ship for the tackle can be just as important as orbiting it.<br />
* Explain why a pilot should never approach head on to a target when moving in a fast ship.<br />
<br />
'''Practical:'''<br />
* With the 20 navigation points used prior, call out a particular navigation point for the entire class to attempt to tackle. Call out different random targets until the instructor is satisfied.<br />
* Make sure that no one approaches the can from a head-on angle.<br />
* Non-Eve University members must NOT use any module on the containers while participating in this exercise, or they may be destroyed by CONCORD.<br />
<br />
==== Escaping tackle ====<br />
<br />
'''Theory:'''<br />
* Explain that in most situations, escaping tackle is impossible, unless a target gets jammed, energy neutralized or the pointing ship gets bumped far enough away.<br />
* Explain that once a ship escapes the scrambling device, that they should be able to escape.<br />
<br />
'''Practical:'''<br />
* The instructor should be in a battleship, while each class participant is in a frigate.<br />
* Those not being scrambled should try to bump the battleship out of range, to allow the frigate to escape.<br />
* Non-Eve University members must loot a container in order to be able to participate in this exercise.<br />
<br />
===Class Wrap-up===<br />
----<br />
* Thanks for attending this class!<br />
** I would appreciate any feedback from people on how to improve the class<br />
* Questions ?</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Role-playing&diff=15592Role-playing2010-09-27T09:55:11Z<p>Dierdra Vaal: </p>
<hr />
<div>{{Merge|Roleplay}}<br />
<br />
{{uwc}}<br />
<br />
[[Category:Guides]]<br />
[[Category:Work in progress]]<br />
Role playing is a pastime in which one assumes a role other than oneself. A role-playing game is essentially a collaborative storytelling effort in which each participant takes on a role and interacts with others only through that role.<br />
<br />
==Is there a place for role playing in EVE?==<br />
To a point, EVE Online is a role-playing game from the start. The very first thing a player must do is determine which of four empires his capsuleer comes from. Since any capsuleer can train any empire's ships, this is not a tactical issue as much as an expression of philosophy or personality.<br />
<br />
==In Character and Out of Character==<br />
<br />
EVE can be played with no in character role-playing at all; it can be simply a real world diversion. However, the interaction of races, empires and corps permits a wide range of in character interactions. That is, you can play as a real world internet hobbyist enjoying a game where your space ships blow up other hobbyists' space ships, or you can play as a pod pilot, loyal to his empire and his corp, striving to secure advantages for his people in the galaxy of New Eden.<br />
<br />
The distinction between these two play styles is distinguished by the terms Out Of Character (OOC) and In Character (IC). This distinction is trivial in terms of ship piloting and combat; it is mainly important when dealing with other players through chats, evemail and various forums. Most of the chats, especially Local and most Fleet channels, are OOC in nature. This means that you can discuss real world subjects without any danger of breaking the narrative. <br />
<br />
Example: <br />
<br />
<pre>Halbardine> I can only play for another hour before my cable company does their weekly maintenance; I'm probably going to start lagging out.</pre><br />
<br />
Other chat channels, usually explicitly designated as role-playing (RP) in the message of the day, will be IC only, in which participants will try to produce an ongoing narrative in which they are communicating as capsuleers. In such channels, participants are expected to account for their behavior in terms of what capsuleers would do and say.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> Sorry everyone, but my com system is experiencing difficulties; I figure I have another hour before it cuts out<br />
completely. I'll warp out then, rather than endanger the fleet.</pre><br />
<br />
Evemails sent IC will usually be designated as such in the subject line or the first line of the body of the letter. If they aren't, they can be assumed to be OOC. Likewise, most message boards that promote in character play will designate specific forums as IC or OOC. Occasionally, a message will include IC and OOC elements - these are usually easily distinguishable.<br />
<br />
An example would be a message announcing an in-game contest involving a search for Secure Containers scattered throughout New Eden. The section announcing the contest and explaining the rules would be OOC; the part that explained the background of how 'buried treasure' came to be in various containers in deep space would be IC.<br />
<br />
==IC Chat==<br />
<br />
Chatrooms permit an immediacy of interaction that is especially conducive to IC play and suspension of disbelief. Voice interaction - as with TeamSpeak or Ventrilo - has some advantages, but it's real disadvantage is that it does not permit players to describe their characters' actions with fluidity. This can be done in a text communication by using certain notations with each post.<br />
<br />
The following examples will be using the storyline (SL) of two capsuleers - Anthim Planckera and Halbardine - as they meet on a planet's surface between missions. An SL is simply an ongoing narrative thread that players can use to facilitate IC play - it may be inspired by a chronicle, or concern a forum post or news item, or it may concern only the players involved. A role-playing SL doesn't necessarily have anything to do with the in-game SL agents or missions.<br />
<br />
The general convention is as follows:<br />
<br />
When a player simply posts plain text, that means his character is speaking audibly. In EVE chatrooms, a player may begin a post by typing /me. This causes his characters name to appear next to an asterisk and without the arrow, and is used to describe a characters action. An action can include an emotion, as it would be visibly shown by facial expression and body language.<br />
<br />
Actions can also be designated by using double colons or double asterisks before and after the action. This is frequently used in combination with a speech post, and used to separate speech from actions.<br />
<br />
<br />
Example:<br />
<br />
<pre>Anthim Planckera> I can't believe you're siding with those Ammatar scum! **slashes her hand through the air for emphasis**<br />
<br />
*Anthim Planckera glares at Halbardine in outrage<br />
<br />
Halbardine> ::stepping back, baffled:: I really don't understand, I thought the Ammatar were Minmatar, like you!</pre><br />
<br />
An ambersand is occasionally used to designate action or dialogue occuring out of the hearing of most of the occupants of the chat. They are included in the main chat as part of a storyline that should be shared with the other players, but the other characters can't usually hear them; for the purposes of role-playing, it is usually appropriate to pretend that whatever happened after an ampersand wasn't heard or seen.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> I don't see what you are so mad about! The Ammatar aren't so bad!<br />
<br />
Halbardine> @::Behind the cliffs, the Ammatar prepare their assasination weaponry as their leader gives them their final instructions::</pre><br />
<br />
Sometimes a player might want to introduce a Non-Player Character, or NPC, to make the story more entertaining. NPCs are usually small, possibly recurring roles. This is signified by putting the NPCs name in brackets at the beginning of the post.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> @[Ammatar Leader]Remember, they are capsuleers; attach the neural dampeners to Halbardine and Planckera before killing them,<br />
or they'll be reborn in new clone bodies.<br />
<br />
*Halbardine takes a drink from a servants tray, noticing that the servant is looking off toward the cliffs<br />
<br />
Halbardine> [Servant] Did you hear something over there...?</pre><br />
<br />
This is the classic free-form RP online style. Some people prefer to use prose style, that is stating the actions plainly and putting dialogue in quotation marks just as if they were writing a paragraph in a book. As long as the result is understandable, both styles are accepted.<br />
<br />
Sometimes it is necessary for players to communicate OOC in order to coordinate IC play. The best way to do this is through private conversation, but with multiple players this can be unweildy. In such cases, OOC communications are signified by using double parentheses. Some rooms are strictly IC, and any OOC posts might provoke disciplinary action from a moderator, possibly including kicking the offending party from the room.<br />
<br />
Other rooms permit limited OOC posts, but overusing OOC is distracting from the role-play and usually discouraged.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> ((I'm about to have a bunch of Ammatar attack me and Anthim; if nobody else attacks them back, they won't attack anyone<br />
else.))</pre><br />
<br />
===Some of the chat channels in RP use in EVE===<br />
<br />
*The Campus Quad - This channel is open to EVE University members and alumni. It is a VR channel, so participants can use it simply as an open channel or a room to enter and interact with. Since it is a learning environment, it is not strictly IC; some OOC questions and answers are permitted.<br />
<br />
*The Summit - This is a communication channel that is strictly IC, generally used for political or historical discussions. It is non-faction, and open to all.<br />
<br />
*OOC - as the name suggests, this is an out-of-character chat for discussing RP issues, and is recommended for anyone curious about RP behavior in EVE. It is non-faction.<br />
<br />
*The Last Gate - A bar run by the pirate faction Veto, this is strictly an IC channel. It is open to all, regardless of faction.<br />
<br />
*The Broken Piano - Another bar run by one of the smaller factions, this is an IC only channel. It is open to all.<br />
<br />
<br />
<br />
==Courtesy==<br />
<br />
Everyone who RPs generally has some idea of what kind of story they want their character to play out, but the key to doing so courteously is to remember that everyone else in the room also has a character with a story. In order to keep the characters' interactions fun for everyone, certain rules are usually observed.<br />
<br />
First, rapidly posting lots of brief posts gives other players little time to react. Different players type at different speeds, and players who think and type quickly should be prepared to permit slower players a chance to respond.<br />
<br />
Bad Example:<br />
<br />
<pre>Anthim Planckera> So what kind of ship do you fly?<br />
<br />
Anthim Planckera> If it's a battleship, I could help you fit it. I have lots of spare large modules.<br />
<br />
Anthim Planckera> Would you like to buy a Large Shield Booster? <br />
<br />
Halbardine> I'm mining in a Navitas class frigate. Why do you ask?</pre><br />
<br />
The exception is if you are trying to play a character who speaks too quckly for the rest of the characters to follow. This should preferably be done with a single post, rather than several short posts. If your post runs too long for the chatroom, the usual way to convey that the room should expect another post is by ending the first post with a dash, then starting the second post with a dash to indicate it's part of a previous post.<br />
<br />
Example:<br />
<br />
<pre>Anthim Planckera> What kind of ship do you fly? I'm flying a battleship, but I have lots of spare large modules, I could sell them to<br />
you for cheap. I favor Caldari ships, so much shield power. Would you like to buy a Large Shield Booster for cost? I can-<br />
<br />
Anthim Planckera> -probably supply three or four ships if you like.<br />
<br />
Halbardine> ::slightly dizzy at how fast Anthim talks:: No, I'm just doing a little small scale mining for now, thanks.</pre><br />
<br />
While writing your own characters actions is important to RP, it is equally important to permit other players to write their own reactions. To write reactions for another persons character is called Powergaming, Moding or Godmoding. The term godmode was probably taken from certain videogames that had a super easy setting or hack that permitted a player to become entirely unstoppable, referred to as the god mode. This can take several forms.<br />
<br />
First, invincibility. While it is a dear personal dream of any player to be unbeatable or beyond hindrance or injury, making a character like this is actually rather dull for every other player in the room.<br />
<br />
Second, dictating reactions and outcomes for your characters actions. Explaining what your character does with what intended result is acceptable; telling other players how their characters are affected is not, though small exceptions might be made with players who know and trust each other.<br />
<br />
Bad Example:<br />
<br />
<pre>*Halbardine waits until Anthim's back is turned, then whips out a neural dampener and slams it into her neck, knocking her<br />
unconscious</pre><br />
<br />
Given such an example, Anthim's player would be entirely justified in responding with a post like this - <br />
<br />
<pre>*Anthim Planckera lies down, pretending to be unconscious. Having expected treachery, she had uploaded a counter-dampening program into<br />
her jacks, leaving her perfectly unharmed and ready to strike back when the moment was right</pre><br />
<br />
Third, ignoring a character's action in favor of getting an advantage.<br />
<br />
Bad Example:<br />
<br />
<pre>*Halbardine aims a kick at Anthim's side<br />
<br />
*Anthim Planckera grabs a chair and swings it to block the kick<br />
<br />
*Halbardine kicks Anthim, breaking ribs</pre><br />
<br />
If another player is behaving intolerably, it is reasonable to ignore or block that player. However, a player ignoring another player should be explicitly distinguished from a character ignoring another character. In the latter case, 'ignoring' is an IC action and should be posted as such. In the former case, it can be confusing for other players if one of them suddenly seems to not see or hear another. If it becomes necessary, it should be announced in an OOC post - <br />
<br />
Example:<br />
<br />
<pre>Anthim Planckera> ((Blocked Halbardine for constant moding.))</pre><br />
<br />
It is customary to ignore most typos in RP; as long as there is no confusion about what was intended, typing skill isn't really a concern. Some players add an asterisk with a correction when they make a typo, but too much of this can be pointlessly distracting.<br />
<br />
In posting a characters actions, adding some descriptive language can be useful in setting and maintaining the mood. On the other hand, it's easy to go overboard with too many adjectives, adverbs and unnecessary phrases.<br />
<br />
Bad Example:<br />
<br />
<pre>*Anthim Planckera blinks her eyes suggestively as she looks her guest up and down, her white cotton blouse clinging to her frame under<br />
the black leather vest, complimenting her dark slacks which were only a shade darker than her hair. She holds out her hand-<br />
<br />
*Anthim Planckera -towards the chair on the opposite side of the table, her invitation encompassing the many subtle nuances of the Sebiestor<br />
ritual of greeting and welcome, but at the same time she struggles to keep her face impassive before the stoic Gallente-<br />
<br />
*Anthim Planckera -pod pilot who was her guest.<br />
<br />
*Halbardine sits</pre><br />
<br />
A middle ground between the two approaches is best.<br />
<br />
<pre>*Anthim Planckera gestures toward the other chair in an old ritual greeting, inviting Halbardine to join. She looks him up and down,<br />
keeping her face calm but unable to conceal her interest.<br />
<br />
*Halbardine seats himself in the proferred chair, politely waiting for Anthim to speak first.</pre><br />
<br />
When writing the first post for a character in a room, it is a good idea to include more description, including notable physical traits, obvious mood, and manner of entry. It is also wise to refrain from posting for a few minutes - if there is already an RP scene being played, the new player will get a sense of the room's mood and what kind of RP will be welcome.<br />
<br />
EVE University policy forbids members to use obscenities and other offensive language in public chatrooms. In private convos and chats this rule a matter of all participants' preference, but it is polite to use language that won't unnecessarily shock other players.<br />
<br />
RP in an open chatroom is generally considered 'real' or part of the same fictional universe. Sometimes, however, an RP can occur between certain characters that doesn't take place in the normal universe or timeline, and cannot be referenced by characters outside it. These 'alternate universe' RPs are usually played in private conversations or restricted chatrooms. Rarely, due to bad character development or an unexpectedly distasteful incident, the participants in an RP will agree that some game or incident 'didn't really happen.' This is referred to as an erasure, and only works if it's unanimous. Otherwise, the cover-up itself becomes part of the game.<br />
<br />
<br />
==Glossary of Useful RP Terms==<br />
<br />
*AFK - Abreviation of Away From Keyboard, an OOC term used to explain a long interval without posting. Usually pointless to add in chat, as it's easy enough to write a characters temporary exit. See BRB. <br />
<br />
*Backstory - The history of a character prior to entering play. Often included in a character's bio.<br />
<br />
*Blending - Confusion that occurs when a player mixes or 'blends' knowledge and events between their character and themselves, or uses OOC knowledge that wouldn't otherwise be known to their character. Blending should be avoided as it is distracting at best and at worst quite rude.<br />
<br />
*BRB - Abreviaton of Be Right Back. An OOC term used to explain an interval without posting, sometimes when logging off briefly. Usually pointless to add in chat, as it's easy enough to write a characters temporary exit. See AFK. The two terms are sometimes used together<br />
<br />
*Character - The fictional persona that one adopts when role-playing; in effect, the role that is played. Sometimes shortened to char; see PC.<br />
<br />
*Erasure - When all players involved in a scene agree that the scene or event never took place; the RP equivalent of a take-back.<br />
<br />
*Freeform Roleplaying - An RP style developed for use in chatrooms that emphasizes the freedom for players to control their characters within the setting.<br />
<br />
*Godmode - A playstyle typified by a player who creates a character that is invincible or unbeatable relative to other characters. Not conducive to cooperative roleplaying; even when allowed, godmoders usually bore other players. Also used as a verb. See moding.<br />
<br />
*Host - An on-duty moderator, sometimes the room creator. 'Host' is an OOC term, and should not be used IC. Many hosts play characters who are bartenders or employees of the establishment where the RP is set. A hosts duties include enforcing whatever rules may apply, facilitating play between players and helping to maintain the atmosphere of the setting.<br />
<br />
*IC (In Character) - Anything that pertains to your character; their perceptions, actions, and dialogue as distinct from your own as a player. <br />
<br />
*Ignore - The usual term for using the 'block' command against another player. 'Block' and 'ignore' are both OOC when used in this way, and should be announced to other players.<br />
<br />
*Lurk - This is slang for when a player is present in a chatroom but whose character is absent, and so that player is watching the play but making no posts. Some players lurk full-time. Many experienced players will lurk in a room for a few minutes to get a sense of what is going on before posting their characters' entrance.<br />
<br />
*Moding - Playing an invincible or otherwise absurdly powerful character, taken from Godmoding.<br />
<br />
*NPC (Non-Player Character) - A minor character who does not have a screen name, often used by hosts to help establish the setting. Also, any character generated or maintained by the EVEOnline software (All agents are NPCs, as are the crews of all ships not piloted by a player.)<br />
<br />
*OOC (Out Of Character) - Anything that pertains to you, the player. Signified by double parentheses (()); too much OOC posting can ruin the mood. For this reason, some chats do not permit any OOC posts at all.<br />
<br />
*PC (Player Character) - The primary character of a player, almost invariably the name of the account although players who chose their account names carelessly might want to name their characters something else for RP purposes (He4d6utt, for example, might prefer to name his Caldari character Jango Calrissian.)<br />
<br />
*Powergaming - A term used to describe several obnoxious gaming behaviors including godmoding and ignoring other people's posts to give yourself an advantage.<br />
<br />
*SL (Story Line) - One or more characters' narrative involving a specific recurring conflict. An SL ends by concluding when the conflict is solved, or being dropped when it proves to be boring or distasteful to one or more of the participants.</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Class_Library&diff=15458EVE University Class Library2010-09-24T18:35:10Z<p>Dierdra Vaal: </p>
<hr />
<div>[[Category:Teaching]]<br />
<br />
Welcome the the Eve University Class Library. All of the classes in the archive were originally put forth by instructors, and the actual recordings were made by volunteers. Without those volunteers the Class Library would not be possible. Volunteers are people like you! Next time you're in a class, consider recording it for the library, and give something back to the community!<br />
<br />
If you've made a recording, you can host it on [http://eve-files.com Eve Files] or any other free hosting service, then post the link in [http://forum.eveuniversity.org/viewtopic.php?t=14896 this thread]. You can edit or process the file if you like, but it isn't neccessary. Some people have difficulty uploading to Eve Files, you may need to compress the file to .zip or .rar format before uploading there. You can use [http://www.7zip.com/ 7 zip] to compress and uncompress files.<br />
<br />
You can use [http://audacity.sourceforge.net/ Audacity] with the [http://audacity.sourceforge.net/help/faq?s=install&i=lame-mp3 LAME mp3 encoder] to export your recorded wav files to mp3. Please make sure you have all sound notifications disabled in Teamspeak if you record classes.<br />
<br />
An ongoing discussion of the wikification of the Class Library can be found [http://forum.eveuniversity.org/viewtopic.php?f=33&t=29943 here].<br />
<br />
<br><br />
<br />
__TOC__<br />
<br />
==Where To Start==<br />
<br />
New to Eve University? Please listen to the recordings in the [http:///wiki.eveuniversity.org/w/index.php?title=Eve_University_Class_Library#About_Eve_University About Eve University] section, starting with the '''Introduction to Eve University''' class. Followed by Morning Maniac's (founder and former CEO of Eve University) '''Eve University - Past, Present, and Future''' lecture.<br />
<br />
==New Arrivals==<br />
<br />
<br />
'''Fleet Commanding 102'''<br><br />
<br />
Instructor: Levanon<br><br />
Recorded: 22 September 2010<br><br />
File Information: Audio, mp3, 92m 22s, 84.5 MB<br><br />
Download: [http://dl.eve-files.com/media/1009/Fleet_102_by_Levanon.rar Eve-Files]<br><br />
<br />
The class is designed to bridge the gap between "get some ships and go shoot some stuff" and being a competent commander. Topic covered include: Planning for a fleet operation, Fleet organization, Communication and working with your fleetmates, Engagement and basic tactics, After action procedures.<br />
<br />
<hr><br />
<br />
'''Missioning 101'''<br><br />
<br />
Instructor: Seamus Donohue<br><br />
Recorded: 17 September 2010<br><br />
File Information: Audio, mp3, 1h52m46s, 51.6 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/(E-UNI)_Missioning_101_-_17_9_2010.zip Eve-Files]<br />
<br />
Recorded: 10 September 2010<br><br />
File Information: Audio, mp3, 1h55m03s, 52.6 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Missioning_101.zip Eve-Files]<br />
<br />
This class covers missioning in general and how to do it profitably, including strategies on how ot get your standings with NPCs high enough to have access to such profitable missions.<br />
<br />
<hr><br />
<br />
'''Life in Nullsec (0.0)'''<br><br />
<br />
Instructor: Xeno Val<br><br />
Recorded: 10 September 2010<br><br />
File Information: Audio, mp3, 1h27m22s, 39.9 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Life_In_Nullsec.zip Eve-Files]<br />
<br />
As some of you move through the university, many of you will probably find yourself wanting to experience life outside of empire. This will be an informal lecture on life in nullsec and a discussion on making the transition.<br />
<br />
<hr><br />
<br />
'''Super Sunday - 05/09/2010'''<br><br />
<br />
Instructor: Chewan Mesa<br><br />
Recorded: 5 September 2010<br><br />
File Information: Audio, mp3, 1h49m59s, 50.3 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Super_Sunday_05-09-2010.zip Eve-Files]<br />
<br />
A basic class to explain broad topics, no real indepth topic discussion but a broad idea for new players to learn from.<br />
<br />
<hr><br />
<br />
'''Advanced Trading'''<br><br />
<br />
Instructor: Peri Phusis<br><br />
Recorded: 5 September 2010<br><br />
File Information: Audio, mp3, 57m46s, 26.4 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Advanced_Trading.zip Eve-Files]<br />
<br />
A more advanced trading class that touches the topics "Station Trading Myths & Truths", "What to Fly", "Trading Secrets", "Eve Trader", "Trading Skills" and more.<br />
<br />
<hr><br />
<br />
'''Becoming a Teacher & Teaching'''<br><br />
<br />
Instructor: Longshot Diddy<br><br />
Recorded: 31 August 2010<br><br />
File Information: Audio, mp3, 32m50s, 15.0 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Becoming_a_Teacher__Teaching.zip Eve-Files]<br />
<br />
So, you want to give a class? Good for you - EVE University relies on people giving up their time to share knowledge on subjects they understand to new players. So, best be prepared for it, right?<br />
<br />
<hr><br />
<br />
'''Minmatar Ships 102: T2 Ships'''<br><br />
<br />
Instructor: Uryence<br><br />
Recorded: 25 August 2010<br><br />
File Information: Audio, mp3, 1hr30m, 84.9 MB<br><br />
Download: [http://rapidshare.com/files/415129468/Uryence-T2-Minmatar-Ships-25-08-10.mp3 Rapidshare]<br />
<br />
Brief discussion of T2 projectile ammo, T2 resists and each T2 Minmatar ship.<br />
<br />
<hr><br />
<br />
'''Fitting 101'''<br><br />
<br />
Instructor: Khegs<br><br />
Recorded: 22 August 2010<br><br />
File Information: Audio, mp3, 3h12m49s, 88.2 MB<br><br />
Download: [http://dl.eve-files.com/media/1008/Fitting101.zip Eve-Files]<br />
<br />
An introduction to how to approach fitting a ship, touching very briefly on using EFT to help you.<br />
<br />
<hr><br />
<br />
'''Corporation Management'''<br><br />
<br />
Instructor: Liam Fremen<br><br />
Recorded: 29th July 2010<br><br />
File Information: Audio, mp3, 1h45m, 36.1 MB<br><br />
Download: [http://dl.eve-files.com/media/1007/corpmanagement.mp3 Eve-Files]<br />
<br />
Planning to create your own corporation in eve online? <br />
Get a heads-up on how to run a successful and strong corporation from someone who took the long and tedious path learning from years of mistakes!<br />
<br />
<hr><br />
<br />
'''Tackling 201: Fleet Interceptors'''<br><br />
<br />
Instructor: glepp<br><br />
Recorded: 24 July 2010<br><br />
File Information: Audio, mp3, 134m 57s, 46.3 MB<br><br />
Download: [http://rapidshare.com/files/409130768/Tackling201.mp3.html Rapidshare]<br><br />
Download: [http://eve-files.com/dl/226655 Eve-Files]<br><br />
Required Reading: [http://forum.eveuniversity.org//viewtopic.php?f=131&t=27229 Forum]<br><br />
<br />
An advanced class for those who want to take their tackling to the next level.<br />
<br />
<hr><br />
<br />
==About Eve University==<br />
<br />
'''Becoming a Teacher & Teaching'''<br><br />
<br />
Instructor: Longshot Diddy<br><br />
Recorded: 31 August 2010<br><br />
File Information: Audio, mp3, 32m50s 15.0 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Becoming_a_Teacher__Teaching.zip Eve-Files]<br />
<br />
So, you want to give a class? Good for you - EVE University relies on people giving up their time to share knowledge on subjects they understand to new players. So, best be prepared for it, right?<br />
<br />
<hr><br />
<br />
'''Wiki 101'''<br><br />
<br />
Instructor: Callin Vandylx<br><br />
Recorded: 9 March 2010<br><br />
File Information: Audio, wav<br><br />
Download: [http://www.p-dyn.org/a/Wiki101.wav p-dyn.org]<br><br />
Also Available: [http://wiki.eveuniversity.org/w/index.php?title=Wiki_101 Wiki 101 Article]<br><br />
<br />
How to use the Eve University wiki, including logging in, navigating, searching, creating your user page, creating and editing other pages, and so forth.<br><br />
<br />
<hr><br />
<br />
'''Introduction to Eve University'''<br><br />
<br />
Instructor: Neville Smit<br><br />
Recorded: 2010<br><br />
File Information: Audio, mp3, 115:15, 51.5 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/FlayGeobukseon/Neville_Smit_Intro_to_Eve_University_v2.mp3 Eve Files]<br><br />
<br />
What the University can do for you, what you can do for the University. How to get involved. What to expect as a student.<br><br />
<br />
<hr><br />
<br />
'''University Management Q&A'''<br><br />
Instructor: University Directorship<br><br />
Recorded: 3 May 2009<br><br />
File Information: Audio, mp3, 128:15, 15.0 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/University%20Directorship%20-%20University%20Management.mp3 Eve University Server]<br />
<br />
This is a recording of a Q&A session with the University Directorship in May of 2009. The recording explains new management policies, introduces some new directors, and covers some of the history of the university. See Also: Eve University - Past, Present, and Future. (This recording has gaps due to Teamspeak technical limitations)<br><br />
<br />
<hr><br />
<br />
'''Eve University - Past, Present, and Future'''<br><br />
<br />
Instructor: Morning Maniac<br><br />
Recorded: 14 March 2007<br><br />
File Information: Audio, mp3, 132:15, 30.2 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Morning%20Maniac%20-%20Past%20Present%20and%20Future.mp3 Eve University Server]<br />
<br />
Origins of Eve University. The reason for the uni's neutral stance. Uni relationships with other corporations. Origins and Fate of The Big Blue. History of Fleet Operations. Philosophy of the University.<br><br />
<br />
<hr><br />
<br />
==Races, Ships, Fitting, and Modules==<br />
<br />
'''Minmatar Ships 102: T2 Ships'''<br><br />
<br />
Instructor: Uryence<br><br />
Recorded: 25 August 2010<br><br />
File Information: Audio, mp3, 1hr30m, 84.9 MB<br><br />
Download: [http://rapidshare.com/files/415129468/Uryence-T2-Minmatar-Ships-25-08-10.mp3 Rapidshare]<br />
<br />
Brief discussion of T2 projectile ammo, T2 resists and each T2 Minmatar ship.<br />
<br />
<hr><br />
<br />
'''Fitting 101'''<br><br />
<br />
Instructor: Khegs<br><br />
Recorded: 22 August 2010<br><br />
File Information: Audio, mp3, 3h12m49s, 88.2 MB<br><br />
Download: [http://dl.eve-files.com/media/1008/Fitting101.zip Eve-Files]<br />
<br />
An introduction to how to approach fitting a ship, touching very briefly on using EFT to help you.<br />
<br />
<hr><br />
<br />
'''Minmatar Ships 101'''<br><br />
<br />
Instructor: Uryence<br><br />
Recorded: 3 July 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/404721897/Uryence-Minmatar-Ships-101-03-07-10.mp3 RapidShare]<br><br />
<br />
Introduction to the Minmatar race; brief projectile weapon primer; potted descriptions of all T1 Minmatar ships and their uses.<br><br />
<br />
<hr><br />
<br />
'''Cap is Life!: Capacitor Management 101'''<br><br />
<br />
Instructor: Neville Smit<br><br />
Recorded: 25 June 2010<br><br />
File Information: Audio, mp3, 1:00:05, 28.2 MB<br><br />
Download: [http://rapidshare.com/files/414778628/E-UNI_Cap_is_Life_20100625.mp3.html RapidShare]<br><br />
Download: [http://eve-files.com/dl/228346 Eve-Files]<br><br />
<br />
In EVE, your capacitor is life! This class explains how ship capacitors work, how you can improve their performance, and how you can become their master - instead of the other way around.<br><br />
<br />
<hr><br />
<br />
'''Drone Operation 101'''<br><br />
<br />
Instructor: Neville Smit<br><br />
Recorded: 19 June 2010<br><br />
File Information: Audio, mp3, 1:37:00, 77.7 MB<br><br />
Download: [http://dl.eve-files.com/media/1006/Drones101-NevilleSmit-19Jun2010a.mp3 Eve Files]<br><br />
Download: [http://rapidshare.com/files/400878757/Drones101-NevilleSmit-19Jun2010a.mp3 RapidShare]<br><br />
<br />
Drones can be a powerful part of any capsuleer's inventory, but only if the pilot knows how to use them effectively. This class provides a general introduction to combat drones.<br><br />
<br />
<hr><br />
<br />
'''Drone Operation 102'''<br><br />
<br />
Instructor: Neville Smit<br><br />
Recorded: 19 June 2010<br><br />
File Information: Audio, mp3, 58:14, 46.6 MB<br><br />
Download: [http://dl.eve-files.com/media/1006/Drones102-NevilleSmit-19Jun2010.mp3 Eve Files]<br><br />
Download: [http://rapidshare.com/files/400880168/Drones102-NevilleSmit-19Jun2010.mp3 RapidShare]<br><br />
<br />
Building upon the fundamentals introduced in Drones 101, this follow-up class explores advanced drones and related topics. Specifically, the course explores the capabilities of specialized drones for extended electronic warfare, combat utility, and logistics, and describes techniques for using these advanced drones effectively.<br><br />
<br />
<hr><br />
<br />
'''Going Really Fast 101'''<br><br />
<br />
Instructor: Bishops Guest<br><br />
Recorded: 9 June 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://www.mediafire.com/?dyzydck2zni Mediafire]<br><br />
<br />
Discussion about how Eve calculates your max speed, turning, orbiting and such. Max speed, acceleration, skills and modules that effect speed.<br><br />
<br />
<hr><br />
<br />
'''Gallente Ships 101'''<br><br />
<br />
Instructor: Neville Smit<br><br />
Recorded: 1 February 2010<br><br />
<br />
File Information: Video, wmv<br><br />
Download: [http://rapidshare.com/files/368012637/Gallente_Ships_101.wmv RapidShare]<br><br />
<br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/361728022/Gallente_Ships_101.mp3 RapidShare]<br><br />
<br />
This class covers a basic introduction to Gallente tech 1 ships, from starter ship to battleship, and including industrials, describing the essential strengths and weaknesses of each. It also includes a summary of essential skills required to fly Gallente ships effectively.<br><br />
<br />
<hr><br />
<br />
'''Gallente 101'''<br><br />
<br />
Instructor: Sugarfr33<br><br />
Recorded: 5 October 2009<br><br />
File Information: Audio, mp3, 74:21, 17.0 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Sugarfr33%20-%20Gallente%20101.mp3 Eve University Server]<br><br />
Note: The audio quality of this recording is below average.<br><br />
<br />
Introduction to Gallente and Gallente weapons, spacecraft, and strategies. See Also: Gallente Spacecraft 101.<br><br />
<br />
<hr><br />
<br />
'''Gunnery 100'''<br><br />
<br />
Instructor: Dinsdale Pirannha<br><br />
Recorded: 21 February 2009<br><br />
File Information: Audio, mp3, 85:25, 10.0 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Dinsdale%20Pirannha%20-%20Gunnery%20100.mp3 Eve University Server]<br><br />
<br />
The basics of Gunnery. Hybrids, Lasers, Projectiles. Falloff, Angular Velocity, Gun Traversal Speed, Gun Signature, Ship Signature Radius. Related Skills. Eve Fitting Tool is discussed.<br><br />
<br />
<hr><br />
<br />
'''Gallente PvE Ships and Fittings'''<br><br />
<br />
Instructor: Chks<br><br />
Recorded: 29 January 2009<br><br />
File Information: Audio, mp3, 82:04, 9.40 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Chks%20-%20Gallente%20PvE%20Ships%20and%20Fittings.mp3 Eve University Server]<br><br />
<br />
Discussion of Gallente ships and their PvE roles. Mission running strategies with Gallente ships. Preparation and Fittings, Gallente tanks.<br><br />
<br />
<hr><br />
<br />
'''Shield Tanking'''<br><br />
<br />
Instructor: DeSaros Umekawa<br><br />
Recorded: 23 January 2009<br><br />
File Information: Audio, 32:01, 3.67MB 16kb/s at 22KHz<br><br />
Download: [http://www.eveuniversity.org/audio_classes/DeSaros%20Umekawa%20-%20Shield%20Tanking.mp3 Eve University Server]<br><br />
<br />
Constructing and implementing shield tanks.<br><br />
<br />
<hr><br />
<br />
'''Armor Tanking'''<br><br />
<br />
Instructor: Chks<br><br />
Recorded: 21 January 2009<br><br />
File Information: Audio, mp3, 61:01, 6.99 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Chks%20-%20Armor%20Tanking.mp3 Eve University Server]<br><br />
<br />
Armor tanking Strategies, analysis, optimizing resistances, recommended skills, Tech 2 tanks. Examination of buffer and armour tank setups.<br><br />
<br />
<hr><br />
<br />
'''Combat and Logistics Drones'''<br><br />
<br />
Instructor: Coloumbia<br><br />
Recorded: 11 January 2009<br><br />
File Information: Audio, mp3, 29:55, 3.43 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Coloumbia%20-%20Combat%20and%20Logistics%20Drones.mp3 Eve University Server]<br><br />
<br />
Advantages and Disadvantages of each drone size. Bandwidth explained. Drones vs ships. Drone Upgrades. Use in combat. Logistic drone use. Tech 2 drone variants.<br><br />
<br />
<hr><br />
<br />
'''Minmatar Spacecraft 101'''<br><br />
<br />
Instructor: Keirin<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 43:39, 7.5 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Keirin%20-%20Minmatar%20101.mp3 Eve University Server]<br><br />
<br />
Introduction to the Minmatar race and the use of their spacecraft. General strengths and weaknesses of the Minmatar. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Some Tech 2 information.<br><br />
<br />
<hr><br />
<br />
'''Amarr Spacecraft 101'''<br><br />
<br />
Instructor: Beastie Boy<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 83:28, 4.78 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Beastie%20Boy%20-%20Amarr%20101.mp3 Eve University Server]<br><br />
<br />
Introduction to the Amarr race and philosophy. Use of Amarr spacecraft. General strengths and weaknesses of the Amarr. Recommended fittings. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Also, Tech 2 information.<br><br />
<br />
<hr><br />
<br />
'''Gallente Spacecraft 101'''<br><br />
<br />
Instructor: Svenjabi<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 48:24, 8.32 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Svenjabi%20-%20Gallente%20101.mp3 Eve University Server]<br><br />
<br />
Introduction to the Gallente race and the use of their spacecraft. General strengths and weaknesses of the Gallente. Blaster and Drone basics. Recommended fittings. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Tech 2 information.<br><br />
<br />
<hr><br />
<br />
'''Caldari Spacecraft 101'''<br><br />
<br />
Instructor: Finraer<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 54:03, 9.28 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Finraer%20-%20Caldari%20101.mp3 Eve University Server]<br><br />
<br />
Introduction to the Caldari race and the use of their spacecraft. General strengths and weaknesses of the Caldari. General Missile information. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Some Tech 2 information.<br><br />
<br />
<hr><br />
<br />
'''Intro to Quickfit'''<br><br />
<br />
Instructor: Kelli Degroot<br><br />
Recorded: 2007<br><br />
File Information: Video, wmv, 22:33, 13.6 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Kelli%20Degroot%20-%20Quickfit.wmv Eve University Server]<br><br />
Note: You must right-click and save the file, it will not stream<br><br />
<br />
The Quickfit tool is demonstrated.<br><br />
<br />
<hr><br />
<br />
'''Passive Tanking 101'''<br><br />
<br />
Instructor: Kelduum Revaan<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 62:28, 7.15MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Kelduum%20Revaan%20-%20Passive%20Tanking%20101.mp3 Eve University Server]<br><br />
<br />
Introduction to Passive Tanking. Various ships and fittings discussed.<br><br />
<br />
<hr><br />
<br />
'''Intro to Eve Fitting Tool'''<br><br />
<br />
Instructor: Azmodeus Valar<br><br />
Recorded: 2007<br><br />
File Information: Video, wmv, 10:31, 15.7 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Azmodeus%20Valar%20-%20Eve%20Fitting%20Tool.wmv Eve University Server]<br><br />
Note: You must right-click and save the file, it will not stream<br><br />
<br />
Eve Fitting Tool is demonstrated.<br><br />
<br />
<hr><br />
<br />
==Social Sciences, Politics, History, and the Metagame==<br />
<br />
'''CVA and running a NRDS alliance'''<br><br />
<br />
Instructor: Aralis<br><br />
Recorded: 29 March 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/corp/FlayGeobukseon/E-UNI_Guest_Lecture_Aralis_CVA_and_NRDS.rar Eve Files]<br><br />
<br />
Aralis, the CEO of Curatores Veritatis Alliance has agreed to give a lecture about running CVA and more importantly, running a NRDS (not red, dont shoot) 0.0 alliance in Eve. While CVA's military might may not be as big as that of other alliances, illustrated by the AAA/UK campaign in Catch and Providence - CVA have undoubtably turned their 0.0 region into the most intensely used 0.0 region in the game.<br><br />
<br />
<hr><br />
<br />
'''Q&A Session with Seleene'''<br><br />
<br />
Instructors: Seleene, Dri Kulsane, and Mordred<br><br />
Recorded: 29 March 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/369302746/Seleene_-_Dri_Kulsane_-_Mordred_--_Q_A_--_28_03_10.mp3 RapidShare]<br><br />
<br />
Q&A with Seleene (former MC CEO & CCP dev), Dri Kulsane and Mordred, all from [BDCI]. General career advice for lowsec and nullsec; mercenary work; manufacturing; corporation management, security, recruitment; nullsec politics past and present, Tortuga; CCP and possible future developments for Eve.<br><br />
<br />
<hr><br />
<br />
'''Life, Politics and Nullsec'''<br><br />
<br />
Instructor: Eyedoll<br><br />
Recorded: 17 March 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/364764922/EYEDOLL_-_Nullsec_Politics_and_Nullsec_Life_17_03_10.mp3 RapidShare]<br><br />
Note: Recording is missing the first ten minutes or so.<br><br />
<br />
Covers 0.0 politics and powerblocs, past and present; sovereignty-holders, guests, renters and pets; how a new corp can move to 0.0; things that distinguish 0.0 life from life in Empire; 0.0 solo vs. 0.0 as part of a corp; how to make money in 0.0; recommended skills. Also some discussion of 0.0 warfare, capital/supercapital engagements and the supercapital construction industry. Part of the Uni's sixth birthday celebrations.<br><br />
<br />
<hr><br />
<br />
'''The Dominion Expansion'''<br><br />
<br />
Instructor: Erestas Drake<br><br />
Recorded: 30 November 2009<br><br />
File Information: Audio, mp3, 52:14, 16.16 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Erestas%20Drake%20-%20The%20Dominion%20Expansion.mp3 Eve University Server]<br><br />
<br />
How Apocrypha differs from Dominion.<br><br />
<br />
<hr><br />
<br />
'''The Dark Side of Eve'''<br><br />
<br />
Instructor: Disco Uncertainty<br><br />
Recorded: 12 November 2009<br><br />
File Information: Audio, mp3, 87:04, 14.2 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Disco%20Uncertainty%20-%20The%20Dark%20Side%20of%20Eve.mp3 Eve University Server]<br><br />
<br />
Guest Lecture. CONCORD mechanics, Suicide Ganking, Corporate Theft, Piracy.<br><br />
<br />
<hr><br />
<br />
'''Running Multiple Accounts'''<br><br />
<br />
Instructor: Hal Sonofzal<br><br />
Recorded: 10 June 2009<br><br />
File Information: Audio, mp3, 31:23, 3.6 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Hal%20Sonofzal%20-%20Running%20Multiple%20Accounts.mp3 Eve University Server]<br><br />
<br />
Accounts and account management. Dual, triple, quadboxing. Trial accounts. Possible advantages to Alternate accounts. Research Agents. PLEX and paying for accounts.<br><br />
<br />
<hr><br />
<br />
'''Counterintelligence and Social Engineering'''<br><br />
<br />
Instructor: Vio Geraci<br><br />
Recorded: 6 June 2009<br><br />
File Information: Audio, mp3, 102:46, 12.1 MB <br><br />
Download: [http://www.eveuniversity.org/audio_classes/Vio%20Geraci%20-%20Counterintelligence%20and%20Social%20Engineering.mp3 Eve University Server]<br><br />
<br />
Guest lecture: Vio Geraci is a Counterintelligence officer with Goonswarm. Espionage/Counterespionage, Spying, Social Engineering, The Metagame. Cited examples.<br><br />
<br />
<hr><br />
<br />
'''The Necessity of Espionage'''<br><br />
<br />
Instructor: The Mittani<br><br />
Recorded: 23 March 2009<br><br />
File Information: Audio, mp3, 112:16, 12.8 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/The%20Mittani%20-%20Necessity%20of%20Espionage.mp3 Eve University Server]<br><br />
<br />
The Mittani is the spymaster for Goonswarm. Espionage and metagaming, effective use of espionage. Cited examples. This recording breaks up occasionally due to the large number of people who attended the course on teamspeak.<br><br />
<br />
<hr><br />
<br />
'''Management Philosophy'''<br><br />
<br />
Instructor: Darius JOHNSON<br><br />
Recorded: 22 March 2009<br><br />
File Information: Audio, mp3, 103:34, 11.8 MB<br><br />
Download (original version, adult language): [http://www.eveuniversity.org/audio_classes/Darius%20JOHNSON%20-%20Management%20Philosophy.mp3 Eve University Server]<br><br />
Download (cleaner edit): [http://www.eveuniversity.org/audio_classes/Darius%20JOHNSON%20-%20Management%20Philosophy%20Alternate.mp3 Eve University Server]<br><br />
<br />
Guest lecture: Darius JOHNSON is the CEO of Goonfleet. Managing large groups of players. Goonswarm and Goonfleet philosophy. Politics in EVE. General Q&A with a wide assortment of topics. (This recording breaks up occasionally due to the large number of people who attended the course on teamspeak.)<br><br />
<br />
<hr><br />
<br />
'''History of the Geminate Region'''<br><br />
<br />
Instructor: Wolf VanBerg<br><br />
Recorded: 18 January 2009<br><br />
File Information: Audio, mp3, 35:38, 4.08 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Wolf%20VanBerg%20-%20History%20of%20the%20Geminate%20Region.mp3 Eve University Server]<br><br />
<br />
History of the Geminate Region circa 2006-2007.<br><br />
<br />
<hr><br />
<br />
'''Corporation Management'''<br><br />
<br />
Instructor: Taudia<br><br />
Recorded: 2009<br><br />
File Information: Audio, mp3, 69:37, 7.96 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Taudia%20-%20Corporation%20Management.mp3 Eve University Server]<br><br />
<br />
The basics of forming a corporation and managing it. Corporation Management Tools.<br><br />
<br />
<hr><br />
<br />
'''Individuality and Freedom in EVE'''<br><br />
Instructor: Jade Constantine<br><br />
Recorded: 25 March 2008<br><br />
File Information: Audio, mp3, 129:15, 14.7 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Jade%20Constantine%20-%20Individuality%20and%20Freedom%20in%20EVE.mp3 Eve University Server]<br><br />
<br />
Guest Lecture: Jade Constantine is leader of the Star Fraction Alliance. Alternatives to grinding ISK, preventing being used as a pawn by corporations, showing individual motives.<br><br />
<br />
<hr><br />
<br />
'''History and Politics of Eve - 2003 to 2007'''<br><br />
<br />
Instructor: Reiisha<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 83:35, 9.57 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Reiisha%20-%20History%20and%20Politics%201.mp3 Eve University Server]<br><br />
<br />
Origins and decline of the superalliances. Early Eve Corporations and their accomplishments. History of Alliance Civil wars. Origins of Band of Brothers. Discussion of early PVP fleet tactics.<br><br />
<br />
<hr><br />
<br />
==Trade, Industry, and Mining==<br />
<br />
'''Advanced Trading'''<br><br />
<br />
Instructor: Peri Phusis<br><br />
Recorded: 5 September 2010<br><br />
File Information: Audio, mp3, 57m46s 26.4 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Advanced_Trading.zip Eve-Files]<br />
<br />
A more advanced trading class that touches the topics "Station Trading Myths & Truths", "What to Fly", "Trading Secrets", "Eve Trader", "Trading Skills" and more.<br />
<br />
<hr><br />
<br />
'''Research and Production 101'''<br><br />
<br />
Instructor: Draco Carollis<br><br />
Recorded: 11 July 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/406225336/100711_R_P101.wav Rapidshare]<br><br />
Also Available: 2009 version [http://dl.eve-files.com/media/corp/milegrin/draco_carollis-manufacturing-100129.mp3 Eve Files]<br><br />
<br />
<hr><br />
<br />
'''Hauling 101'''<br><br />
<br />
Instructor: Neville Smit<br><br />
Recorded: 13 June 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/398748950/E-UNI_Hauling_101_Class_2010-06-13.mp3 RapidShare]<br><br />
<br />
How to set up a hauler alt, train hauling skills, get the right hauling equipment and capital, execute a 12-step process for conducting speculative hauling profitably, haul safely, execute courier contracts, and conduct courier missions, among other hauling-related topics.<br><br />
<br />
<hr><br />
<br />
'''Planetary Interaction 101'''<br><br />
<br />
Instructor: Turhan Bey<br><br />
Recorded: 8 June 2010<br><br />
<br />
File Information: Audio, mp3, 2h45m, 154 MB<br><br />
Download: [http://rapidshare.com/files/397223560/Planetary_Interaction_101.mp3 RapidShare]<br />
<br />
<hr><br />
<br />
'''Station Trading 101 & 102'''<br><br />
<br />
Instructor: Turhan Bey<br><br />
Recorded: 9 May 2010<br><br />
<br />
Station Trading 101<br><br />
File Information: Audio, mp3, 2h49m, 54 MB<br><br />
Download: [http://rapidshare.com/files/385410126/StationTrading.mp3 RapidShare]<br />
<br />
Station Trading 102<br><br />
File Information: Audio, mp3, 1h, 19 MB<br><br />
Download: [http://rapidshare.com/files/385411004/StationTrading2.mp3 RapidShare]<br><br />
<br />
<hr><br />
<br />
'''Trading 101'''<br><br />
<br />
Instructor: Romick Kracken<br><br />
Recorded: 7 October 2009<br><br />
File Information: Audio, mp3, 52:02, 6.09 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Romick%20Kracken%20-%20Trading%20101.mp3 Eve University Server]<br><br />
Also Available: Sun Win's 2007 version [http://www.eveuniversity.org/audio_classes/Sun%20Win%20-%20Trading%20101.mp3 Eve University Server]<br><br />
Also Available: Eldiora's 2008 version [http://www.eveuniversity.org/audio_classes/Eldiora%20-%20Trading%20101.mp3 Eve University Server]<br><br />
<br />
The basics of trading. Emphasis on interregional trade and getting started. Buy and Sell orders. Creating a Trade Alt. Buying Low, selling high. Trade via hauling. Details of the Market system, Market analysis. Recommended Skills.<br />
<br />
<hr><br />
<br />
'''Research and Production 101'''<br><br />
<br />
Instructor: Draco Carollis<br><br />
Recorded: 2 October 2009<br><br />
File Information: Audio, mp3, 69:48, 7.99 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Draco%20Carollis%20-%20Research%20and%20Production%20101.mp3 Eve University Server]<br><br />
<br />
The mechanics of research, production, and manufacturing. Related skills.<br><br />
<br />
<hr><br />
<br />
'''Trade and Hauling'''<br><br />
<br />
Instructor: Oshi Daro<br><br />
Recorded: 11 August 2009<br><br />
File Information: Audio, mp3, 123:30, 14.2 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Oshi%20Daro%20-%20Hauling%20and%20Trade.mp3 Eve University Server]<br><br />
Supplementary Material: Images, 5.53 MB [http://www.eveuniversity.org/audio_classes/haulingandtrade.zip Eve University Server]<br><br />
<br />
The basics of safe hauling, appropriate fittings. The Market System. Different types of trading. Common mistakes. Market Research.<br><br />
<br />
<hr><br />
<br />
'''Introduction to Industry'''<br><br />
<br />
Instructor: Karox<br><br />
Recorded: 2009<br><br />
File Information: Audio, mp3, 124:33, 14.2 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Karox%20-%20Introduction%20to%20Industry.mp3 Eve University Server]<br><br />
<br />
The basics of Industrialism and Research.<br><br />
<br />
<hr><br />
<br />
'''Mining Boss 101'''<br><br />
<br />
Instructor: Aine Mindwolf<br><br />
Recorded: 2009<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/corp/Viperous/Mining_Boss_101.mp3 Eve Files]<br><br />
Also Available: Mining Spreadsheet [http://spreadsheets.google.com/ccc?key=0AnU4lXsxoivgdDY2M1ktRlBtTExsZGxvbUNqT3pDOXc&hl=en Google Documents]<br><br />
<br />
<hr><br />
<br />
'''Trading Redux'''<br><br />
<br />
Instructor: Dr Deus<br><br />
Recorded: 03 December 2008<br><br />
File Information: Audio, mp3, 67:42, 7.75 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Dr%20Deus%20-%20Trading.mp3 Eve University Server]<br><br />
<br />
Introduction to trading. Emphasis on station trading, trading in Jita, Maximizing profit.<br><br />
<br />
<hr><br />
<br />
'''Production, Research, and Invention 101'''<br><br />
<br />
Instructor: Selucia Dreamslayer<br><br />
Recorded: 7 June 2008<br><br />
File Information: Audio, mp3, 84:34, 9.68 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Selucia%20Dreamslayer%20-%20Production%20Research%20Invention%20101.mp3 Eve University Server]<br><br />
<br />
The basics of Production, Research, and Invention. Blueprints, manufacturing, related skills.<br><br />
<br />
<hr><br />
<br />
'''Alt Hauling 101'''<br><br />
<br />
Instructor: Jericho Alar<br><br />
Recorded: 10 April 2008<br><br />
File Information: Audio, mp3, 15:26, 2.66 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Jericho%20Alar%20-%20Alt%20Hauling%20101.mp3 Eve University Server]<br><br />
<br />
Quickly setting up an alternate character to be used for Hauling.<br><br />
<br />
<hr><br />
<br />
'''Introduction to Production'''<br><br />
<br />
Instructor: Finraer<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 58:01, 9.96 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Finraer%20-%20Production.mp3 Eve University Server]<br><br />
<br />
Blueprints and research. Suggested Skills. Personal Production vs Public Production, Researching with Player-owned Stations.<br><br />
<br />
<hr><br />
<br />
==PvP, Fleet Operations, Fleet Command, and Strategy==<br />
<br />
'''Fleet Commanding 102'''<br><br />
<br />
Instructor: Levanon<br><br />
Recorded: 22 September 2010<br><br />
File Information: Audio, mp3, 92m 22s, 84.5 MB<br><br />
Download: [http://dl.eve-files.com/media/1009/Fleet_102_by_Levanon.rar Eve-Files]<br><br />
<br />
The class is designed to bridge the gap between "get some ships and go shoot some stuff" and being a competent commander. Topic covered include: Planning for a fleet operation, Fleet organization, Communication and working with your fleetmates, Engagement and basic tactics, After action procedures.<br />
<br />
<hr><br />
<br />
'''Life In Nullsec (0.0)'''<br><br />
<br />
Instructor: Xeno Val<br><br />
Recorded: 10 September 2010<br><br />
File Information: Audio, mp3, 1h27m22s 39.9 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Life_In_Nullsec.zip Eve-Files]<br />
<br />
As some of you move through the university, many of you will probably find yourself wanting to experience life outside of empire. This will be an informal lecture on life in nullsec and a discussion on making the transition.<br />
<br />
<hr><br />
<br />
'''Tackling 201: Fleet Interceptors'''<br><br />
<br />
Instructor: glepp<br><br />
Recorded: 24 July 2010<br><br />
File Information: Audio, mp3, 134m 57s, 46.3 MB<br><br />
Download: [http://rapidshare.com/files/409130768/Tackling201.mp3.html Rapidshare]<br><br />
Download: [http://eve-files.com/dl/226655 Eve-Files]<br><br />
Required Reading: [http://www.eve-ivy.com/forums//viewtopic.php?f=131&t=27229 Forum]<br><br />
<br />
An advanced class for those who want to take their tackling to the next level.<br />
<br />
<hr><br />
<br />
'''Overheating/Overloading 101'''<br><br />
<br />
Instructor: Uryence<br><br />
Recorded: 13 July 2010<br><br />
File Information: Audio, mp3, 51m 50s, 48.5 MB<br><br />
Download: [http://rapidshare.com/files/406895943/Uryence-Overheating-101-13-07-2010.mp3.html Rapidshare]<br><br />
Download: [http://eve-files.com/dl/226013 Eve-Files]<br><br />
<br />
Overheating wrings better performance for a short time from your modules at the risk of burning them out. It's an important technique for small gang and solo PvP. This class discusses: how to overheat, what overheating does, heat damage and how to repair it, and combat uses for overheating.<br><br />
<br />
<hr><br />
<br />
'''Command 101'''<br><br />
<br />
Instructor: Minerstrue<br><br />
Recorded: 12 July 2010<br><br />
File Information: Audio, mp3, Split for size / length, Total 2:25:36, 134.1 MB<br><br />
Download (Fleet Command 1:24:44 67.8MB): [http://dl.eve-files.com/media/1007/Command101-Fleet_Command.mp3 Eve-Files]<br><br />
Download (Fleet Command 1:24:44 67.8MB): [http://rapidshare.com/files/406634676/Command101-Fleet_Command.mp3.html RapidShare]<br><br />
Download (Corp Management 0:31:57 25.5MB): [http://dl.eve-files.com/media/1007/Command101-CorpManagement.mp3 Eve-Files]<br><br />
Download (Corp Management 0:31:57 25.5MB): [http://rapidshare.com/files/406636929/Command101-CorpManagement.mp3.html RapidShare]<br><br />
Download (Alliance Management 0:11:24 20.8MB): [http://dl.eve-files.com/media/1007/Command101-AllianceManagement.mp3 Eve-Files]<br><br />
Download (Alliance Management 0:11:24 20.8MB): [http://rapidshare.com/files/406638137/Command101-AllianceManagement.mp3.html RapidShare]<br><br />
Download (Q & A 0:17:31 20MB): [http://dl.eve-files.com/media/1007/Command101-QA.mp3 Eve-Files]<br><br />
Download (Q & A 0:17:31 20MB): [http://rapidshare.com/files/406639217/Command101-Q_A.mp3.html RapidShare]<br><br />
<br />
This is a general description on Leading Fleets, Leading Corps, and Leading Alliances.<br><br />
<br />
<hr><br />
<br />
'''Bubbles in 0.0 and General Q&A'''<br><br />
<br />
Instructor: Varius Arcturus<br><br />
Recorded: 8 June 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://www.mediafire.com/?ywmtihzo2zt Mediafire]<br><br />
<br />
Warp disruption bubbles; how they work, how to use them, and how to avoid them. Followed by a general Q&A session covering wormholes, nullsec, and Agony Unleashed.<br><br />
<br />
<hr><br />
<br />
'''Boosters'''<br><br />
<br />
Instructor: Levanon<br><br />
Recorded: 1 June 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/1006/UNI-Boosters.mp3 Eve Files]<br><br />
<br />
Boosters, what they are, what they do, and how to use them effectively. How to smuggle them. Techniques you can use to smuggle contraband. Production of boosters and what you'll need to get started.<br><br />
<br />
<hr><br />
<br />
'''Electronic Attack Frigates 101'''<br><br />
<br />
Instructor: Minerstrue<br><br />
Recorded: 19 May 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/1005/eafrigates.mp3 Eve Files]<br><br />
<br />
<hr><br />
<br />
'''Kiting, Disengaging, and Baiting'''<br><br />
<br />
Instructor: Frandetta<br><br />
Recorded: May 15, 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://www.megaupload.com/?d=N1K4EP11 Megaupload]<br><br />
<br />
Techniques to recognize, avoid, and counter: kites, disengages, and baits.<br><br />
<br />
<hr><br />
<br />
'''Recons 101 & Recons 102'''<br><br />
<br />
Instructor: Minerstrue<br><br />
Recorded: 2010.05.07<br><br />
File Information: Audio, mp3<br><br />
Download: [http://www.mediafire.com/?ngntymkyjqm Mediafire]<br><br />
<br />
<hr><br />
<br />
'''War 101'''<br><br />
<br />
Instructor: Dierdra Vaal<br><br />
Recorded: 5 May 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/384281024/May_05_2010_War_101.rar RapidShare]<br><br />
Also Available: Q'n'A Session after War 101 [http://rapidshare.com/files/384284903/May_05_2010_Pre_War_QnA.rar RapidShare]<br><br />
<br />
<hr><br />
<br />
'''Fleets 101'''<br><br />
Instructor: Xeno Val<br><br />
Recorded: 5 May 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/384280347/May_05_2010_Fleets_101.rar RapidShare]<br />
<br />
<hr><br />
<br />
'''Q&A With Noir Hellscream'''<br><br />
<br />
Instructor: Noir Hellscream<br><br />
Recorded: 23 April 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/corp/Velrocha/QA_Noir_Hellscream.mp3 Eve Files]<br><br />
<br />
Q&A panel with Noir Hellscream, member of the Clandestine Vector pirate corporation.<br><br />
<br />
<hr><br />
<br />
'''FC Roundtable - Effective Fleet Command'''<br><br />
<br />
Instructors: Brakoo, Deran Franks, Eniri Takahashi, Flay Geobukseon, Korr'Tanas, Larsen Knight, Luzxz, Matheus Esp, Mental Mantis, Sto Lo, StrydeTaz, Thea Infinitas, Thedas02<br><br />
Recorded: 17 April 2010<br><br />
File Information: Audio, mp3, 1h57m, 96.7 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/FlayGeobukseon/E-UNI_FC_Roundtable.rar Eve Files]<br><br />
<br />
Roundtable discussion with experienced and not so experienced FCs sharing tips and hints to effective Fleet Command.<br><br />
<br />
<hr><br />
<br />
'''Capital Ships'''<br><br />
<br />
Instructor: steave435<br><br />
Recorded: 9 April 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/374058984/steave435_-_Capital_Ships_-_09-04-10.mp3 RapidShare]<br><br />
<br />
Discusses different types of capitals, what their roles are, different types of fits commonly used for them and their strengths and weaknesses.<br><br />
<br />
<hr><br />
<br />
'''Piracy Q&A'''<br><br />
<br />
Instructors: Verone (CEO VETO), Mynxee (CEO Hellcats), Ka Jolo (CEO Tuskers), Sard Caid (CEO Gunpoint Diplomacy)<br><br />
Recorded: 3 April 2010<br><br />
File Information: Audio, mp3, 3h40m, 181 MB<br><br />
Download link: [http://dl.eve-files.com/media/corp/FlayGeobukseon/E-UNI_Guest_Lecture_Piracy_QA.rar Eve Files]<br><br />
<br />
Q&A panel with several experienced pirates, dealing with all questions you may have about pirate life in Eve.<br><br />
<br />
<hr><br />
<br />
'''Bookmarks 101'''<br><br />
<br />
Instructor: Longshot Diddy<br><br />
Recorded: 31 Mar 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/1003/Bookmarks101(31032010).mp3 Eve Files]<br><br />
<br />
The basics of bookmarks and their use.<br><br />
<br />
<hr><br />
<br />
'''Empire Wars & The History of Privateer Alliance'''<br><br />
<br />
Instructors: The Pitboss, BC Hastings, Rico Felix<br><br />
Recorded: 19 March 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/corp/FlayGeobukseon/E-UNI_Privateer_Guest_Lecture.rar Eve Files]<br><br />
Also Available: Class Notes [http://docs.google.com/View?id=ddmq6cvd_39c7fq8zdw Google Documents]<br><br />
<br />
Guest lecturers from Privateer Alliance talk about running the Privateers and empire warfare.<br><br />
<br />
<hr><br />
<br />
'''Covert Warfare Clinic'''<br><br />
<br />
Instructor: Dirt Nap Squad<br><br />
Recorded: 13 Feb 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/1003/dns-covert_warefare_clinic.mp3 Eve Files]<br><br />
<br />
Special covert warfare guest course. Practical class covering the use of Force Recons, Stealth Bombers, and Black Ops ships in specialized covert fleets.<br><br />
<br />
<hr><br />
<br />
'''Living in Nullsec'''<br><br />
<br />
Instructor: Erestas Drake<br><br />
Recorded: 21 November 2009<br><br />
File Information: Audio, mp3, 128:19, 14.8 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Erestas%20Drake%20-%20Living%20in%20Nullsec.mp3 Eve University Server]<br><br />
<br />
General Information, determining when you are ready, finding a corp, what to bring, how to make ISK.<br><br />
<br />
<hr><br />
<br />
'''Fleet Command 101'''<br><br />
<br />
Instructor: Levanon<br><br />
Recorded: 18 November 2009<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/corp/ShiuJuan/FleetCommand-Levanon-2009-11-18.mp3 Eve Files]<br><br />
<br />
The basics of fleet command, tools available to FCs, how to be an inspirational leader.<br><br />
<br />
<hr><br />
<br />
'''Small Ship PvP'''<br><br />
<br />
Instructor: TeaDaze<br><br />
Recorded: 15 November 2009<br><br />
File Information: Audio, mp3, 120:08, 13.8 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Teadaze%20-%20Small%20Ship%20PvP.mp3 Eve University Server]<br><br />
<br />
Teadaze is an instructor for Agony Unleashed's PvP courses, and is an alliance tournament commentator. Fitting, Overheating, Transversal/Tracking.<br><br />
<br />
<hr><br />
<br />
'''Basic Scanner and Staying Alive'''<br><br />
<br />
Instructor: Victor Menendez<br><br />
Recorded: 2 November 2009<br><br />
File Information: Audio, mp3, 102:26, 11.8 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Victor%20Menendez%20-%20Basic%20Scanner%20and%20Staying%20Alive.mp3 Eve University Server]<br><br />
<br />
Using the scanner to detect potential threats.<br><br />
<br />
<hr><br />
<br />
'''Remote Armor Repair'''<br><br />
<br />
Instructor: Victor Menendez<br><br />
Recorded: 24 October 2009<br><br />
File Information: Audio, mp3, 54:29, 6.38 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Victor%20Menendez%20-%20Remote%20Armor%20Repair.mp3 Eve University Server]<br><br />
<br />
Fittings and strategies for Remote Armor Repair.<br><br />
<br />
<hr><br />
<br />
'''Remote Shield Repair'''<br><br />
<br />
Instructor: Victor Menendez<br><br />
Recorded: 24 October 2009<br><br />
File Information: Audio, mp3, 53:41, 6.29 MB <br><br />
Download: [http://www.eveuniversity.org/audio_classes/Victor%20Menendez%20-%20Remote%20Shield%20Repair.mp3 Eve University Server]<br><br />
<br />
Fittings and strategies for Remote Shield Repair.<br><br />
<br />
<hr><br />
<br />
'''Staying Alive in Hostile Territory'''<br><br />
<br />
Instructor: Victor Menendez<br><br />
Recorded: 24 October 2009<br><br />
File Information: Audio, mp3, 79:54, 9.28 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Victor%20Menendez%20-%20Staying%20Alive%20in%20Hostile%20Territory.mp3 Eve University Server]<br><br />
<br />
Tips for surviving when surrounded by enemies.<br><br />
<br />
<hr><br />
<br />
'''Introduction to Electronic Warfare'''<br><br />
<br />
Instructor: Dierdra Vaal<br><br />
Recorded: 23 Oct 2009<br><br />
File Information: Audio, mp3, 104:59, 12.1 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Dierdra%20Vaal%20-%20Introduction%20to%20Electronic%20Warfare.mp3 Eve University Server]<br><br />
Also Available: 2008 Version [http://www.eveuniversity.org/audio_classes/Dierdra%20Vaal%20-%20Electronic%20Warfare.mp3 Eve University Server]<br><br />
<br />
The Basics of Electronic Warfare. Modules and fittings.<br />
<br />
<hr><br />
<br />
'''University Fleet Ravens'''<br><br />
<br />
Instructor: Silentbrick<br><br />
Recorded: 16 August 2009<br><br />
File Information: Audio, mp3, 30:32, 7.13 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Silentbrick%20-%20Uni%20Fleet%20Ravens.mp3 Eve University Server]<br><br />
<br />
Fitting and using Eve's most popular battleship in Uni fleet operations and pvp. Torpedo Raven and Cruise Ravens discussed.<br><br />
<br />
<hr><br />
<br />
'''ECM Jamming 101'''<br><br />
<br />
Instructor: Drillock<br><br />
Recorded: 9 June 2009<br><br />
File Information: Audio, mp3, 115:44, 13.5 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Drillock%20-%20Jamming%20with%20Apocrypha.mp3 Eve University Server]<br><br />
Also Available: 5 Mar 2009 Version [http://www.eveuniversity.org/audio_classes/Drillock%20-%20Jamming%20101.mp3 Eve University Server]<br><br />
<br />
This course covers all aspects of ECM, the Caldari Electronic Warfare method of choice. It covers ship fittings, modules, skills, and tactics for the six primary Caldari ECM-based ships in Eve (the Widow, due to it's non-ECM primary role, is not covered in this course).<br><br />
<br />
<hr><br />
<br />
'''Factional Warfare 101'''<br><br />
<br />
Instructor: Garr Anders<br><br />
Recorded: 26 March 2009<br><br />
File Information: Audio, mp3, 55:04, 5.3 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Garr%20Anders%20-%20Factional%20Warfare%20101.mp3 Eve University Server]<br><br />
<br />
What is factional warfare? Why should I consider joining? Available rewards and consequences. Requirements to join. Things to consider before joining. Joining and quitting Factional Warfare.<br><br />
<br />
<hr><br />
<br />
'''Factional Warfare 102'''<br><br />
<br />
Instructor: Garr Anders<br><br />
Recorded: 26 March 2009<br><br />
File Information: Audio, mp3, 48:06, 5.8 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Garr%20Anders%20-%20Factional%20Warfare%20102.mp3 Eve University Server]<br><br />
<br />
Militia chat, Battlefield Intelligence Page, Star Map usage. Occupancy and Plexing. FW Missions. Pirates and pirating in FW.<br><br />
<br />
<hr><br />
<br />
'''Emergency PvP'''<br><br />
<br />
Instructor: Dierdra Vaal, and ended by Wolf Vanberg<br><br />
Recorded: 21 February 2009<br><br />
File Information: Audio, mp3, 121:04, 13.8 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/EU%20Class%20-%20Emergency%20PvP.mp3 Eve University Server]<br><br />
<br />
This class is a recording of an Emergency PvP Training op.<br><br />
<br />
<hr><br />
<br />
'''Introduction to PvP'''<br><br />
<br />
Instructor: Uryence<br><br />
Recorded: 2009<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/361504385/Uryence_-_Very_Basic_Intro_to_PvP_-_09_03_10.mp3 RapidShare]<br><br />
<br />
How standard uni fleets function; using insurance and medical clones; killmails, lossmails and the killboard; basic characteristics of small gang PvP and solo PvP; who unistas are allowed to shoot and where we're allowed to shoot them; different kinds of pirate; highsec, lowsec, nullsec and w-space as PvP environments. The Q&A afterwards includes a discussion of PvP bookmarks.<br><br />
<br />
<hr><br />
<br />
'''Fleet Command'''<br><br />
<br />
Instructor: Kody Apollo<br><br />
Recorded: 19 December 2008<br><br />
File Information: Audio, mp3, 80:36, 9.23MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Kody%20Apollo%20-%20Fleet%20Command.mp3 Eve University Server]<br><br />
<br />
Intermediate level Fleet Command. How Fleet Command works in Eve University.<br><br />
<br />
<hr><br />
<br />
'''Nullsec Life'''<br><br />
<br />
Instructor: Fluff<br><br />
Recorded: 14 December 2008<br><br />
File Information: Audio, mp3, 72:26, 8.29 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Fluff%20-%20Nullsec%20Life.mp3 Eve University Server]<br><br />
<br />
Guest-lecturer Fluff, CEO of Shiva explains the perils and promise of living in 0.0 space.<br><br />
<br />
<hr><br />
<br />
'''Fleet Operations Laboratory 101'''<br><br />
<br />
Instructor: Dlardrageth<br><br />
Recorded: 13 October 2008<br><br />
File Information: Audio, mp3, 72:17, 8.28 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Dlardrageth%20-%20Fleet%20Lab%20101.mp3 Eve University Server]<br><br />
<br />
Beginning to Intermediate Fleet Operations lecture with audience participation.<br><br />
<br />
<hr><br />
<br />
'''Fleet Operations Laboratory 102'''<br><br />
<br />
Instructor: Dlardrageth<br><br />
Recorded: 13 October 2008<br><br />
File Information: Audio, mp3, 88:13, 10.1 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Dlardrageth%20-%20Fleet%20Lab%20102.mp3 Eve University Server]<br><br />
<br />
Intermediate to Advanced Fleet Operations lectiure with audience participation. See also: Fleet Operations Laboratory 101.<br><br />
<br />
<hr><br />
<br />
'''Intro to Squad Commander'''<br><br />
<br />
Instructor: Silentbrick<br><br />
Recorded: 1 May 2008<br><br />
File Information: Audio, mp3, 90:58, 10.6 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Silentbrick%20-%20Intro%20to%20Squad%20Commander.mp3 Eve University Server]<br><br />
<br />
Forming fleets, responsibility of Squad Commander, composition of squads.<br><br />
<br />
<hr><br />
<br />
'''4 PvP Tips'''<br><br />
<br />
Instructor: Shinma Apollo<br><br />
Recorded: May 2008<br><br />
File Information: Audio, mp3, 39:52, 5.0 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Shinma%20Apollo%20-%204%20PvP%20Tips%20Talk.mp3 Eve University Server]<br><br />
<br />
Four simple PvP tricks for use in fleet warfare.<br><br />
<br />
<hr><br />
<br />
'''Impromptu Scouting 101'''<br><br />
<br />
Instructor: Phinneas Gage<br><br />
Recorded: 20 April 2008<br><br />
File Information: Audio, mp3, 113:17, 12.9 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Phinneas%20Gage%20-%20Scouting%20101.mp3 Eve University Server]<br><br />
<br />
Role of a Scout in fleet warfare. Cloaking device operation. Covert Ops ships.<br><br />
<br />
<hr><br />
<br />
'''Lowsec and 0.0 Q&A'''<br><br />
<br />
Instructor: Aayllaa<br><br />
Recorded: 20 April 2008<br><br />
File Information: Audio, mp3, 78:02, 8.94 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Aayllaa%20-%20Lowsec%20QA.mp3 Eve University Server]<br><br />
<br />
Impromptu question and answer session regarding lowsec and 0.0 life.<br><br />
<br />
<hr><br />
<br />
'''War 101'''<br><br />
<br />
Instructor: Angelica Tharax<br><br />
Recorded: 5 March 2008<br><br />
File Information: Audio, mp3, 129:15, 7.91 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Angelica%20Tharax%20-%20War%20101.mp3 Eve University Server]<br><br />
<br />
How war declarations are issued. Where to find them. What to do when the Uni prepares for war. How to contribute in PvP. Using the Killboard. Eve Uni Reimbursement policies.<br><br />
<br />
<hr><br />
<br />
'''Maximizing DPS'''<br><br />
<br />
Instructor: Unknown<br><br />
Recorded: 2008<br><br />
File Information: Audio, mp3, 77:27, 13.3 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/EU%20Class%20-%20Maxing%20DPS.mp3 Eve University Server]<br><br />
<br />
Getting the most bang for your buck.<br><br />
<br />
<hr><br />
<br />
'''PVP Fittings and Strategy'''<br><br />
<br />
Instructor: Troubadour<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 167:44, 9.61 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Troubadour%20-%20PVP%20Fittings%20and%20Strategy.mp3 Eve University Server]<br><br />
<br />
Fleet-based PVP. Roles of each fleet member. Wide assortment of PVP Combat topics discussed.<br><br />
<br />
<hr><br />
<br />
'''Piracy Avoidance'''<br><br />
<br />
Instructor: Devilish Ledoux<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 41:50, 9.58 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Devilish%20Ledoux%20-%20Piracy%20Avoidance.mp3 Eve University Server]<br><br />
<br />
Strategies and tactics for avoiding or preparing for pirate attack.<br><br />
<br />
<hr><br />
<br />
==PvE, Missions, and Exploration==<br />
<br />
'''Missioning 101'''<br><br />
<br />
Instructor: Seamus Donohue<br><br />
Recorded: 17 September 2010<br><br />
File Information: Audio, mp3, 1h52m46s, 51.6 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/(E-UNI)_Missioning_101_-_17_9_2010.zip Eve-Files]<br />
<br />
Recorded: 10 September 2010<br><br />
File Information: Audio, mp3, 1h55m03s, 52.6 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Missioning_101.zip Eve-Files]<br />
<br />
This class covers missioning in general and how to do it profitably, including strategies on how ot get your standings with NPCs high enough to have access to such profitable missions.<br />
<br />
<hr><br />
<br />
'''Directional Scanner Operation'''<br><br />
<br />
Instructor: Uryence<br><br />
Recorded: 19 June 2010<br><br />
File Information: Audio, mp3, 1:09:00, 55.2 MB<br><br />
Download: [http://dl.eve-files.com/media/1006/Directional_Scanner-Urgence-19Jun2010a.mp3 Eve Files]<br><br />
Download: [http://rapidshare.com/files/400875914/Directional_Scanner-Urgence-19Jun2010a.mp3.html RapidShare]<br><br />
<br />
The directional scanner (not to be confused with probe-based scanning) is a powerful, but badly-documented, tool. In PvP situations you can use it to detect and investigate incoming enemies or to get the jump on potential targets. In some PvE situations it is still a potential tool to use to protect yourself, particularly in w-space.<br><br />
<br />
<hr><br />
<br />
'''Scouting in Wormhole Space 203'''<br><br />
<br />
Instructor: Seamus Donohue<br><br />
Recorded: 11 June 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://www.mediafire.com/?yfd5id0uhwh Mediafire]<br><br />
<br />
Unistas sometimes form fleets to go into wormhole space for fun and profit. These fleets need scouts; people who can find the profit and watch their backs while they go get the profit. But, in the depths of what is effectively Null Security space, wormhole fleets without a scout are at considerable risk of being ambushed.<br><br />
<br />
<hr><br />
<br />
'''Wormholes 100'''<br><br />
<br />
Instructor: James Arget<br><br />
Recorded: 6 June 2010<br><br />
File Information: Audio, mp3, 163.42 MB<br><br />
Download: [http://www.sendspace.com/file/23dar9 Sendspace]<br><br />
<br />
Introduction to Wormholes, W-space, mechanics and motivations.<br />
<br />
<hr><br />
<br />
'''Datacore Farming 101'''<br><br />
<br />
Instructor: Eva Einistera<br><br />
Recorded: 14 March 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://dl.eve-files.com/media/corp/milegrin/datacore_farming-eva_einstera-100314.mp3 Eve Files]<br><br />
<br />
Information about research and development agents and how to farm datacores from those agents. These acquired datacores can be used in t2 invention or can be sold on the market. The process allows for a long term and consistent way of making isk. The basics of agent, corp, and faction standings and how they pertain to datacore farming.<br><br />
<br />
<hr><br />
<br />
'''All About Wormholes'''<br><br />
<br />
Instructor: Varius Arcturus<br><br />
Recorded 5 October 2009<br><br />
File Information: Audio, mp3, 87:04, 9.96MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Varius%20Arcturus%20-%20All%20About%20Wormholes.mp3 Eve University Server]<br><br />
<br />
Locating wormholes, transiting wormholes, and things that you can do inside wormhole space.<br><br />
<br />
<hr><br />
<br />
'''Directional Scanner and Starmap'''<br><br />
<br />
Instructor: SugarFr33<br><br />
Recorded: 21 September 2009<br><br />
File Information: Audio, mp3, 64:28, 14.9 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/SugarFr33%20-%20Directional%20Scanner%20and%20Starmap.mp3 Eve University Server]<br><br />
<br />
Directional Scanner and Starmap functions. Using the scanner to locate people. Interpreting starmap data.<br><br />
<br />
<hr><br />
<br />
'''Missions, Agents, and Standings'''<br><br />
<br />
Instructor: Mattch<br><br />
Recorded: 2 May 2009<br><br />
File Information: Audio, mp3, 27:04, 3.1 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Mattch%20-%20Missions%20Agents%20and%20Standings.mp3 Eve University Server]<br><br />
<br />
Missioning, how Standings work, Security Status, how Agents work.<br><br />
<br />
<hr><br />
<br />
'''Apocrypha Exploration'''<br><br />
<br />
Instructor: Dierdra Vaal<br><br />
Recorded: 24 March 2009<br><br />
File Information: Audio, mp3, 48:24, 5.54 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Dierdra%20Vaal%20-%20Apocrypha%20Exploration.mp3 Eve University Server]<br><br />
Also Available: 10 April 2008 Version [http://www.eveuniversity.org/audio_classes/Altheas%20Selkie%20-%20Introduction%20to%20Exploration.mp3 Eve University Server]<br><br />
Supplementary Material: Images, 1.25MB [http://www.eveuniversity.org/audio_classes/apocryphaexploration.zip Eve University Server]<br><br />
<br />
Scanning, probing and exploration after the Apocrypha Expansion. This course replaces Introduction to Exploration.<br><br />
<br />
<hr><br />
<br />
'''NPC and Faction Standings'''<br><br />
<br />
Instructor: Balthisar Calderon<br><br />
Recorded: 11 March 2009<br><br />
File Information: Audio, mp3, 70:26, 8.07 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Balthisar%20Calderon%20-%20NPC%20and%20Faction%20Standings.mp3 Eve University Server]<br><br />
<br />
What standings are used for. Types of standings. How to look up your standings. How to set standings towards others. Faction standings interactions. How to increase agent/corp standings. How to increase faction standings. <br><br />
<br />
<hr><br />
<br />
'''Missions'''<br><br />
<br />
Instructor: Bion Beefhammer<br><br />
Recorded: 15 June 2008<br><br />
File Information: Audio, mp3, 70:35, 12.1 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Bion%20Beefhammer%20-%20Missions.mp3 Eve University Server]<br><br />
<br />
The basics of high level mission running. Differences between hi-sec and lo-sec missions. Advice on agent selection and mission corporation. Coverage of mission-related skills.<br><br />
<br />
<hr><br />
<br />
'''Scanner and Starmap Operation'''<br><br />
<br />
Instructor: Dierdra Vaal<br><br />
Recorded: 25 January 2008<br><br />
File Information: Audio, mp3, 100:25, 22.9 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Dierdra%20Vaal%20-%20Scanner%20and%20Starmap.mp3 Eve University Server]<br><br />
<br />
Operation of the onboard Directional Scanner and Starmap.<br><br />
<br />
<hr><br />
<br />
'''Scanner Operation'''<br><br />
<br />
Instructor: Amiable Rashala<br><br />
Recorded: 2007<br><br />
File Information: Video, wmv, 6:53, 53.5 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Amiable%20Rashala%20-%20Ship%20Scanner.wmv Eve University Server]<br><br />
Note: You must right-click and save the file, it will not stream.<br><br />
<br />
Functions of the Directional Scanner, demonstrated.<br><br />
<br />
<hr><br />
<br />
'''Missions 101'''<br><br />
<br />
Instructor: Beastie Boy<br><br />
Recorded: 2007<br><br />
File Information: Audio, mp3, 24:22, 4.51 MB<br><br />
Download: [http://www.eveuniversity.org/audio_classes/Beastie%20Boy%20-%20Missions%20101.mp3 Eve University Server]<br><br />
<br />
Missions and agents. Selecting the correct Ammo. How to prepare for Missions.<br><br />
<br />
<hr><br />
<br />
==Miscellaneous==<br />
<br />
'''Super Sunday - 05/09/2010'''<br><br />
<br />
Instructor: Chewan Mesa<br><br />
Recorded: 5 September 2010<br><br />
File Information: Audio, mp3, 1h49m59s 50.3 MB<br><br />
Download: [http://dl.eve-files.com/media/corp/Gloc/Super_Sunday_05-09-2010.zip Eve-Files]<br />
<br />
A basic class to explain broad topics, no real indepth topic discussion but a broad idea for new players to learn from.<br />
<br />
<hr><br />
<br />
'''Messing With Your Head: How to Improve the Capsuleer Mind'''<br><br />
<br />
Instructor: Neville Smit<br><br />
Recorded: 17 July 2010<br><br />
File Information: Audio, mp3, 110m 32s (1:50:32), 20 MB<br><br />
Download: [http://rapidshare.com/files/409079885/Messing-with-your-head-17July2010.mp3.html Rapidshare]<br><br />
Download: [http://eve-files.com/dl/226645 Eve-Files]<br><br />
<br />
An introduction to methods for improving character attributes: neural remapping, learning skills, implants and booster drugs, as well as an overview for using clones effectively.<br />
<br />
<hr><br />
<br />
'''Command 101'''<br><br />
<br />
Instructor: Minerstrue<br><br />
Recorded: 12 July 2010<br><br />
File Information: Audio, mp3, Split for size / length, Total 2:25:36, 134.1 MB<br><br />
Download (Fleet Command 1:24:44 67.8MB): [http://dl.eve-files.com/media/1007/Command101-Fleet_Command.mp3 Eve-Files]<br><br />
Download (Fleet Command 1:24:44 67.8MB): [http://rapidshare.com/files/406634676/Command101-Fleet_Command.mp3.html RapidShare]<br><br />
Download (Corp Management 0:31:57 25.5MB): [http://dl.eve-files.com/media/1007/Command101-CorpManagement.mp3 Eve-Files]<br><br />
Download (Corp Management 0:31:57 25.5MB): [http://rapidshare.com/files/406636929/Command101-CorpManagement.mp3.html RapidShare]<br><br />
Download (Alliance Management 0:11:24 20.8MB): [http://dl.eve-files.com/media/1007/Command101-AllianceManagement.mp3 Eve-Files]<br><br />
Download (Alliance Management 0:11:24 20.8MB): [http://rapidshare.com/files/406638137/Command101-AllianceManagement.mp3.html RapidShare]<br><br />
Download (Q & A 0:17:31 20MB): [http://dl.eve-files.com/media/1007/Command101-QA.mp3 Eve-Files]<br><br />
Download (Q & A 0:17:31 20MB): [http://rapidshare.com/files/406639217/Command101-Q_A.mp3.html RapidShare]<br><br />
<br />
This is a general description on Leading Fleets, Leading Corps, and Leading Alliances.<br><br />
<br />
<hr><br />
<br />
'''Eve and Mac'''<br><br />
<br />
Instructor: FourFiftyFour<br><br />
Recorded: 26 April 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/383594894/Eve_and_MAC_26Apr2010_FourFiftyFour.mp3 RapidShare]<br><br />
<br />
<hr><br />
<br />
'''Intro to EVE Careers'''<br><br />
<br />
Instructor: Neville Smit<br><br />
Recorded: 6 April 2010<br><br />
File Information: Audio, mp3<br><br />
Download: [http://rapidshare.com/files/374470202/EVE_Careers_101_Tuesday_April_6_2200.mp3 RapidShare]<br><br />
<br />
This introductory class describes many of the money-making options that many EVE players pursue, and provides some advice about which ISK-earning careers might be the best fit for each player's personality and playing style.<br><br />
<br />
<hr></div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Management&diff=11443EVE University Management2010-07-04T18:35:11Z<p>Dierdra Vaal: /* Mentor Manager */</p>
<hr />
<div>{{Cleanup}}<br />
<br />
The management of [[Eve University]] is appointed as a [[wikipedia:Meritocracy|meritocracy]], using demonstrated ability to select staff.<br />
<br />
The University has two distinct divisions, both under overall command of the CEO, [[Kelduum Revaan]]. These are the [[Operations]] division, which looks after the normal day-to-day running of the University, and the [[Ivy League Navy]] (ILN) division. During wars, overall command of the University passed to the [[Fleet Admiral]] from the [[Director of Operations]].<br />
<div style="float:right; width:250px; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
= Eve University Founder =<br />
<br />
{|<br />
| valign="top" | [[image:Morning_Maniac.jpeg|left|thumb|128px|Morning Maniac]]<br />
| valign="top" | <big>'''[[Morning Maniac]]'''</big><br />
<br />
'''About the Role and the Person:''' I founded Eve University to create a place where new players could get together and be appreciated for who there were. Classes and doing things together were important but nothing was, and is, more important than the positive attitude towards new players. <br />
<br />
In the first three years I clocked about 4000 hours logged-in in the service of the University. After some real life changes my available free time was greatly reduced but I could rely on a great team of directors and managers to run the Uni. In the last three years I was mainly concerned with extinguishing fires and the occasional directorship drama, but fortunately for me and everyone involved these issues have become less frequent and intense. The current leadership is stable and doing well, and they seem to share my vision of what the University should be and they work hard to shape it as such, with all the limitations of the game and the people in it.<br />
<br />
More changes in my real life have resulted in even less Eve time and as a result I feel now removed from the game. Because of that I have decided that it is in the best interest of Eve University that I resign from my CEO position. I have asked Kelduum to succeed me and he has accepted the job.<br />
<br />
What does this mean for the University and its members? Well, nothing. It means that now the formal power will be with the person who has already been in charge for a long time. I trust that Kelduum and the rest of the leadership will continue to run and build the University as they have done in the past. If they should decide to take another route then that's fine too.<br />
<br />
As for me? I hope to stay a member of the University. If and when I have time I would like to log in and just join the chat with the new guys. The enthusiasm of new players is what I always enjoy most about EVE. Besides, there is always a lot to learn in Eve.<br />
<br />
Finally, I would like to thank everyone for putting your trust in me. When I founded the Uni I had no idea where it would go. Where we are today is far beyond anything I could have imagined. I have learned so much, I have met amazing people and had a great time. All thanks to you, members past and present of Eve University.<br />
<br />
|}<br />
<br />
= Chief Executive Officer =<br />
{|<br />
| valign="top" | [[image:Kelduum_Revaan.jpeg|left|thumb|128px|Kelduum Revaan]]<br />
| valign="top" | <big>'''[[Kelduum Revaan]]'''</big><br />
<br />
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Personnel, Education, Logistics and Diplomacy, as well as Fleet Command.<br />
<br />
'''About the person:''' Kelduum (a [[wikipedia:mandalorian|mandalorian]] name, meaning 'eternal stronghold') became a [[capsuleer]] in mid 2006, and after a little while, joined Eve University. After a few short months he became entangled with a few diplomatic negotiations, and eventually became Director of Diplomacy for IVY. In December of 2008 he took over the role of Director of Operations, and in January 2010 the CEO role itself, both of which he carries currently. It is currently unclear what his final goals on New Eden are, however they are believed to include the construction of a gigantic battle-station.<br />
<br />
|}<br />
<br />
== Director of Personnel ==<br />
{|<br />
| valign="top" | [[image:Metadog.jpeg|left|thumb|128px|Metadog]]<br />
| valign="top" | <big>'''[[User:Metadog|Metadog]]'''</big><br />
<br />
'''About the role:''' The Director of Personnel oversees the enrollment of new, old, ex and transferred students, as well as the Student Relations and Recruiting Deptments. This also includes reviewing student status and promotions as well as guidance, and training or help training new volunteers in assisting these departments. And, as a Director, I lend a paw or voice to my peers when needed, in moving towards a better Eve University. <br />
<br />
'''About the person:''' Caldari 2006, joined EU later that year and volunteered as an RO to Mgr to Director. Jack of all trades, master of none (yet, lol). Level headed and tolerant, but when I bite..I take big chunks of flesh. Loyal, yet still a bit lone wolf, that likes stealth in the shadows. Easy to talk to and many do. (sigh). This dog is still learning new tricks as well as planning on teaching a few classes in the near future. I like helping new players get a handle on this game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Recruitment Manager ===<br />
{|<br />
| valign="top" | [[File:Darian.jpg|128px|thumb|left|Darian Reymont]]<br />
| valign="top" | <big>'''[[User:Darian Reymont|Darian Reymont]]'''</big><br />
<br />
'''About the role:''' The recruitment manager oversees the group of [[List of Recruitment Officers|40+ volunteers]] that make up the recruiting department, the job of whom it is to put aside their time to filter applicants by the way of interview, ensuring that only those who fit with E-UNI's mission and moral code are permitted entry. Tasks involve creating and updating recruitment policies, managing staff (bringing new ROs in, seeing that inactive ROs are taken out, training new ROs, promoting experienced ROs etc.), monitoring recruitment activity, policing the University's public channel and, perhaps most importantly, defending the recruitment cookies.<br />
<br />
'''About the person:''' Darian began his University career as a recruitment officer in early 2009, stepping from noob to RO and on to recruitment manager within a year. Darian is generally open, friendly and at his best managing people (or at least pretending to whilst taking all the credit for their hard work). While not the type to yell or punch you in the face, he may well poke you in the eye and push you down the stairs should you anger him.<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Student Relations Manager ===<br />
{|<br />
| valign="top" | [[image:Korr'Tanas.jpg|left|thumb|128px|Korr'Tanas]]<br />
| valign="top" | <big>'''Korr'Tanas'''</big><br />
<br />
'''About the role:''' The Student Relations Manager primary role is to be available for students to voice any Uni related concerns and, when needed, to try and resolve any conflicts and misunderstandings. I also try and provide an objective voice and give advice and explanations to students on issues arising from Uni actions. Got an issue or need and explanation? Then the Student Relations Manager is the person you should speak to.<br />
<br />
'''About the person:''' (pending)<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Title Manager ===<br />
{|<br />
| valign="top" | [[image:Kaein_Soturus.jpeg|left|thumb|128px|Kaein Soturus]]<br />
| valign="top" | <big>'''[[User:Kaein_Soturus|Kaein Soturus]]'''</big><br />
<br />
'''About the role:''' Responsible for applying titles to members, such as Freshman, Student and Graduate, and awarding medals. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
== Director of Education ==<br />
{|<br />
| valign="top" | [[image:Dierdra_Vaal.jpeg|left|thumb|128px|Dierdra Vaal]]<br />
| valign="top" | <big>'''[[User:Dierdra_Vaal|Dierdra Vaal]]'''</big><br />
<br />
'''About the role:''' The DirEdu oversees the core business of Eve University, training new players. He decides on the overall strategies to maximise the educational side of Eve University. He manages the training department (classes), events department and mentoring department and ensures operations in these departments are running smoothly. <br />
<br />
'''About the person:''' Dierdra Vaal has been a pilot since 2006, and been with Eve University for almost that long. Dierdra started as student, and became recruitment officer and teacher before becoming recruitment manager, director of recruitment, director of training and now director of education. Dierdra was also a member of the first and third terms of the [http://wiki.eveonline.com/en/wiki/Council_of_Stellar_Management Council of Stellar Management], serving as Chairman for the third elected council. There are no confirmed genetic relation with either the Training Manager or Mentor Manager.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Training Manager ===<br />
{|<br />
| valign="top" | [[image:Alelsa.jpg|left|thumb|128px|Alelsa]]<br />
| valign="top" | <big>'''[[User:Alelsa|Alelsa]]'''</big><br />
<br />
'''About the role:''' The Training Manager oversees the scheduling of classes, recruits new teachers, and records what has been taught. The role also includes helping to document our classes by having teachers add to the Syllabus Library. This way, as new teachers come into the ranks, they can start teaching right away with the collective wisdom of Eve University at their finger tips.<br />
<br />
'''About the person:''' Alelsa stumbled through the doors of Eve University in late December 2009, searching for some idea of what to do as a new capsuleer. Education soon started taking joint place alongside work, joining the ranks of the Recruitment Officers in January 2010 and somehow managing to be assigned as Training Manager just a month later.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Mentor Manager ===<br />
{|<br />
| valign="top" | [[image:Unknown.jpeg|left|thumb|128px|Unknown]]<br />
| valign="top" | <big>'''[[User:Unknown|Unknown]]'''</big><br />
<br />
'''About the role:''' The Mentor Manager is responsible for ensuring the Mentor Program runs smoothly and efficiently. This includes everything from setting policy, to record-keeping, to the day-to-day task of matching each Mentor request to an appropriate volunteer.<br />
<br />
'''About the person:''' <br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Events Manager ===<br />
{|<br />
| valign="top" | [[image:Qato_Vollan.png|left|thumb|128px|Qato Vollan]]<br />
| valign="top" | <big>'''[[User:Qato_Vollan|Qato Vollan]]'''</big><br />
<br />
'''About the role:''' Organizes E-UNI events for the calendar and offers support for events organised by other uni pilots.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
== Director of Logistics ==<br />
{|<br />
| valign="top" | [[image:AzmoValar.jpg|left|thumb|128px|Azmodeus Valar]]<br />
| valign="top" | <big>'''[[Azmodeus Valar]]'''</big><br />
<br />
'''About the role:''' The [[Logistics Department|Logistics Department]] is made of 4 main sections (Mining, Research, Production, and Hangar Management). Each section has a distinct focus, and all of them work in harmony on multiple projects. The Logistics Director is responsible for coordinating the actions of all 4 sections, and ensuring that each is fulfilling its responsibilities. He/She sets policy for the Department, appoints section managers, acts as a liaison to other departments, and serves as a Director for the university as a whole. The Freighter Production project also is directly under the supervision of the Logistics Director.<br />
<br />
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Mining Manager ===<br />
{|<br />
| valign="top" | [[Image:Callin_Vandylx.png|left|thumb|128px|Callin Vandylx]] <br />
<br />
| valign="top" | <big>'''[[User:Callin vandylx|Callin Vandylx]]'''</big><br />
<br />
'''About the role:''' Organizes [[Running a Mining Op|mining]] and related industrial operations. He also runs the [[Mining Loaner Fleet]] and hopes to get more of these ships into the hands of Uni students.<br />
<br />
'''About the person:''' Callin is an avid industrialist and a miner. He runs multiple accounts for solo mining operations and can fly multiple Ravens in L4 missions. He enjoys using the Wiki and forums, and can be found active in Industry.E-UNI. He is also a Uni Recruiting Officer. Please visit [[User:Callin vandylx|Callin's user page]] for more information about him.<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Production Manager ===<br />
{|<br />
| valign="top" | [[image:RECON.jpg|left|thumb|128px|Recon]]<br />
| valign="top" | <big>'''[[User:RECON|RECON]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining production of parts necessary for Eve University. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Research Manager ===<br />
{|<br />
| valign="top" | [[image:Frood_Frooster.jpg|left|thumb|128px|Frood Frooster]]<br />
| valign="top" | <big>'''[[User:Frood_Frooster|Frood Frooster]]'''</big><br />
<br />
'''About the role:''' Maintains the Universities research jobs. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Hangar Manager ===<br />
{|<br />
| valign="top" | [[image:Turhan_Bey.jpg|left|thumb|128px|Turhan Bey]]<br />
| valign="top" | <big>'''[[User:Turhan_Bey|Turhan Bey]]'''</big><br />
<br />
'''About the role:''' In charge of maintaining stocks in corporate hangars. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
== Director of Diplomacy ==<br />
{|<br />
| valign="top" | [[image:Irdalth_Delrar.jpg|left|thumb|128px|Irdalth Delrar]]<br />
| valign="top" | <big>'''[[User:Irdalth_Delrar|Irdalth Delrar]]'''</big><br />
<br />
'''About the role:''' The Director of Diplomacy is responsible for maintaining current relations, with the effort to make all relations positive, and to determine the potential help or harm of new allies and enemies. His goal is to reduce the number of enemies the Uni has in Eve. <br />
<br />
'''About the person:''' Irdalth Delrar started as the alt of [[Keleth Delrar]], part of the Uni since 2006. As many of the other directors, Keleth started as an RO, when he left to 0.0, and Irdalth took his place, moving from RO to mining manager to teacher, when finally, 3 years later, his Jedi mind-tricks convinced Lord Kelduum to take him as an apprentice. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Starbase Operations ==<br />
{|<br />
| valign="top" | [[image:Eskona_Runningstar.jpg|left|thumb|128px|Eskona Runningstar]]<br />
| valign="top" | <big>'''[[User:Eskona_Runningstar|Eskona Runningstar]]'''</big><br />
<br />
'''About the role:''' Maintains the [[POS]], used for research by the members. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Communications ==<br />
{|<br />
| valign="top" | [[image:Miraki_Alsento.jpg|left|thumb|128px|Miraki Alsento]]<br />
| valign="top" | <big>'''[[User:Miraki_Alsento|Miraki Alsento]]'''</big><br />
<br />
'''About the role:''' Maintains the forums and website. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Fleet Admiral ==<br />
{|<br />
| valign="top" | [[image:Silentbrick.jpeg|left|thumb|128px|Silentbrick]]<br />
| valign="top" | <big>'''[[User:Silentbrick|Silentbrick]]'''</big><br />
<br />
'''About the role:''' I pretty much run the [[ILN]] and take care of the Uni's military decisions. I tend to try and avoid the non-military stuff as that's the roles of other directors. I'm the guy who made the mistake of selling the idea of a navy to Morning Maniac and now I'm stuck here. ;)<br />
<br />
'''About the person:''' Been in the uni for all but 5 months or so of game time, learned alot and still learn alot from the students while trying to teach them not the specifics of PVP, but how to think about it and how to lead. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Vice Admiral ===<br />
{|<br />
| valign="top" | [[image:Ubercado.jpg|left|thumb|128px|Ubercado]]<br />
| valign="top" | <big>'''[[User:Ubercado|Ubercado]]'''</big><br />
<br />
'''About the role:''' I shoot whom ever Silent lets me and moderate the forums (although not nearly enough of either lately). <br />
<br />
'''About the person:''' I'm a fleet commander and all around nice guy. I take care of the boards, in game channels and what ever Silent passes off to me. Has a tendency to get drunk and hand out titles and collect corpses. Nutmeg fetish. Will kill you in your sleep if the mood strikes me or Silent. <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Director of Intelligence ===<br />
{|<br />
| valign="top" | [[image:Kyrlin_DiShai.png|left|thumb|128px|Kyrlin DiShai]]<br />
| valign="top" | <big>'''[[User:Kyrlin_DiShai|Kyrlin DiShai]]'''</big><br />
<br />
'''About the role:''' <Classified><br />
<br />
'''About the person:''' <Classified><br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
= Directors Emeriti =<br />
<br />
The following were once directors E-UNI who have stepped down from their positions and while they no longer hold any official authority, their considerable knowledge and history is still called upon from time to time, and their input is welcome in E-UNI management discussions.<br />
<br />
* [[User:Irrilian|Irrilian]]<br />
* [[User:Bruno_Bonner|Bruno Bonner]]<br />
* [[User:Finraer|Finraer]]<br />
* [[User:Kassie_Kelmar|Kassie Kelmar]]<br />
* [[User:Storiim_Tsorovan|Storiim Tsorovan]]<br />
* [[User:Dookagalla|Dookagalla]]<br />
* [[User:Kodell|Kodell]]<br />
* [[Morning_Maniac|Morning Maniac]]<br />
<br />
[[Category:Eve University]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Management&diff=11442EVE University Management2010-07-04T18:33:05Z<p>Dierdra Vaal: /* Mentor Manager */</p>
<hr />
<div>{{Cleanup}}<br />
<br />
The management of [[Eve University]] is appointed as a [[wikipedia:Meritocracy|meritocracy]], using demonstrated ability to select staff.<br />
<br />
The University has two distinct divisions, both under overall command of the CEO, [[Kelduum Revaan]]. These are the [[Operations]] division, which looks after the normal day-to-day running of the University, and the [[Ivy League Navy]] (ILN) division. During wars, overall command of the University passed to the [[Fleet Admiral]] from the [[Director of Operations]].<br />
<div style="float:right; width:250px; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
= Eve University Founder =<br />
<br />
{|<br />
| valign="top" | [[image:Morning_Maniac.jpeg|left|thumb|128px|Morning Maniac]]<br />
| valign="top" | <big>'''[[Morning Maniac]]'''</big><br />
<br />
'''About the Role and the Person:''' I founded Eve University to create a place where new players could get together and be appreciated for who there were. Classes and doing things together were important but nothing was, and is, more important than the positive attitude towards new players. <br />
<br />
In the first three years I clocked about 4000 hours logged-in in the service of the University. After some real life changes my available free time was greatly reduced but I could rely on a great team of directors and managers to run the Uni. In the last three years I was mainly concerned with extinguishing fires and the occasional directorship drama, but fortunately for me and everyone involved these issues have become less frequent and intense. The current leadership is stable and doing well, and they seem to share my vision of what the University should be and they work hard to shape it as such, with all the limitations of the game and the people in it.<br />
<br />
More changes in my real life have resulted in even less Eve time and as a result I feel now removed from the game. Because of that I have decided that it is in the best interest of Eve University that I resign from my CEO position. I have asked Kelduum to succeed me and he has accepted the job.<br />
<br />
What does this mean for the University and its members? Well, nothing. It means that now the formal power will be with the person who has already been in charge for a long time. I trust that Kelduum and the rest of the leadership will continue to run and build the University as they have done in the past. If they should decide to take another route then that's fine too.<br />
<br />
As for me? I hope to stay a member of the University. If and when I have time I would like to log in and just join the chat with the new guys. The enthusiasm of new players is what I always enjoy most about EVE. Besides, there is always a lot to learn in Eve.<br />
<br />
Finally, I would like to thank everyone for putting your trust in me. When I founded the Uni I had no idea where it would go. Where we are today is far beyond anything I could have imagined. I have learned so much, I have met amazing people and had a great time. All thanks to you, members past and present of Eve University.<br />
<br />
|}<br />
<br />
= Chief Executive Officer =<br />
{|<br />
| valign="top" | [[image:Kelduum_Revaan.jpeg|left|thumb|128px|Kelduum Revaan]]<br />
| valign="top" | <big>'''[[Kelduum Revaan]]'''</big><br />
<br />
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Personnel, Education, Logistics and Diplomacy, as well as Fleet Command.<br />
<br />
'''About the person:''' Kelduum (a [[wikipedia:mandalorian|mandalorian]] name, meaning 'eternal stronghold') became a [[capsuleer]] in mid 2006, and after a little while, joined Eve University. After a few short months he became entangled with a few diplomatic negotiations, and eventually became Director of Diplomacy for IVY. In December of 2008 he took over the role of Director of Operations, and in January 2010 the CEO role itself, both of which he carries currently. It is currently unclear what his final goals on New Eden are, however they are believed to include the construction of a gigantic battle-station.<br />
<br />
|}<br />
<br />
== Director of Personnel ==<br />
{|<br />
| valign="top" | [[image:Metadog.jpeg|left|thumb|128px|Metadog]]<br />
| valign="top" | <big>'''[[User:Metadog|Metadog]]'''</big><br />
<br />
'''About the role:''' The Director of Personnel oversees the enrollment of new, old, ex and transferred students, as well as the Student Relations and Recruiting Deptments. This also includes reviewing student status and promotions as well as guidance, and training or help training new volunteers in assisting these departments. And, as a Director, I lend a paw or voice to my peers when needed, in moving towards a better Eve University. <br />
<br />
'''About the person:''' Caldari 2006, joined EU later that year and volunteered as an RO to Mgr to Director. Jack of all trades, master of none (yet, lol). Level headed and tolerant, but when I bite..I take big chunks of flesh. Loyal, yet still a bit lone wolf, that likes stealth in the shadows. Easy to talk to and many do. (sigh). This dog is still learning new tricks as well as planning on teaching a few classes in the near future. I like helping new players get a handle on this game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Recruitment Manager ===<br />
{|<br />
| valign="top" | [[File:Darian.jpg|128px|thumb|left|Darian Reymont]]<br />
| valign="top" | <big>'''[[User:Darian Reymont|Darian Reymont]]'''</big><br />
<br />
'''About the role:''' The recruitment manager oversees the group of [[List of Recruitment Officers|40+ volunteers]] that make up the recruiting department, the job of whom it is to put aside their time to filter applicants by the way of interview, ensuring that only those who fit with E-UNI's mission and moral code are permitted entry. Tasks involve creating and updating recruitment policies, managing staff (bringing new ROs in, seeing that inactive ROs are taken out, training new ROs, promoting experienced ROs etc.), monitoring recruitment activity, policing the University's public channel and, perhaps most importantly, defending the recruitment cookies.<br />
<br />
'''About the person:''' Darian began his University career as a recruitment officer in early 2009, stepping from noob to RO and on to recruitment manager within a year. Darian is generally open, friendly and at his best managing people (or at least pretending to whilst taking all the credit for their hard work). While not the type to yell or punch you in the face, he may well poke you in the eye and push you down the stairs should you anger him.<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Student Relations Manager ===<br />
{|<br />
| valign="top" | [[image:Korr'Tanas.jpg|left|thumb|128px|Korr'Tanas]]<br />
| valign="top" | <big>'''Korr'Tanas'''</big><br />
<br />
'''About the role:''' The Student Relations Manager primary role is to be available for students to voice any Uni related concerns and, when needed, to try and resolve any conflicts and misunderstandings. I also try and provide an objective voice and give advice and explanations to students on issues arising from Uni actions. Got an issue or need and explanation? Then the Student Relations Manager is the person you should speak to.<br />
<br />
'''About the person:''' (pending)<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Title Manager ===<br />
{|<br />
| valign="top" | [[image:Kaein_Soturus.jpeg|left|thumb|128px|Kaein Soturus]]<br />
| valign="top" | <big>'''[[User:Kaein_Soturus|Kaein Soturus]]'''</big><br />
<br />
'''About the role:''' Responsible for applying titles to members, such as Freshman, Student and Graduate, and awarding medals. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
== Director of Education ==<br />
{|<br />
| valign="top" | [[image:Dierdra_Vaal.jpeg|left|thumb|128px|Dierdra Vaal]]<br />
| valign="top" | <big>'''[[User:Dierdra_Vaal|Dierdra Vaal]]'''</big><br />
<br />
'''About the role:''' The DirEdu oversees the core business of Eve University, training new players. He decides on the overall strategies to maximise the educational side of Eve University. He manages the training department (classes), events department and mentoring department and ensures operations in these departments are running smoothly. <br />
<br />
'''About the person:''' Dierdra Vaal has been a pilot since 2006, and been with Eve University for almost that long. Dierdra started as student, and became recruitment officer and teacher before becoming recruitment manager, director of recruitment, director of training and now director of education. Dierdra was also a member of the first and third terms of the [http://wiki.eveonline.com/en/wiki/Council_of_Stellar_Management Council of Stellar Management], serving as Chairman for the third elected council. There are no confirmed genetic relation with either the Training Manager or Mentor Manager.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Training Manager ===<br />
{|<br />
| valign="top" | [[image:Alelsa.jpg|left|thumb|128px|Alelsa]]<br />
| valign="top" | <big>'''[[User:Alelsa|Alelsa]]'''</big><br />
<br />
'''About the role:''' The Training Manager oversees the scheduling of classes, recruits new teachers, and records what has been taught. The role also includes helping to document our classes by having teachers add to the Syllabus Library. This way, as new teachers come into the ranks, they can start teaching right away with the collective wisdom of Eve University at their finger tips.<br />
<br />
'''About the person:''' Alelsa stumbled through the doors of Eve University in late December 2009, searching for some idea of what to do as a new capsuleer. Education soon started taking joint place alongside work, joining the ranks of the Recruitment Officers in January 2010 and somehow managing to be assigned as Training Manager just a month later.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Mentor Manager ===<br />
{|<br />
| valign="top" | [[image:Unknown.jpeg|left|thumb|128px|Aehara]]<br />
| valign="top" | <big>'''[[User:Unknown|Unknown]]'''</big><br />
<br />
'''About the role:''' The Mentor Manager is responsible for ensuring the Mentor Program runs smoothly and efficiently. This includes everything from setting policy, to record-keeping, to the day-to-day task of matching each Mentor request to an appropriate volunteer.<br />
<br />
'''About the person:''' <br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Events Manager ===<br />
{|<br />
| valign="top" | [[image:Qato_Vollan.png|left|thumb|128px|Qato Vollan]]<br />
| valign="top" | <big>'''[[User:Qato_Vollan|Qato Vollan]]'''</big><br />
<br />
'''About the role:''' Organizes E-UNI events for the calendar and offers support for events organised by other uni pilots.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
== Director of Logistics ==<br />
{|<br />
| valign="top" | [[image:AzmoValar.jpg|left|thumb|128px|Azmodeus Valar]]<br />
| valign="top" | <big>'''[[Azmodeus Valar]]'''</big><br />
<br />
'''About the role:''' The [[Logistics Department|Logistics Department]] is made of 4 main sections (Mining, Research, Production, and Hangar Management). Each section has a distinct focus, and all of them work in harmony on multiple projects. The Logistics Director is responsible for coordinating the actions of all 4 sections, and ensuring that each is fulfilling its responsibilities. He/She sets policy for the Department, appoints section managers, acts as a liaison to other departments, and serves as a Director for the university as a whole. The Freighter Production project also is directly under the supervision of the Logistics Director.<br />
<br />
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Mining Manager ===<br />
{|<br />
| valign="top" | [[Image:Callin_Vandylx.png|left|thumb|128px|Callin Vandylx]] <br />
<br />
| valign="top" | <big>'''[[User:Callin vandylx|Callin Vandylx]]'''</big><br />
<br />
'''About the role:''' Organizes [[Running a Mining Op|mining]] and related industrial operations. He also runs the [[Mining Loaner Fleet]] and hopes to get more of these ships into the hands of Uni students.<br />
<br />
'''About the person:''' Callin is an avid industrialist and a miner. He runs multiple accounts for solo mining operations and can fly multiple Ravens in L4 missions. He enjoys using the Wiki and forums, and can be found active in Industry.E-UNI. He is also a Uni Recruiting Officer. Please visit [[User:Callin vandylx|Callin's user page]] for more information about him.<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Production Manager ===<br />
{|<br />
| valign="top" | [[image:RECON.jpg|left|thumb|128px|Recon]]<br />
| valign="top" | <big>'''[[User:RECON|RECON]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining production of parts necessary for Eve University. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Research Manager ===<br />
{|<br />
| valign="top" | [[image:Frood_Frooster.jpg|left|thumb|128px|Frood Frooster]]<br />
| valign="top" | <big>'''[[User:Frood_Frooster|Frood Frooster]]'''</big><br />
<br />
'''About the role:''' Maintains the Universities research jobs. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Hangar Manager ===<br />
{|<br />
| valign="top" | [[image:Turhan_Bey.jpg|left|thumb|128px|Turhan Bey]]<br />
| valign="top" | <big>'''[[User:Turhan_Bey|Turhan Bey]]'''</big><br />
<br />
'''About the role:''' In charge of maintaining stocks in corporate hangars. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
== Director of Diplomacy ==<br />
{|<br />
| valign="top" | [[image:Irdalth_Delrar.jpg|left|thumb|128px|Irdalth Delrar]]<br />
| valign="top" | <big>'''[[User:Irdalth_Delrar|Irdalth Delrar]]'''</big><br />
<br />
'''About the role:''' The Director of Diplomacy is responsible for maintaining current relations, with the effort to make all relations positive, and to determine the potential help or harm of new allies and enemies. His goal is to reduce the number of enemies the Uni has in Eve. <br />
<br />
'''About the person:''' Irdalth Delrar started as the alt of [[Keleth Delrar]], part of the Uni since 2006. As many of the other directors, Keleth started as an RO, when he left to 0.0, and Irdalth took his place, moving from RO to mining manager to teacher, when finally, 3 years later, his Jedi mind-tricks convinced Lord Kelduum to take him as an apprentice. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Starbase Operations ==<br />
{|<br />
| valign="top" | [[image:Eskona_Runningstar.jpg|left|thumb|128px|Eskona Runningstar]]<br />
| valign="top" | <big>'''[[User:Eskona_Runningstar|Eskona Runningstar]]'''</big><br />
<br />
'''About the role:''' Maintains the [[POS]], used for research by the members. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Communications ==<br />
{|<br />
| valign="top" | [[image:Miraki_Alsento.jpg|left|thumb|128px|Miraki Alsento]]<br />
| valign="top" | <big>'''[[User:Miraki_Alsento|Miraki Alsento]]'''</big><br />
<br />
'''About the role:''' Maintains the forums and website. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Fleet Admiral ==<br />
{|<br />
| valign="top" | [[image:Silentbrick.jpeg|left|thumb|128px|Silentbrick]]<br />
| valign="top" | <big>'''[[User:Silentbrick|Silentbrick]]'''</big><br />
<br />
'''About the role:''' I pretty much run the [[ILN]] and take care of the Uni's military decisions. I tend to try and avoid the non-military stuff as that's the roles of other directors. I'm the guy who made the mistake of selling the idea of a navy to Morning Maniac and now I'm stuck here. ;)<br />
<br />
'''About the person:''' Been in the uni for all but 5 months or so of game time, learned alot and still learn alot from the students while trying to teach them not the specifics of PVP, but how to think about it and how to lead. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Vice Admiral ===<br />
{|<br />
| valign="top" | [[image:Ubercado.jpg|left|thumb|128px|Ubercado]]<br />
| valign="top" | <big>'''[[User:Ubercado|Ubercado]]'''</big><br />
<br />
'''About the role:''' I shoot whom ever Silent lets me and moderate the forums (although not nearly enough of either lately). <br />
<br />
'''About the person:''' I'm a fleet commander and all around nice guy. I take care of the boards, in game channels and what ever Silent passes off to me. Has a tendency to get drunk and hand out titles and collect corpses. Nutmeg fetish. Will kill you in your sleep if the mood strikes me or Silent. <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Director of Intelligence ===<br />
{|<br />
| valign="top" | [[image:Kyrlin_DiShai.png|left|thumb|128px|Kyrlin DiShai]]<br />
| valign="top" | <big>'''[[User:Kyrlin_DiShai|Kyrlin DiShai]]'''</big><br />
<br />
'''About the role:''' <Classified><br />
<br />
'''About the person:''' <Classified><br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
= Directors Emeriti =<br />
<br />
The following were once directors E-UNI who have stepped down from their positions and while they no longer hold any official authority, their considerable knowledge and history is still called upon from time to time, and their input is welcome in E-UNI management discussions.<br />
<br />
* [[User:Irrilian|Irrilian]]<br />
* [[User:Bruno_Bonner|Bruno Bonner]]<br />
* [[User:Finraer|Finraer]]<br />
* [[User:Kassie_Kelmar|Kassie Kelmar]]<br />
* [[User:Storiim_Tsorovan|Storiim Tsorovan]]<br />
* [[User:Dookagalla|Dookagalla]]<br />
* [[User:Kodell|Kodell]]<br />
* [[Morning_Maniac|Morning Maniac]]<br />
<br />
[[Category:Eve University]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Management&diff=11441EVE University Management2010-07-04T18:32:41Z<p>Dierdra Vaal: /* Director of Education */</p>
<hr />
<div>{{Cleanup}}<br />
<br />
The management of [[Eve University]] is appointed as a [[wikipedia:Meritocracy|meritocracy]], using demonstrated ability to select staff.<br />
<br />
The University has two distinct divisions, both under overall command of the CEO, [[Kelduum Revaan]]. These are the [[Operations]] division, which looks after the normal day-to-day running of the University, and the [[Ivy League Navy]] (ILN) division. During wars, overall command of the University passed to the [[Fleet Admiral]] from the [[Director of Operations]].<br />
<div style="float:right; width:250px; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
= Eve University Founder =<br />
<br />
{|<br />
| valign="top" | [[image:Morning_Maniac.jpeg|left|thumb|128px|Morning Maniac]]<br />
| valign="top" | <big>'''[[Morning Maniac]]'''</big><br />
<br />
'''About the Role and the Person:''' I founded Eve University to create a place where new players could get together and be appreciated for who there were. Classes and doing things together were important but nothing was, and is, more important than the positive attitude towards new players. <br />
<br />
In the first three years I clocked about 4000 hours logged-in in the service of the University. After some real life changes my available free time was greatly reduced but I could rely on a great team of directors and managers to run the Uni. In the last three years I was mainly concerned with extinguishing fires and the occasional directorship drama, but fortunately for me and everyone involved these issues have become less frequent and intense. The current leadership is stable and doing well, and they seem to share my vision of what the University should be and they work hard to shape it as such, with all the limitations of the game and the people in it.<br />
<br />
More changes in my real life have resulted in even less Eve time and as a result I feel now removed from the game. Because of that I have decided that it is in the best interest of Eve University that I resign from my CEO position. I have asked Kelduum to succeed me and he has accepted the job.<br />
<br />
What does this mean for the University and its members? Well, nothing. It means that now the formal power will be with the person who has already been in charge for a long time. I trust that Kelduum and the rest of the leadership will continue to run and build the University as they have done in the past. If they should decide to take another route then that's fine too.<br />
<br />
As for me? I hope to stay a member of the University. If and when I have time I would like to log in and just join the chat with the new guys. The enthusiasm of new players is what I always enjoy most about EVE. Besides, there is always a lot to learn in Eve.<br />
<br />
Finally, I would like to thank everyone for putting your trust in me. When I founded the Uni I had no idea where it would go. Where we are today is far beyond anything I could have imagined. I have learned so much, I have met amazing people and had a great time. All thanks to you, members past and present of Eve University.<br />
<br />
|}<br />
<br />
= Chief Executive Officer =<br />
{|<br />
| valign="top" | [[image:Kelduum_Revaan.jpeg|left|thumb|128px|Kelduum Revaan]]<br />
| valign="top" | <big>'''[[Kelduum Revaan]]'''</big><br />
<br />
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Personnel, Education, Logistics and Diplomacy, as well as Fleet Command.<br />
<br />
'''About the person:''' Kelduum (a [[wikipedia:mandalorian|mandalorian]] name, meaning 'eternal stronghold') became a [[capsuleer]] in mid 2006, and after a little while, joined Eve University. After a few short months he became entangled with a few diplomatic negotiations, and eventually became Director of Diplomacy for IVY. In December of 2008 he took over the role of Director of Operations, and in January 2010 the CEO role itself, both of which he carries currently. It is currently unclear what his final goals on New Eden are, however they are believed to include the construction of a gigantic battle-station.<br />
<br />
|}<br />
<br />
== Director of Personnel ==<br />
{|<br />
| valign="top" | [[image:Metadog.jpeg|left|thumb|128px|Metadog]]<br />
| valign="top" | <big>'''[[User:Metadog|Metadog]]'''</big><br />
<br />
'''About the role:''' The Director of Personnel oversees the enrollment of new, old, ex and transferred students, as well as the Student Relations and Recruiting Deptments. This also includes reviewing student status and promotions as well as guidance, and training or help training new volunteers in assisting these departments. And, as a Director, I lend a paw or voice to my peers when needed, in moving towards a better Eve University. <br />
<br />
'''About the person:''' Caldari 2006, joined EU later that year and volunteered as an RO to Mgr to Director. Jack of all trades, master of none (yet, lol). Level headed and tolerant, but when I bite..I take big chunks of flesh. Loyal, yet still a bit lone wolf, that likes stealth in the shadows. Easy to talk to and many do. (sigh). This dog is still learning new tricks as well as planning on teaching a few classes in the near future. I like helping new players get a handle on this game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Recruitment Manager ===<br />
{|<br />
| valign="top" | [[File:Darian.jpg|128px|thumb|left|Darian Reymont]]<br />
| valign="top" | <big>'''[[User:Darian Reymont|Darian Reymont]]'''</big><br />
<br />
'''About the role:''' The recruitment manager oversees the group of [[List of Recruitment Officers|40+ volunteers]] that make up the recruiting department, the job of whom it is to put aside their time to filter applicants by the way of interview, ensuring that only those who fit with E-UNI's mission and moral code are permitted entry. Tasks involve creating and updating recruitment policies, managing staff (bringing new ROs in, seeing that inactive ROs are taken out, training new ROs, promoting experienced ROs etc.), monitoring recruitment activity, policing the University's public channel and, perhaps most importantly, defending the recruitment cookies.<br />
<br />
'''About the person:''' Darian began his University career as a recruitment officer in early 2009, stepping from noob to RO and on to recruitment manager within a year. Darian is generally open, friendly and at his best managing people (or at least pretending to whilst taking all the credit for their hard work). While not the type to yell or punch you in the face, he may well poke you in the eye and push you down the stairs should you anger him.<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Student Relations Manager ===<br />
{|<br />
| valign="top" | [[image:Korr'Tanas.jpg|left|thumb|128px|Korr'Tanas]]<br />
| valign="top" | <big>'''Korr'Tanas'''</big><br />
<br />
'''About the role:''' The Student Relations Manager primary role is to be available for students to voice any Uni related concerns and, when needed, to try and resolve any conflicts and misunderstandings. I also try and provide an objective voice and give advice and explanations to students on issues arising from Uni actions. Got an issue or need and explanation? Then the Student Relations Manager is the person you should speak to.<br />
<br />
'''About the person:''' (pending)<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Title Manager ===<br />
{|<br />
| valign="top" | [[image:Kaein_Soturus.jpeg|left|thumb|128px|Kaein Soturus]]<br />
| valign="top" | <big>'''[[User:Kaein_Soturus|Kaein Soturus]]'''</big><br />
<br />
'''About the role:''' Responsible for applying titles to members, such as Freshman, Student and Graduate, and awarding medals. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
== Director of Education ==<br />
{|<br />
| valign="top" | [[image:Dierdra_Vaal.jpeg|left|thumb|128px|Dierdra Vaal]]<br />
| valign="top" | <big>'''[[User:Dierdra_Vaal|Dierdra Vaal]]'''</big><br />
<br />
'''About the role:''' The DirEdu oversees the core business of Eve University, training new players. He decides on the overall strategies to maximise the educational side of Eve University. He manages the training department (classes), events department and mentoring department and ensures operations in these departments are running smoothly. <br />
<br />
'''About the person:''' Dierdra Vaal has been a pilot since 2006, and been with Eve University for almost that long. Dierdra started as student, and became recruitment officer and teacher before becoming recruitment manager, director of recruitment, director of training and now director of education. Dierdra was also a member of the first and third terms of the [http://wiki.eveonline.com/en/wiki/Council_of_Stellar_Management Council of Stellar Management], serving as Chairman for the third elected council. There are no confirmed genetic relation with either the Training Manager or Mentor Manager.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Training Manager ===<br />
{|<br />
| valign="top" | [[image:Alelsa.jpg|left|thumb|128px|Alelsa]]<br />
| valign="top" | <big>'''[[User:Alelsa|Alelsa]]'''</big><br />
<br />
'''About the role:''' The Training Manager oversees the scheduling of classes, recruits new teachers, and records what has been taught. The role also includes helping to document our classes by having teachers add to the Syllabus Library. This way, as new teachers come into the ranks, they can start teaching right away with the collective wisdom of Eve University at their finger tips.<br />
<br />
'''About the person:''' Alelsa stumbled through the doors of Eve University in late December 2009, searching for some idea of what to do as a new capsuleer. Education soon started taking joint place alongside work, joining the ranks of the Recruitment Officers in January 2010 and somehow managing to be assigned as Training Manager just a month later.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Mentor Manager ===<br />
{|<br />
| valign="top" | [[image:Unknown.jpg|left|thumb|128px|Aehara]]<br />
| valign="top" | <big>'''[[User:Unknown|Unknown]]'''</big><br />
<br />
'''About the role:''' The Mentor Manager is responsible for ensuring the Mentor Program runs smoothly and efficiently. This includes everything from setting policy, to record-keeping, to the day-to-day task of matching each Mentor request to an appropriate volunteer.<br />
<br />
'''About the person:''' <br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Events Manager ===<br />
{|<br />
| valign="top" | [[image:Qato_Vollan.png|left|thumb|128px|Qato Vollan]]<br />
| valign="top" | <big>'''[[User:Qato_Vollan|Qato Vollan]]'''</big><br />
<br />
'''About the role:''' Organizes E-UNI events for the calendar and offers support for events organised by other uni pilots.<br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
== Director of Logistics ==<br />
{|<br />
| valign="top" | [[image:AzmoValar.jpg|left|thumb|128px|Azmodeus Valar]]<br />
| valign="top" | <big>'''[[Azmodeus Valar]]'''</big><br />
<br />
'''About the role:''' The [[Logistics Department|Logistics Department]] is made of 4 main sections (Mining, Research, Production, and Hangar Management). Each section has a distinct focus, and all of them work in harmony on multiple projects. The Logistics Director is responsible for coordinating the actions of all 4 sections, and ensuring that each is fulfilling its responsibilities. He/She sets policy for the Department, appoints section managers, acts as a liaison to other departments, and serves as a Director for the university as a whole. The Freighter Production project also is directly under the supervision of the Logistics Director.<br />
<br />
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Mining Manager ===<br />
{|<br />
| valign="top" | [[Image:Callin_Vandylx.png|left|thumb|128px|Callin Vandylx]] <br />
<br />
| valign="top" | <big>'''[[User:Callin vandylx|Callin Vandylx]]'''</big><br />
<br />
'''About the role:''' Organizes [[Running a Mining Op|mining]] and related industrial operations. He also runs the [[Mining Loaner Fleet]] and hopes to get more of these ships into the hands of Uni students.<br />
<br />
'''About the person:''' Callin is an avid industrialist and a miner. He runs multiple accounts for solo mining operations and can fly multiple Ravens in L4 missions. He enjoys using the Wiki and forums, and can be found active in Industry.E-UNI. He is also a Uni Recruiting Officer. Please visit [[User:Callin vandylx|Callin's user page]] for more information about him.<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Production Manager ===<br />
{|<br />
| valign="top" | [[image:RECON.jpg|left|thumb|128px|Recon]]<br />
| valign="top" | <big>'''[[User:RECON|RECON]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining production of parts necessary for Eve University. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Research Manager ===<br />
{|<br />
| valign="top" | [[image:Frood_Frooster.jpg|left|thumb|128px|Frood Frooster]]<br />
| valign="top" | <big>'''[[User:Frood_Frooster|Frood Frooster]]'''</big><br />
<br />
'''About the role:''' Maintains the Universities research jobs. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Hangar Manager ===<br />
{|<br />
| valign="top" | [[image:Turhan_Bey.jpg|left|thumb|128px|Turhan Bey]]<br />
| valign="top" | <big>'''[[User:Turhan_Bey|Turhan Bey]]'''</big><br />
<br />
'''About the role:''' In charge of maintaining stocks in corporate hangars. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
== Director of Diplomacy ==<br />
{|<br />
| valign="top" | [[image:Irdalth_Delrar.jpg|left|thumb|128px|Irdalth Delrar]]<br />
| valign="top" | <big>'''[[User:Irdalth_Delrar|Irdalth Delrar]]'''</big><br />
<br />
'''About the role:''' The Director of Diplomacy is responsible for maintaining current relations, with the effort to make all relations positive, and to determine the potential help or harm of new allies and enemies. His goal is to reduce the number of enemies the Uni has in Eve. <br />
<br />
'''About the person:''' Irdalth Delrar started as the alt of [[Keleth Delrar]], part of the Uni since 2006. As many of the other directors, Keleth started as an RO, when he left to 0.0, and Irdalth took his place, moving from RO to mining manager to teacher, when finally, 3 years later, his Jedi mind-tricks convinced Lord Kelduum to take him as an apprentice. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Starbase Operations ==<br />
{|<br />
| valign="top" | [[image:Eskona_Runningstar.jpg|left|thumb|128px|Eskona Runningstar]]<br />
| valign="top" | <big>'''[[User:Eskona_Runningstar|Eskona Runningstar]]'''</big><br />
<br />
'''About the role:''' Maintains the [[POS]], used for research by the members. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Communications ==<br />
{|<br />
| valign="top" | [[image:Miraki_Alsento.jpg|left|thumb|128px|Miraki Alsento]]<br />
| valign="top" | <big>'''[[User:Miraki_Alsento|Miraki Alsento]]'''</big><br />
<br />
'''About the role:''' Maintains the forums and website. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Fleet Admiral ==<br />
{|<br />
| valign="top" | [[image:Silentbrick.jpeg|left|thumb|128px|Silentbrick]]<br />
| valign="top" | <big>'''[[User:Silentbrick|Silentbrick]]'''</big><br />
<br />
'''About the role:''' I pretty much run the [[ILN]] and take care of the Uni's military decisions. I tend to try and avoid the non-military stuff as that's the roles of other directors. I'm the guy who made the mistake of selling the idea of a navy to Morning Maniac and now I'm stuck here. ;)<br />
<br />
'''About the person:''' Been in the uni for all but 5 months or so of game time, learned alot and still learn alot from the students while trying to teach them not the specifics of PVP, but how to think about it and how to lead. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Vice Admiral ===<br />
{|<br />
| valign="top" | [[image:Ubercado.jpg|left|thumb|128px|Ubercado]]<br />
| valign="top" | <big>'''[[User:Ubercado|Ubercado]]'''</big><br />
<br />
'''About the role:''' I shoot whom ever Silent lets me and moderate the forums (although not nearly enough of either lately). <br />
<br />
'''About the person:''' I'm a fleet commander and all around nice guy. I take care of the boards, in game channels and what ever Silent passes off to me. Has a tendency to get drunk and hand out titles and collect corpses. Nutmeg fetish. Will kill you in your sleep if the mood strikes me or Silent. <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Director of Intelligence ===<br />
{|<br />
| valign="top" | [[image:Kyrlin_DiShai.png|left|thumb|128px|Kyrlin DiShai]]<br />
| valign="top" | <big>'''[[User:Kyrlin_DiShai|Kyrlin DiShai]]'''</big><br />
<br />
'''About the role:''' <Classified><br />
<br />
'''About the person:''' <Classified><br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
= Directors Emeriti =<br />
<br />
The following were once directors E-UNI who have stepped down from their positions and while they no longer hold any official authority, their considerable knowledge and history is still called upon from time to time, and their input is welcome in E-UNI management discussions.<br />
<br />
* [[User:Irrilian|Irrilian]]<br />
* [[User:Bruno_Bonner|Bruno Bonner]]<br />
* [[User:Finraer|Finraer]]<br />
* [[User:Kassie_Kelmar|Kassie Kelmar]]<br />
* [[User:Storiim_Tsorovan|Storiim Tsorovan]]<br />
* [[User:Dookagalla|Dookagalla]]<br />
* [[User:Kodell|Kodell]]<br />
* [[Morning_Maniac|Morning Maniac]]<br />
<br />
[[Category:Eve University]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Archive:Sisters_in_EVE_-_A_Refuge_for_Women_in_EVE_Online&diff=10039Archive:Sisters in EVE - A Refuge for Women in EVE Online2010-05-28T07:56:58Z<p>Dierdra Vaal: /* What is Sisters in Eve? */</p>
<hr />
<div><div style="margin-bottom:1em; padding:.5em; font-weight:bold; text-align:center; border:1px solid #000000; background: #ff9933; width:auto; color: #000000; ">This page is a work in progress. For specific guides and syllabi, please contact the original author before making significant changes.</div><br />
[[Category:Work in progress]]<br />
<br />
==What is Sisters in Eve?==<br />
<br />
'''Sisters in Eve''' is a community of women who play Eve Online. The purpose of Sisters in Eve is to provide a place where women, in this male dominated game, can connect and communicate with each other. The intent is not to segregate women, but to give them a place where they can get away from the sometimes overwhelming maleness of the rest of the channels and forums, should they feel the need to do so.<br />
<br />
By creating a more female-friendly place in Eve we hope to make Eve a more pleasant experience for girls and encourage new female pilots to stay with the game. As such it is important that Sisters in Eve is also a newbie-friendly environment.<br />
<br />
==Where can I find Sisters in Eve?==<br />
<br />
Currently you can connect with the Sisters in Eve in a subforum in the [http://www.eve-ivy.com/forums Ivy League forums]. <br />
<br />
==Forum policies==<br />
<br />
# This forum is intended for women only, and we ask that men kindly respect our privacy and stay away. Failure to respect this will have consequences.<br />
# This forum is not intended to replace or duplicate any of the other Eve University or official Eve forums. Please continue to use those forums to discuss gameplay issues and questions.<br />
# All participants in this forum are expected to treat each other with respect. While we may be treated with disrespect at times in the game, let’s not do it to each other here.<br />
# Any concerns can be brought to [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=9375 Rain Coehati], or [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=3777 Korr’Tanas] (Eve University Student Relations Manager). <br />
<br />
==Joining the forum==<br />
<br />
# Register to the Ivy League forum by going to http://www.eve-ivy.com/register.php in the in game browser. You will be asked to add that site to your trusted list.<br />
# Work in progress<br />
<br />
==Where can I get more information?==<br />
<br />
If you have any questions about the Sisters in Eve, you can contact any the following moderators of the forum: [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=9375 Rain Coehati], to be announced.</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Archive:Sisters_in_EVE_-_A_Refuge_for_Women_in_EVE_Online&diff=10038Archive:Sisters in EVE - A Refuge for Women in EVE Online2010-05-28T07:46:32Z<p>Dierdra Vaal: /* What is Sisters in Eve? */</p>
<hr />
<div><div style="margin-bottom:1em; padding:.5em; font-weight:bold; text-align:center; border:1px solid #000000; background: #ff9933; width:auto; color: #000000; ">This page is a work in progress. For specific guides and syllabi, please contact the original author before making significant changes.</div><br />
[[Category:Work in progress]]<br />
<br />
==What is Sisters in Eve?==<br />
<br />
'''Sisters in Eve''' is a community of women who play Eve Online. The purpose of Sisters in Eve is to provide a place where women, in this male dominated game, can connect and communicate with each other. The intent is not to segregate women, but to give them a place where they can get away from the sometimes overwhelming maleness of the rest of the channels and forums, should they feel the need to do so.<br />
<br />
By creating a more female-friendly place in Eve we hope to make Eve a more pleasant experience for girls and encourage new female pilots to stay with the game.<br />
<br />
==Where can I find Sisters in Eve?==<br />
<br />
Currently you can connect with the Sisters in Eve in a subforum in the [http://www.eve-ivy.com/forums Ivy League forums]. <br />
<br />
==Forum policies==<br />
<br />
# This forum is intended for women only, and we ask that men kindly respect our privacy and stay away. Failure to respect this will have consequences.<br />
# This forum is not intended to replace or duplicate any of the other Eve University or official Eve forums. Please continue to use those forums to discuss gameplay issues and questions.<br />
# All participants in this forum are expected to treat each other with respect. While we may be treated with disrespect at times in the game, let’s not do it to each other here.<br />
# Any concerns can be brought to [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=9375 Rain Coehati], or [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=3777 Korr’Tanas] (Eve University Student Relations Manager). <br />
<br />
==Joining the forum==<br />
<br />
# Register to the Ivy League forum by going to http://www.eve-ivy.com/register.php in the in game browser. You will be asked to add that site to your trusted list.<br />
# Work in progress<br />
<br />
==Where can I get more information?==<br />
<br />
If you have any questions about the Sisters in Eve, you can contact any the following moderators of the forum: [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=9375 Rain Coehati], to be announced.</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Archive:Sisters_in_EVE_-_A_Refuge_for_Women_in_EVE_Online&diff=10037Archive:Sisters in EVE - A Refuge for Women in EVE Online2010-05-28T07:45:58Z<p>Dierdra Vaal: /* What is Sisters in Eve? */ - added note about new pilots</p>
<hr />
<div><div style="margin-bottom:1em; padding:.5em; font-weight:bold; text-align:center; border:1px solid #000000; background: #ff9933; width:auto; color: #000000; ">This page is a work in progress. For specific guides and syllabi, please contact the original author before making significant changes.</div><br />
[[Category:Work in progress]]<br />
<br />
==What is Sisters in Eve?==<br />
<br />
'''Sisters in Eve''' is a community of women who play Eve Online. The purpose of Sisters in Eve is to provide a place where women, in this male dominated game, can connect and communicate with each other. The intent is not to segregate women, but to give them a place where they can get away from the sometimes overwhelming maleness of the rest of the channels and forums, should they feel the need to do so.<br />
<br />
By creating a more female place in Eve we hope to make Eve a more pleasant experience for girls and encourage new female pilots to stay with the game.<br />
<br />
==Where can I find Sisters in Eve?==<br />
<br />
Currently you can connect with the Sisters in Eve in a subforum in the [http://www.eve-ivy.com/forums Ivy League forums]. <br />
<br />
==Forum policies==<br />
<br />
# This forum is intended for women only, and we ask that men kindly respect our privacy and stay away. Failure to respect this will have consequences.<br />
# This forum is not intended to replace or duplicate any of the other Eve University or official Eve forums. Please continue to use those forums to discuss gameplay issues and questions.<br />
# All participants in this forum are expected to treat each other with respect. While we may be treated with disrespect at times in the game, let’s not do it to each other here.<br />
# Any concerns can be brought to [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=9375 Rain Coehati], or [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=3777 Korr’Tanas] (Eve University Student Relations Manager). <br />
<br />
==Joining the forum==<br />
<br />
# Register to the Ivy League forum by going to http://www.eve-ivy.com/register.php in the in game browser. You will be asked to add that site to your trusted list.<br />
# Work in progress<br />
<br />
==Where can I get more information?==<br />
<br />
If you have any questions about the Sisters in Eve, you can contact any the following moderators of the forum: [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=9375 Rain Coehati], to be announced.</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Commodities&diff=10018Planetary Commodities2010-05-27T10:07:05Z<p>Dierdra Vaal: /* Tier 3 - Specialized Commodities (P3) */</p>
<hr />
<div>[[Category:Planetary Interaction]]<br />
Planetary Commodities are the resources and products of [[Planetary Industry]], a big part of [[Planetary Interaction]]. There are several tiers available with the end-products becoming larger and more complicated each tier.<br />
<br />
Inspiration drawn from https://spreadsheets.google.com/ccc?key=0ArlHEr5t26lndDN3QVhBODJ3YnF5MWVMcUQ0bHdxQXc&hl=en<br />
<br />
<br />
== Color legend ==<br />
<br />
* <font color=khaki>khaki = Resource</font><br />
* <font color=lightgreen>lightgreen = Tier 1 Product (P1)</font><br />
* <font color=aqua>aqua = Tier 2 Product (P2)</font><br />
* <font color=steelblue>steelblue= Tier 3 Product (P3)</font><br />
* <font color=pink>pink = Tier 4 Product (P4)</font><br />
* <font color=gray>gray= No known immediate use (without further processing)</font><br />
* <font color=blueviolet>blueviolet = Is or can be used to produce an end product: POS Fuel, Nanite Repair Paste, T2 components, POS / Sov structures</font><br />
* <font color=brown>brown= Component in another PI Product</font><br />
<br />
<br />
== Tier 1 - Processed Materials (P1) ==<br />
<br />
Raw Materials (R0) can be processed into Processed Materials (P1) in [[Planetary Buildings#Basic_Industry_Facility | Basic Industry Facilities]]. See the [[Planet]] page for more information on Resources. Planets listed are where the Resource can be found and thus which planets can create the appropriate P1 component without importing anything.<br />
<br />
{| style="color: black; font-weight: bold; width: 90%"<br />
! style="color: white;" | Planets !! style="color: white;" | Resource !! style="color: white;" | P1 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Micro Organisms || bgcolor=lightgreen | Bacteria || bgcolor=gray | None known || bgcolor=brown | Fertilizer, Nanites, Organic Mortar Applicators, Test Cultures, Viral Agent ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Carbon Compounds || bgcolor=lightgreen | Biofuels || bgcolor=gray | None known || bgcolor=brown | Biocells, Livestock, Polytextiles ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:OceanicIcon.png]] || bgcolor=khaki | Planktic Colonies || bgcolor=lightgreen | Biomass || bgcolor=gray | None known || bgcolor=brown | Genetically Enhanced Livestock, Supertensile Plastics, Viral Agent ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Non-CS Crystals || bgcolor=lightgreen | Chiral Structures || bgcolor=gray | None known || bgcolor=brown | Consumer Electronics, Miniature Electronics, Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Ionic Solutions || bgcolor=lightgreen | Electrolytes || bgcolor=gray | None known || bgcolor=brown | Coolant, Rocket Fuel, Synthetic Oil ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=khaki | Autotrophs || bgcolor=lightgreen | Industrial Fibers || bgcolor=gray | None known || bgcolor=brown | Microfiber Shielding, Polyaramids, Polytextiles ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=khaki | Reactive Gas || bgcolor=lightgreen | Oxidizing Compound || bgcolor=gray | None known || bgcolor=brown | Oxides, Polyaramids, Silicate Glass ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:IceIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Noble Gas || bgcolor=lightgreen | Oxygen || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Oxides, Supertensile Plastics, Synthetic Oil ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Suspended Plasma || bgcolor=lightgreen | Plasmoids || bgcolor=gray | None known || bgcolor=brown | Rocket Fuel, Super Conductors, Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Noble Metals || bgcolor=lightgreen | Precious Metals || bgcolor=gray | None known || bgcolor=brown | Biocells, Enriched Uranium, Mechanical Parts ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Complex Organisms || bgcolor=lightgreen | Proteins || bgcolor=gray | None known || bgcolor=brown | Fertilizer, Lifestock, Genetically Enhanced Livestock ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:LavaIcon.png]][[File:PlasmaIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Base Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=gray | None known || bgcolor=brown | Construction Blocks, Mechanical Parts, Nanites, Nano-Factory, Water-Cooled CPU ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=khaki | Felsic Magma || bgcolor=lightgreen | Silicon || bgcolor=gray | None known || bgcolor=brown | Microfiber Shielding, Miniature Electronics, Silicate Glass ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Heavy Metals || bgcolor=lightgreen | Toxic Metals || bgcolor=gray | None known || bgcolor=brown | Construction Blocks, Consumer Electronics, Enriched Uranium ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:StormIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Aqueous Liquids || bgcolor=lightgreen | Water || bgcolor=gray | None known || bgcolor=brown | Coolant, Sterile Conduits, Super Conductors, Test Cultures, Water-Cooled CPU ||<br />
|-<br />
| || bgcolor=khaki | 3000 x 0.01 m³ || bgcolor=lightgreen | 20 x 0.38 m³ || <br />
|}<br />
<br />
One processed batch turns 30 m³ of a P0 material into 7.6 m³ of a P1 material, resulting in a reduction to 25% of original volume<br />
<br />
== Tier 2 - Refined Commodities (P2) ==<br />
<br />
Processed Materials (P1) can be turned into Refined Commodities (P2) in [[Planetary Buildings#Advanced_Industry_Facility | Advanced Industry Facilities]]. It takes two different P1 items to create one P2 item.<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 95%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P1 !! style="color: white;" | Input 2: P1 !! style="color: white;" | P2 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=lightgreen | Precious Metals || bgcolor=lightgreen | Biofuels || bgcolor=aqua | Biocells || bgcolor=gray | None known || bgcolor=brown | Gel-Matrix Biopaste, Neocoms, Transcranial Microcontroller ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Toxic Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Construction Blocks || bgcolor=blueviolet | T2 components || bgcolor=brown | Biotech Research Reports, Smartfab Units ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Chiral Structures || bgcolor=lightgreen | Toxic Metals || bgcolor=aqua | Consumer Electronics || bgcolor=blueviolet | T2 component || bgcolor=brown | Robotics, Supercomputers ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Electrolytes || bgcolor=aqua | Coolant || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Condensates, Supercomputers ||<br />
|-<br />
| style="color: white" align="right" | [[File:PlasmaIcon.png]] || bgcolor=lightgreen | Toxic Metals || bgcolor=lightgreen | Precious Metals || bgcolor=aqua | Enriched Uranium || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Nuclear Reactors ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Proteins || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Fertilizer || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Industrial Explosives ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Proteins || bgcolor=aqua | Gen. Enhanced Livestock || bgcolor=gray | None known || bgcolor=brown | Hermetic Membranes ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Biofuels || bgcolor=lightgreen | Proteins || bgcolor=aqua | Livestock || bgcolor=gray | None known || bgcolor=brown | Biotech Research Reports, Vaccines ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Precious Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Mechanical Parts || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Planetary Vehicles, Robotics ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Industrial Fibers || bgcolor=aqua | Microfiber Shielding || bgcolor=gray | None known || bgcolor=brown | Data Chips, Nuclear Reactors ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Chiral Structures || bgcolor=aqua | Miniature Electronics || bgcolor=blueviolet | T2 Components || bgcolor=brown | Planetary Vehicles, Smartfab Units ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=lightgreen | Reactive Metals || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Nanites || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Biotech Research Reports, Transcranial Microcontroller ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=lightgreen | Oxygen || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Oxides || bgcolor=gray | None known || bgcolor=brown | Condensates, Gel-Matrix Biopaste ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=lightgreen | Industrial Fibers || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Polyaramids || bgcolor=gray | None known || bgcolor=brown | Hermetic Membranes, High-Tech Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=lightgreen | Industrial Fibers || bgcolor=lightgreen | Biofuels || bgcolor=aqua | Polytextiles || bgcolor=gray | None known || bgcolor=brown | Hazmat Detection Systems, Industrial Explosives ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=lightgreen | Electrolytes || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Rocket Fuel || bgcolor=blueviolet | T2 Components || bgcolor=brown | Camera Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Silicate Glass || bgcolor=gray | None known || bgcolor=brown | Camera Drones, Neocoms ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Super Conductors || bgcolor=blueviolet | T2 Components || bgcolor=brown | Gel-Matrix Biopaste, Ukomi Super Conductor ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Oxygen || bgcolor=aqua | Supertensile Plastics || bgcolor=gray | None known || bgcolor=brown | Data Chips, Planetary Vehicles, Synthetic Synapses ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Oxygen || bgcolor=lightgreen | Electrolytes || bgcolor=aqua | Synthetic Oil || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Ukomi Super Conductor ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Test Cultures || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Synthetic Synapses ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Chiral Structures || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Transmitter || bgcolor=blueviolet | T2 Component || bgcolor=brown | Guidance Systems, Hazmat Detection Systems, High-Tech Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:OceanicIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Viral Agent || bgcolor=gray | None known || bgcolor=brown | Hazmat Detection Systems, Vaccines ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Water-Cooled CPU || bgcolor=gray | None known || bgcolor=brown | Guidance Systems, Supercomputers ||<br />
|-<br />
| || bgcolor=lightgreen | 40 x 0.38 m³ || bgcolor=lightgreen | 40 x 0.38 m³ || bgcolor=aqua | 5 x 1.5 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 30.4 m³ of two P1 materials into 7.5 m³ of a P2 material, again resulting in reduction to approximately 25% of original volume<br />
<br />
== Tier 3 - Specialized Commodities (P3) ==<br />
<br />
It takes two or three different Refined Commodities (P2) to create Specialized Commodities (P3) in [[Planetary Buildings#Advanced_Industry_Facility | Advanced Industry Facilities]]<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 90%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P2 !! style="color: white;" | Input 2: P2 !! style="color: white;" | Input 3: P2 !! style="color: white;" | P3 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=aqua | Nanites || bgcolor=aqua| Livestock || bgcolor=aqua| Construction Blocks || bgcolor=steelblue| Biotech Research Reports || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Silicate glass || bgcolor=aqua| Rocket Fuel || bgcolor=aqua| - || bgcolor=steelblue| Camera Drones || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=aqua | Oxides || bgcolor=aqua| Coolant || bgcolor=aqua| - || bgcolor=steelblue| Condensates || bgcolor=gray | None known || bgcolor=brown | Organic Mortar Applicators ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=aqua | Test Cultures || bgcolor=aqua| Synthetic Oil || bgcolor=aqua| Fertilizer || bgcolor=steelblue| Cryoprotectant Solution || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Microfiber Shielding || bgcolor=aqua| - || bgcolor=steelblue| Data Chips || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:StormIcon.png]] || bgcolor=aqua | Oxides || bgcolor=aqua| Biocells || bgcolor=aqua| Superconductors || bgcolor=steelblue| Gel-Matrix Biopaste || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:StormIcon.png]][[File:TemperateIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=aqua | Water-Cooled CPU || bgcolor=aqua| Transmitter || bgcolor=aqua| - || bgcolor=steelblue| Guidance systems || bgcolor=blueviolet | T2 Component || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polytextiles || bgcolor=aqua| Viral Agent || bgcolor=aqua| Transmitter || bgcolor=steelblue| Hazmat Detection Systems || bgcolor=gray | None known || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polyaramids || bgcolor=aqua| Genetically Enchanced Livestock || bgcolor=aqua| - || bgcolor=steelblue| Hermetic Membranes || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polyaramids || bgcolor=aqua| Transmitter || bgcolor=aqua| - || bgcolor=steelblue| High-Tech Transmitters || bgcolor=gray | None known || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=aqua | Fertilizer || bgcolor=aqua| Polytextiles || bgcolor=aqua| - || bgcolor=steelblue| Industrial Explosives || bgcolor=gray | None known || bgcolor=brown | Nano Factory ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Biocells || bgcolor=aqua| Silicate Glass || bgcolor=aqua| - || bgcolor=steelblue| Neocoms || bgcolor=gray | None known || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]]+[[File:PlasmaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Microfiber Shielding || bgcolor=aqua| Enriched Uranium || bgcolor=aqua| - || bgcolor=steelblue| Nuclear Reactors || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]]+[[File:IceIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Mechanical Parts || bgcolor=aqua| Miniature electronics || bgcolor=steelblue| Planetary Vehicles || bgcolor=gray | None known || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:PlasmaIcon.png]] || bgcolor=aqua | Mechanical Parts || bgcolor=aqua| Consumer Electronics || bgcolor=aqua| - || bgcolor=steelblue| Robotics || bgcolor=blueviolet | POS Fuel, T2 || bgcolor=brown | Organic Mortar Applicators ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=aqua | Construction Blocks || bgcolor=aqua| Miniature Electronics || bgcolor=aqua| - || bgcolor=steelblue| Smartfab Units || bgcolor=gray | None known || bgcolor=brown | Shield Conduits ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=aqua | Water-Cooled CPU || bgcolor=aqua| Coolant || bgcolor=aqua| Consumer Electronics || bgcolor=steelblue| Supercomputers || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Test Cultures || bgcolor=aqua| - || bgcolor=steelblue| Synthetic Synapses || bgcolor=gray | None known || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=aqua | Biocells || bgcolor=aqua| Nanites || bgcolor=aqua| - || bgcolor=steelblue| Transcranial Microcontrollers || bgcolor=gray | None known || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=aqua | Synthetic Oil || bgcolor=aqua| Superconductors || bgcolor=aqua| - || bgcolor=steelblue| Ukomi Super Conductors || bgcolor=blueviolet | T2 Component || bgcolor=brown | Nano-Factory ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]] || bgcolor=aqua | Livestock || bgcolor=aqua| Viral Agent || bgcolor=aqua| - || bgcolor=steelblue| Vaccines || bgcolor=gray | None known || bgcolor=brown | Sterile Conduits ||<br />
|-<br />
| || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=steelblue | 3 x 6 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 30 or 45 m³ of two or three P2 materials into 18 m³ of a P3 material, with volume reduction now only to 40% or 60%<br />
<br />
== Tier 4 - Advanced Commodities (P4) ==<br />
<br />
Advanced Commodities (P4) are created in [[Planetary Buildings#High_Tech_Production_Plant | High Tech Production Plants]] and take either three Specialized Commodities (P3) each or two P3s and one P1.<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 90%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P3 !! style="color: white;" | Input 2: P3 !! style="color: white;" | Input 3: P1/3 !! style="color: white;" | P4 Result !! style="color: white;" | Ultimate Use<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Neocoms || bgcolor=steelblue| Data Chips || bgcolor=steelblue| High-Tech Transmitters || bgcolor=pink | Broadcast Node || bgcolor=blueviolet| POS / Sov Structures ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:LavaIcon.png]]+[[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Gel-Matrix Biopaste || bgcolor=steelblue| Hazmat Detection Systems || bgcolor=steelblue| Planetary Vehicles || bgcolor=pink | Integrity Response Drones || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Industrial Explosives || bgcolor=steelblue| Ukomi Super Conductors || bgcolor=lightgreen | Reactive Metals || bgcolor=pink | Nano-Factory || bgcolor=blueviolet| POS / Sov Structures ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]]+[[File:GasIcon.png]]+[[File:PlasmaIcon.png]] || bgcolor=steelblue | Condensates || bgcolor=steelblue| Robotics || bgcolor=lightgreen | Bacteria || bgcolor=pink | Organic Mortar Applicators || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:IceIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=steelblue | Synthetic Synapses || bgcolor=steelblue| Guidance Systems || bgcolor=steelblue | Transcranial Microcontrollers || bgcolor=pink | Recursive Computing Module || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Camera Drones || bgcolor=steelblue| Nuclear Reactors || bgcolor=steelblue | Hermetic Membranes || bgcolor=pink | Self-Harmonizing Power Core || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:StormIcon.png]]+[[File:LavaIcon.png]]+[[File:OceanicIcon.png]] || bgcolor=steelblue | Smartfab Units || bgcolor=steelblue| Vaccines || bgcolor=lightgreen | Water || bgcolor=pink | Sterile Conduit || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=steelblue | Supercomputers || bgcolor=steelblue| Biotech Research Reports || bgcolor=steelblue | Cryoprotectant Solution || bgcolor=pink | Wetware Mainframe || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| || bgcolor=steelblue| 6 x 6 m³ || bgcolor=steelblue| 6 x 6 m³ || bgcolor=steelblue | 6 x 6 m³ or 40 x 0.38 m³ || bgcolor=pink | 1 x 100 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 108 or 87.2 m³ of three P3 materials or two P3s + one P1 into one 100 m³ P4 item, making volume reduction insignificant at this point, or in the odd case when a P1 material is involved, actually increases the volume beyond the components! Yes, somebody appears to have allowed that guy talking about Perpetual Motion Devices to touch the P4 production chain.<br />
<br />
== Total combination quantities ==<br />
<br />
This table shows the relationship between the different tiers and total quantity of materials. For convenience it only considers the "standard" conversion per tier (assumes always three P2 to make P3, and three P3 to make P4). So as an example it takes no less than 432,000 R0 to produce one P4. Better start extracting!<br />
<br />
<br />
{| style="color: black; font-weight: bold;"<br />
! !! bgcolor=pink | P4 !! bgcolor=steelblue | P3 !! bgcolor=aqua | P2 !! bgcolor=lightgreen | P1<br />
|-<br />
| bgcolor=khaki | R0 || align=right bgcolor=khaki | 432,000 || align=right bgcolor=khaki | 72,000 || align=right bgcolor=khaki | 12,000 || align=right bgcolor=khaki | 3,000<br />
|-<br />
| bgcolor=lightgreen | P1 || bgcolor=lightgreen align=right | 2,880 || bgcolor=lightgreen align=right | 480 || bgcolor=lightgreen align=right | 80<br />
|-<br />
| bgcolor=aqua | P2 || bgcolor=aqua align=right | 180 || bgcolor=aqua align=right | 30<br />
|-<br />
| bgcolor=steelblue | P3 || bgcolor=steelblue align=right | 18<br />
|-<br />
|}<br />
<br />
== Production Diagram ==<br />
<br />
Sample of producing a Broadcast Node:<br />
<br />
[[File:PI_Flowchart-Broadcast_Node.jpg]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Commodities&diff=10017Planetary Commodities2010-05-27T10:06:45Z<p>Dierdra Vaal: /* Tier 2 - Refined Commodities (P2) */</p>
<hr />
<div>[[Category:Planetary Interaction]]<br />
Planetary Commodities are the resources and products of [[Planetary Industry]], a big part of [[Planetary Interaction]]. There are several tiers available with the end-products becoming larger and more complicated each tier.<br />
<br />
Inspiration drawn from https://spreadsheets.google.com/ccc?key=0ArlHEr5t26lndDN3QVhBODJ3YnF5MWVMcUQ0bHdxQXc&hl=en<br />
<br />
<br />
== Color legend ==<br />
<br />
* <font color=khaki>khaki = Resource</font><br />
* <font color=lightgreen>lightgreen = Tier 1 Product (P1)</font><br />
* <font color=aqua>aqua = Tier 2 Product (P2)</font><br />
* <font color=steelblue>steelblue= Tier 3 Product (P3)</font><br />
* <font color=pink>pink = Tier 4 Product (P4)</font><br />
* <font color=gray>gray= No known immediate use (without further processing)</font><br />
* <font color=blueviolet>blueviolet = Is or can be used to produce an end product: POS Fuel, Nanite Repair Paste, T2 components, POS / Sov structures</font><br />
* <font color=brown>brown= Component in another PI Product</font><br />
<br />
<br />
== Tier 1 - Processed Materials (P1) ==<br />
<br />
Raw Materials (R0) can be processed into Processed Materials (P1) in [[Planetary Buildings#Basic_Industry_Facility | Basic Industry Facilities]]. See the [[Planet]] page for more information on Resources. Planets listed are where the Resource can be found and thus which planets can create the appropriate P1 component without importing anything.<br />
<br />
{| style="color: black; font-weight: bold; width: 90%"<br />
! style="color: white;" | Planets !! style="color: white;" | Resource !! style="color: white;" | P1 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Micro Organisms || bgcolor=lightgreen | Bacteria || bgcolor=gray | None known || bgcolor=brown | Fertilizer, Nanites, Organic Mortar Applicators, Test Cultures, Viral Agent ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Carbon Compounds || bgcolor=lightgreen | Biofuels || bgcolor=gray | None known || bgcolor=brown | Biocells, Livestock, Polytextiles ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:OceanicIcon.png]] || bgcolor=khaki | Planktic Colonies || bgcolor=lightgreen | Biomass || bgcolor=gray | None known || bgcolor=brown | Genetically Enhanced Livestock, Supertensile Plastics, Viral Agent ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Non-CS Crystals || bgcolor=lightgreen | Chiral Structures || bgcolor=gray | None known || bgcolor=brown | Consumer Electronics, Miniature Electronics, Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Ionic Solutions || bgcolor=lightgreen | Electrolytes || bgcolor=gray | None known || bgcolor=brown | Coolant, Rocket Fuel, Synthetic Oil ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=khaki | Autotrophs || bgcolor=lightgreen | Industrial Fibers || bgcolor=gray | None known || bgcolor=brown | Microfiber Shielding, Polyaramids, Polytextiles ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=khaki | Reactive Gas || bgcolor=lightgreen | Oxidizing Compound || bgcolor=gray | None known || bgcolor=brown | Oxides, Polyaramids, Silicate Glass ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:IceIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Noble Gas || bgcolor=lightgreen | Oxygen || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Oxides, Supertensile Plastics, Synthetic Oil ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Suspended Plasma || bgcolor=lightgreen | Plasmoids || bgcolor=gray | None known || bgcolor=brown | Rocket Fuel, Super Conductors, Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Noble Metals || bgcolor=lightgreen | Precious Metals || bgcolor=gray | None known || bgcolor=brown | Biocells, Enriched Uranium, Mechanical Parts ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Complex Organisms || bgcolor=lightgreen | Proteins || bgcolor=gray | None known || bgcolor=brown | Fertilizer, Lifestock, Genetically Enhanced Livestock ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:LavaIcon.png]][[File:PlasmaIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Base Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=gray | None known || bgcolor=brown | Construction Blocks, Mechanical Parts, Nanites, Nano-Factory, Water-Cooled CPU ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=khaki | Felsic Magma || bgcolor=lightgreen | Silicon || bgcolor=gray | None known || bgcolor=brown | Microfiber Shielding, Miniature Electronics, Silicate Glass ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Heavy Metals || bgcolor=lightgreen | Toxic Metals || bgcolor=gray | None known || bgcolor=brown | Construction Blocks, Consumer Electronics, Enriched Uranium ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:StormIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Aqueous Liquids || bgcolor=lightgreen | Water || bgcolor=gray | None known || bgcolor=brown | Coolant, Sterile Conduits, Super Conductors, Test Cultures, Water-Cooled CPU ||<br />
|-<br />
| || bgcolor=khaki | 3000 x 0.01 m³ || bgcolor=lightgreen | 20 x 0.38 m³ || <br />
|}<br />
<br />
One processed batch turns 30 m³ of a P0 material into 7.6 m³ of a P1 material, resulting in a reduction to 25% of original volume<br />
<br />
== Tier 2 - Refined Commodities (P2) ==<br />
<br />
Processed Materials (P1) can be turned into Refined Commodities (P2) in [[Planetary Buildings#Advanced_Industry_Facility | Advanced Industry Facilities]]. It takes two different P1 items to create one P2 item.<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 95%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P1 !! style="color: white;" | Input 2: P1 !! style="color: white;" | P2 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=lightgreen | Precious Metals || bgcolor=lightgreen | Biofuels || bgcolor=aqua | Biocells || bgcolor=gray | None known || bgcolor=brown | Gel-Matrix Biopaste, Neocoms, Transcranial Microcontroller ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Toxic Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Construction Blocks || bgcolor=blueviolet | T2 components || bgcolor=brown | Biotech Research Reports, Smartfab Units ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Chiral Structures || bgcolor=lightgreen | Toxic Metals || bgcolor=aqua | Consumer Electronics || bgcolor=blueviolet | T2 component || bgcolor=brown | Robotics, Supercomputers ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Electrolytes || bgcolor=aqua | Coolant || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Condensates, Supercomputers ||<br />
|-<br />
| style="color: white" align="right" | [[File:PlasmaIcon.png]] || bgcolor=lightgreen | Toxic Metals || bgcolor=lightgreen | Precious Metals || bgcolor=aqua | Enriched Uranium || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Nuclear Reactors ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Proteins || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Fertilizer || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Industrial Explosives ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Proteins || bgcolor=aqua | Gen. Enhanced Livestock || bgcolor=gray | None known || bgcolor=brown | Hermetic Membranes ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Biofuels || bgcolor=lightgreen | Proteins || bgcolor=aqua | Livestock || bgcolor=gray | None known || bgcolor=brown | Biotech Research Reports, Vaccines ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Precious Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Mechanical Parts || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Planetary Vehicles, Robotics ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Industrial Fibers || bgcolor=aqua | Microfiber Shielding || bgcolor=gray | None known || bgcolor=brown | Data Chips, Nuclear Reactors ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Chiral Structures || bgcolor=aqua | Miniature Electronics || bgcolor=blueviolet | T2 Components || bgcolor=brown | Planetary Vehicles, Smartfab Units ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=lightgreen | Reactive Metals || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Nanites || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Biotech Research Reports, Transcranial Microcontroller ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=lightgreen | Oxygen || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Oxides || bgcolor=gray | None known || bgcolor=brown | Condensates, Gel-Matrix Biopaste ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=lightgreen | Industrial Fibers || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Polyaramids || bgcolor=gray | None known || bgcolor=brown | Hermetic Membranes, High-Tech Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=lightgreen | Industrial Fibers || bgcolor=lightgreen | Biofuels || bgcolor=aqua | Polytextiles || bgcolor=gray | None known || bgcolor=brown | Hazmat Detection Systems, Industrial Explosives ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=lightgreen | Electrolytes || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Rocket Fuel || bgcolor=blueviolet | T2 Components || bgcolor=brown | Camera Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Silicate Glass || bgcolor=gray | None known || bgcolor=brown | Camera Drones, Neocoms ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Super Conductors || bgcolor=blueviolet | T2 Components || bgcolor=brown | Gel-Matrix Biopaste, Ukomi Super Conductor ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Oxygen || bgcolor=aqua | Supertensile Plastics || bgcolor=gray | None known || bgcolor=brown | Data Chips, Planetary Vehicles, Synthetic Synapses ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Oxygen || bgcolor=lightgreen | Electrolytes || bgcolor=aqua | Synthetic Oil || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Ukomi Super Conductor ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Test Cultures || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Synthetic Synapses ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Chiral Structures || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Transmitter || bgcolor=blueviolet | T2 Component || bgcolor=brown | Guidance Systems, Hazmat Detection Systems, High-Tech Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:OceanicIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Viral Agent || bgcolor=gray | None known || bgcolor=brown | Hazmat Detection Systems, Vaccines ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Water-Cooled CPU || bgcolor=gray | None known || bgcolor=brown | Guidance Systems, Supercomputers ||<br />
|-<br />
| || bgcolor=lightgreen | 40 x 0.38 m³ || bgcolor=lightgreen | 40 x 0.38 m³ || bgcolor=aqua | 5 x 1.5 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 30.4 m³ of two P1 materials into 7.5 m³ of a P2 material, again resulting in reduction to approximately 25% of original volume<br />
<br />
== Tier 3 - Specialized Commodities (P3) ==<br />
<br />
It takes two or three different Refined Commodities (P2) to create Specialized Commodities (P3) in [[Planetary Buildings#Advanced_Industry_Facility | Advanced Industry Facilities]]<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 90%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P2 !! style="color: white;" | Input 2: P2 !! style="color: white;" | Input 3: P2 !! style="color: white;" | P3 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=aqua | Nanites || bgcolor=aqua| Livestock || bgcolor=aqua| Construction Blocks || bgcolor=steelblue| Biotech Research Reports || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Silicate glass || bgcolor=aqua| Rocket Fuel || bgcolor=aqua| - || bgcolor=steelblue| Camera Drones || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=aqua | Oxides || bgcolor=aqua| Coolant || bgcolor=aqua| - || bgcolor=steelblue| Condensates || bgcolor=gray | None known || bgcolor=brown | Organic Mortar Applicators ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=aqua | Test Cultures || bgcolor=aqua| Synthetic Oil || bgcolor=aqua| Fertilizer || bgcolor=steelblue| Cryoprotectant Solution || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Microfiber Shielding || bgcolor=aqua| - || bgcolor=steelblue| Data Chips || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:StormIcon.png]] || bgcolor=aqua | Oxides || bgcolor=aqua| Biocells || bgcolor=aqua| Superconductors || bgcolor=steelblue| Gel-Matrix Biopaste || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:StormIcon.png]][[File:TemperateIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=aqua | Water-Cooled CPU || bgcolor=aqua| Transmitter || bgcolor=aqua| - || bgcolor=steelblue| Guidance systems || bgcolor=blueviolet | T2 Component || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polytextiles || bgcolor=aqua| Viral Agent || bgcolor=aqua| Transmitter || bgcolor=steelblue| Hazmat Detection Systems || bgcolor=gray | None known || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polyaramids || bgcolor=aqua| Genetically Enchanced Livestock || bgcolor=aqua| - || bgcolor=steelblue| Hermetic Membranes || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polyaramids || bgcolor=aqua| Transmitter || bgcolor=aqua| - || bgcolor=steelblue| High-Tech Transmitters || bgcolor=gray | None known || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=aqua | Fertilizer || bgcolor=aqua| Polytextiles || bgcolor=aqua| - || bgcolor=steelblue| Industrial Explosives || bgcolor=gray | None known || bgcolor=brown | Nano Factory ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Biocells || bgcolor=aqua| Silicate Glass || bgcolor=aqua| - || bgcolor=steelblue| Neocoms || bgcolor=gray | None known || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]]+[[File:PlasmaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Microfiber Shielding || bgcolor=aqua| Enriched Uranium || bgcolor=aqua| - || bgcolor=steelblue| Nuclear Reactors || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]]+[[File:IceIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Mechanical Parts || bgcolor=aqua| Miniature electronics || bgcolor=steelblue| Planetary Vehicles || bgcolor=gray | None known || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:PlasmaIcon.png]] || bgcolor=aqua | Mechanical Parts || bgcolor=aqua| Consumer Electronics || bgcolor=aqua| - || bgcolor=steelblue| Robotics || bgcolor=blueviolet | POS Fuel, T2 || bgcolor=brown | Organic Mortar Applicators ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=aqua | Construction Blocks || bgcolor=aqua| Miniature Electronics || bgcolor=aqua| - || bgcolor=steelblue| Smartfab Units || bgcolor=gray | None known || bgcolor=brown | Shield Conduits ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=aqua | Water-Cooled CPU || bgcolor=aqua| Coolant || bgcolor=aqua| Consumer Electronics || bgcolor=steelblue| Supercomputers || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Test Cultures || bgcolor=aqua| - || bgcolor=steelblue| Synthetic Synapses || bgcolor=gray | None known || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=aqua | Biocells || bgcolor=aqua| Nanites || bgcolor=aqua| - || bgcolor=steelblue| Transcranial Microcontrollers || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=aqua | Synthetic Oil || bgcolor=aqua| Superconductors || bgcolor=aqua| - || bgcolor=steelblue| Ukomi Super Conductors || bgcolor=blueviolet | T2 Component || bgcolor=brown | Nano-Factory ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]] || bgcolor=aqua | Livestock || bgcolor=aqua| Viral Agent || bgcolor=aqua| - || bgcolor=steelblue| Vaccines || bgcolor=gray | None known || bgcolor=brown | Sterile Conduits ||<br />
|-<br />
| || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=steelblue | 3 x 6 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 30 or 45 m³ of two or three P2 materials into 18 m³ of a P3 material, with volume reduction now only to 40% or 60%<br />
<br />
== Tier 4 - Advanced Commodities (P4) ==<br />
<br />
Advanced Commodities (P4) are created in [[Planetary Buildings#High_Tech_Production_Plant | High Tech Production Plants]] and take either three Specialized Commodities (P3) each or two P3s and one P1.<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 90%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P3 !! style="color: white;" | Input 2: P3 !! style="color: white;" | Input 3: P1/3 !! style="color: white;" | P4 Result !! style="color: white;" | Ultimate Use<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Neocoms || bgcolor=steelblue| Data Chips || bgcolor=steelblue| High-Tech Transmitters || bgcolor=pink | Broadcast Node || bgcolor=blueviolet| POS / Sov Structures ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:LavaIcon.png]]+[[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Gel-Matrix Biopaste || bgcolor=steelblue| Hazmat Detection Systems || bgcolor=steelblue| Planetary Vehicles || bgcolor=pink | Integrity Response Drones || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Industrial Explosives || bgcolor=steelblue| Ukomi Super Conductors || bgcolor=lightgreen | Reactive Metals || bgcolor=pink | Nano-Factory || bgcolor=blueviolet| POS / Sov Structures ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]]+[[File:GasIcon.png]]+[[File:PlasmaIcon.png]] || bgcolor=steelblue | Condensates || bgcolor=steelblue| Robotics || bgcolor=lightgreen | Bacteria || bgcolor=pink | Organic Mortar Applicators || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:IceIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=steelblue | Synthetic Synapses || bgcolor=steelblue| Guidance Systems || bgcolor=steelblue | Transcranial Microcontrollers || bgcolor=pink | Recursive Computing Module || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Camera Drones || bgcolor=steelblue| Nuclear Reactors || bgcolor=steelblue | Hermetic Membranes || bgcolor=pink | Self-Harmonizing Power Core || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:StormIcon.png]]+[[File:LavaIcon.png]]+[[File:OceanicIcon.png]] || bgcolor=steelblue | Smartfab Units || bgcolor=steelblue| Vaccines || bgcolor=lightgreen | Water || bgcolor=pink | Sterile Conduit || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=steelblue | Supercomputers || bgcolor=steelblue| Biotech Research Reports || bgcolor=steelblue | Cryoprotectant Solution || bgcolor=pink | Wetware Mainframe || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| || bgcolor=steelblue| 6 x 6 m³ || bgcolor=steelblue| 6 x 6 m³ || bgcolor=steelblue | 6 x 6 m³ or 40 x 0.38 m³ || bgcolor=pink | 1 x 100 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 108 or 87.2 m³ of three P3 materials or two P3s + one P1 into one 100 m³ P4 item, making volume reduction insignificant at this point, or in the odd case when a P1 material is involved, actually increases the volume beyond the components! Yes, somebody appears to have allowed that guy talking about Perpetual Motion Devices to touch the P4 production chain.<br />
<br />
== Total combination quantities ==<br />
<br />
This table shows the relationship between the different tiers and total quantity of materials. For convenience it only considers the "standard" conversion per tier (assumes always three P2 to make P3, and three P3 to make P4). So as an example it takes no less than 432,000 R0 to produce one P4. Better start extracting!<br />
<br />
<br />
{| style="color: black; font-weight: bold;"<br />
! !! bgcolor=pink | P4 !! bgcolor=steelblue | P3 !! bgcolor=aqua | P2 !! bgcolor=lightgreen | P1<br />
|-<br />
| bgcolor=khaki | R0 || align=right bgcolor=khaki | 432,000 || align=right bgcolor=khaki | 72,000 || align=right bgcolor=khaki | 12,000 || align=right bgcolor=khaki | 3,000<br />
|-<br />
| bgcolor=lightgreen | P1 || bgcolor=lightgreen align=right | 2,880 || bgcolor=lightgreen align=right | 480 || bgcolor=lightgreen align=right | 80<br />
|-<br />
| bgcolor=aqua | P2 || bgcolor=aqua align=right | 180 || bgcolor=aqua align=right | 30<br />
|-<br />
| bgcolor=steelblue | P3 || bgcolor=steelblue align=right | 18<br />
|-<br />
|}<br />
<br />
== Production Diagram ==<br />
<br />
Sample of producing a Broadcast Node:<br />
<br />
[[File:PI_Flowchart-Broadcast_Node.jpg]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Management&diff=10016EVE University Management2010-05-27T09:20:58Z<p>Dierdra Vaal: /* Events Manager */</p>
<hr />
<div>{{Cleanup}}<br />
<br />
The management of [[Eve University]] is appointed as a [[wikipedia:Meritocracy|meritocracy]], using demonstrated ability to select staff.<br />
<br />
The University has two distinct divisions, both under overall command of the CEO, [[Kelduum Revaan]]. These are the [[Operations]] division, which looks after the normal day-to-day running of the University, and the [[Ivy League Navy]] (ILN) division. During wars, overall command of the University passed to the [[Fleet Admiral]] from the [[Director of Operations]].<br />
<div style="float:right; width:250px; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
= Eve University Founder =<br />
<br />
{|<br />
| valign="top" | [[image:Morning_Maniac.jpeg|left|thumb|128px|Morning Maniac]]<br />
| valign="top" | <big>'''[[Morning Maniac]]'''</big><br />
<br />
'''About the Role and the Person:''' I founded Eve University to create a place where new players could get together and be appreciated for who there were. Classes and doing things together were important but nothing was, and is, more important than the positive attitude towards new players. <br />
<br />
In the first three years I clocked about 4000 hours logged-in in the service of the University. After some real life changes my available free time was greatly reduced but I could rely on a great team of directors and managers to run the Uni. In the last three years I was mainly concerned with extinguishing fires and the occasional directorship drama, but fortunately for me and everyone involved these issues have become less frequent and intense. The current leadership is stable and doing well, and they seem to share my vision of what the University should be and they work hard to shape it as such, with all the limitations of the game and the people in it.<br />
<br />
More changes in my real life have resulted in even less Eve time and as a result I feel now removed from the game. Because of that I have decided that it is in the best interest of Eve University that I resign from my CEO position. I have asked Kelduum to succeed me and he has accepted the job.<br />
<br />
What does this mean for the University and its members? Well, nothing. It means that now the formal power will be with the person who has already been in charge for a long time. I trust that Kelduum and the rest of the leadership will continue to run and build the University as they have done in the past. If they should decide to take another route then that's fine too.<br />
<br />
As for me? I hope to stay a member of the University. If and when I have time I would like to log in and just join the chat with the new guys. The enthusiasm of new players is what I always enjoy most about EVE. Besides, there is always a lot to learn in Eve.<br />
<br />
Finally, I would like to thank everyone for putting your trust in me. When I founded the Uni I had no idea where it would go. Where we are today is far beyond anything I could have imagined. I have learned so much, I have met amazing people and had a great time. All thanks to you, members past and present of Eve University.<br />
<br />
|}<br />
<br />
= Chief Executive Officer =<br />
{|<br />
| valign="top" | [[image:Kelduum_Revaan.jpeg|left|thumb|128px|Kelduum Revaan]]<br />
| valign="top" | <big>'''[[Kelduum Revaan]]'''</big><br />
<br />
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Personnel, Education, Logistics and Diplomacy, as well as Fleet Command.<br />
<br />
'''About the person:''' Kelduum (a [[wikipedia:mandalorian|mandalorian]] name, meaning 'eternal stronghold') became a [[capsuleer]] in mid 2006, and after a little while, joined Eve University. After a few short months he became entangled with a few diplomatic negotiations, and eventually became Director of Diplomacy for IVY. In December of 2008 he took over the role of Director of Operations, and in January 2010 the CEO role itself, both of which he carries currently. It is currently unclear what his final goals on New Eden are, however they are believed to include the construction of a gigantic battle-station.<br />
<br />
|}<br />
<br />
== Director of Personnel ==<br />
{|<br />
| valign="top" | [[image:Metadog.jpeg|left|thumb|128px|Metadog]]<br />
| valign="top" | <big>'''[[User:Metadog|Metadog]]'''</big><br />
<br />
'''About the role:''' The Director of Personnel oversees the enrollment of new, old, ex and transferred students, as well as the Student Relations and Recruiting Deptments. This also includes reviewing student status and promotions as well as guidance, and training or help training new volunteers in assisting these departments. And, as a Director, I lend a paw or voice to my peers when needed, in moving towards a better Eve University. <br />
<br />
'''About the person:''' Caldari 2006, joined EU later that year and volunteered as an RO to Mgr to Director. Jack of all trades, master of none (yet, lol). Level headed and tolerant, but when I bite..I take big chunks of flesh. Loyal, yet still a bit lone wolf, that likes stealth in the shadows. Easy to talk to and many do. (sigh). This dog is still learning new tricks as well as planning on teaching a few classes in the near future. I like helping new players get a handle on this game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Recruitment Manager ===<br />
{|<br />
| valign="top" | [[File:Darian.jpg|128px|thumb|left|Darian Reymont]]<br />
| valign="top" | <big>'''[[User:Darian Reymont|Darian Reymont]]'''</big><br />
<br />
'''About the role:''' The recruitment manager oversees the group of 30+ volunteers that make up the recruiting department, the job of whom it is to put aside their time to interview new recruits and help them take their first steps in EVE. Tasks involve making recruitment policies, managing staff (bringing new ROs in, seeing that inactive ROs are taken out, training new ROs, promoting experienced ROs etc.), monitoring recruitment activity through various spreadsheets and maintaining those spreadsheets, keeping forum stickies and shared literature up to date, making "tough" calls on "difficult" recruitment decisions, representing E-UNI in our public recruitment thread, policing the public channels and keeping their relevant messages of the day up to date and, perhaps most importantly, defending the recruitment cookies.<br />
<br />
'''About the person:''' Darian is one of the newest members of the E-UNI administration, beginning his capsuleer career in early 2009 and stepping from noob to RO and on to recruitment manager. Open and friendly, he's at his best managing people, or at least pretending to whilst taking all the credit for their hard work. While not the type to yell or punch you in the face, he may well poke you in the eye and push you down the stairs if you anger him.<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Student Relations Manager ===<br />
{|<br />
| valign="top" | [[image:Korr'Tanas.jpg|left|thumb|128px|Korr'Tanas]]<br />
| valign="top" | <big>'''Korr'Tanas'''</big><br />
<br />
'''About the role:''' The Student Relations Manager primary role is to be available for students to voice any Uni related concerns and, when needed, to try and resolve any conflicts and misunderstandings. I also try and provide an objective voice and give advice and explanations to students on issues arising from Uni actions. Got an issue or need and explanation? Then the Student Relations Manager is the person you should speak to.<br />
<br />
'''About the person:''' (pending)<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Title Manager ===<br />
{|<br />
| valign="top" | [[image:Kaein_Soturus.jpeg|left|thumb|128px|Kaein Soturus]]<br />
| valign="top" | <big>'''[[User:Kaein_Soturus|Kaein Soturus]]'''</big><br />
<br />
'''About the role:''' Responsible for applying titles to members, such as Freshman, Student and Graduate, and awarding medals. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
== Director of Education ==<br />
{|<br />
| valign="top" | [[image:Dierdra_Vaal.jpeg|left|thumb|128px|Dierdra Vaal]]<br />
| valign="top" | <big>'''[[User:Dierdra_Vaal|Dierdra Vaal]]'''</big><br />
<br />
'''About the role:''' The DirEdu oversees the core business of Eve University, training new players. He decides on the overall strategies to maximise the educational side of Eve University. He manages the training department (classes), events department and mentoring department and ensures operations in these departments are running smoothly. <br />
<br />
'''About the person:''' Dierdra Vaal has been a pilot since 2006, and been with Eve University for almost that long. Dierdra started as student, and became recruitment officer and teacher before becoming recruitment manager, director of recruitment, director of training and now director of education. Dierdra was also a member of the first and third terms of the [http://wiki.eveonline.com/en/wiki/Council_of_Stellar_Management Council of Stellar Management], serving as Chairman for the third elected council. There are no confirmed genetic relation with either the Training Manager or Mentor Manager.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Training Manager ===<br />
{|<br />
| valign="top" | [[image:Alelsa.jpg|left|thumb|128px|Alelsa]]<br />
| valign="top" | <big>'''[[User:Alelsa|Alelsa]]'''</big><br />
<br />
'''About the role:''' The Training Manager oversees the scheduling of classes, recruits new teachers, and records what has been taught. The role also includes helping to document our classes by having teachers add to the Syllabus Library. This way, as new teachers come into the ranks, they can start teaching right away with the collective wisdom of Eve University at their finger tips.<br />
<br />
'''About the person:''' Alelsa stumbled through the doors of Eve University in late December 2009, searching for some idea of what to do as a new capsuleer. Education soon started taking joint place alongside work, joining the ranks of the Recruitment Officers in January 2010 and somehow managing to be assigned as Training Manager just a month later.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Mentor Manager ===<br />
{|<br />
| valign="top" | [[image:Aehara.jpg|left|thumb|128px|Aehara]]<br />
| valign="top" | <big>'''[[User:Aehara|Aehara]]'''</big><br />
<br />
'''About the role:''' The Mentor Manager is responsible for ensuring the Mentor Program runs smoothly and efficiently. This includes everything from setting policy, to record-keeping, to the day-to-day task of matching each Mentor request to an appropriate volunteer.<br />
<br />
'''About the person:''' Aehara has been watching ships spin since mid-2007. After a year of absorbing knowledge as an Eve University student and imparting it as a mentor, Aehara became Mentor Manager in September of 2008. <br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Events Manager ===<br />
{|<br />
| valign="top" | [[image:Unknown.jpeg|left|128px|Psia]]<br />
| valign="top" | <big>'''[[User:vacant|Vacant]]'''</big><br />
<br />
'''About the role:''' Organizes E-UNI events for the calendar and offers support for events organised by other uni pilots.<br />
<br />
'''About the person:''' Vacant<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
== Director of Logistics ==<br />
{|<br />
| valign="top" | [[image:AzmoValar.jpg|left|thumb|128px|Azmodeus Valar]]<br />
| valign="top" | <big>'''[[Azmodeus Valar]]'''</big><br />
<br />
'''About the role:''' The [[Logistics Department|Logistics Department]] is made of 4 main sections (Mining, Research, Production, and Hangar Management). Each section has a distinct focus, and all of them work in harmony on multiple projects. The Logistics Director is responsible for coordinating the actions of all 4 sections, and ensuring that each is fulfilling its responsibilities. He/She sets policy for the Department, appoints section managers, acts as a liaison to other departments, and serves as a Director for the university as a whole. The Freighter Production project also is directly under the supervision of the Logistics Director.<br />
<br />
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Mining Manager ===<br />
{|<br />
| valign="top" | [[Image:Callin_Vandylx.png|left|thumb|128px|Callin Vandylx]] <br />
<br />
| valign="top" | <big>'''[[User:Callin vandylx|Callin Vandylx]]'''</big><br />
<br />
'''About the role:''' Organizes [[Running a Mining Op|mining]] and related industrial operations. He also runs the [[Mining Loaner Fleet]] and hopes to get more of these ships into the hands of Uni students.<br />
<br />
'''About the person:''' Callin is an avid industrialist and a miner. He runs multiple accounts for solo mining operations and can fly multiple Ravens in L4 missions. He enjoys using the Wiki and forums, and can be found active in Industry.E-UNI. He is also a Uni Recruiting Officer. Please visit [[User:Callin vandylx|Callin's user page]] for more information about him.<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Production Manager ===<br />
{|<br />
| valign="top" | [[image:RECON.jpg|left|thumb|128px|Recon]]<br />
| valign="top" | <big>'''[[User:RECON|RECON]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining production of parts necessary for Eve University. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Research Manager ===<br />
{|<br />
| valign="top" | [[image:Frood_Frooster.jpg|left|thumb|128px|Frood Frooster]]<br />
| valign="top" | <big>'''[[User:Frood_Frooster|Frood Frooster]]'''</big><br />
<br />
'''About the role:''' Maintains the Universities research jobs. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Hangar Manager ===<br />
{|<br />
| valign="top" | [[image:Turhan_Bey.jpg|left|thumb|128px|Turhan Bey]]<br />
| valign="top" | <big>'''[[User:Turhan_Bey|Turhan Bey]]'''</big><br />
<br />
'''About the role:''' In charge of maintaining stocks in corporate hangars. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
== Director of Diplomacy ==<br />
{|<br />
| valign="top" | [[image:Irdalth_Delrar.jpg|left|thumb|128px|Irdalth Delrar]]<br />
| valign="top" | <big>'''[[User:Irdalth_Delrar|Irdalth Delrar]]'''</big><br />
<br />
'''About the role:''' The Director of Diplomacy is responsible for maintaining current relations, with the effort to make all relations positive, and to determine the potential help or harm of new allies and enemies. His goal is to reduce the number of enemies the Uni has in Eve. <br />
<br />
'''About the person:''' Irdalth Delrar started as the alt of [[Keleth Delrar]], part of the Uni since 2006. As many of the other directors, Keleth started as an RO, when he left to 0.0, and Irdalth took his place, moving from RO to mining manager to teacher, when finally, 3 years later, his Jedi mind-tricks convinced Lord Kelduum to take him as an apprentice. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Starbase Operations ==<br />
{|<br />
| valign="top" | [[image:Eskona_Runningstar.jpg|left|thumb|128px|Eskona Runningstar]]<br />
| valign="top" | <big>'''[[User:Eskona_Runningstar|Eskona Runningstar]]'''</big><br />
<br />
'''About the role:''' Maintains the [[POS]], used for research by the members. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Communications ==<br />
{|<br />
| valign="top" | [[image:Miraki_Alsento.jpg|left|thumb|128px|Miraki Alsento]]<br />
| valign="top" | <big>'''[[User:Miraki_Alsento|Miraki Alsento]]'''</big><br />
<br />
'''About the role:''' Maintains the forums and website. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Fleet Admiral ==<br />
{|<br />
| valign="top" | [[image:Silentbrick.jpeg|left|thumb|128px|Silentbrick]]<br />
| valign="top" | <big>'''[[User:Silentbrick|Silentbrick]]'''</big><br />
<br />
'''About the role:''' I pretty much run the [[ILN]] and take care of the Uni's military decisions. I tend to try and avoid the non-military stuff as that's the roles of other directors. I'm the guy who made the mistake of selling the idea of a navy to Morning Maniac and now I'm stuck here. ;)<br />
<br />
'''About the person:''' Been in the uni for all but 5 months or so of game time, learned alot and still learn alot from the students while trying to teach them not the specifics of PVP, but how to think about it and how to lead. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Vice Admiral ===<br />
{|<br />
| valign="top" | [[image:Ubercado.jpg|left|thumb|128px|Ubercado]]<br />
| valign="top" | <big>'''[[User:Ubercado|Ubercado]]'''</big><br />
<br />
'''About the role:''' I shoot whom ever Silent lets me and moderate the forums (although not nearly enough of either lately). <br />
<br />
'''About the person:''' I'm a fleet commander and all around nice guy. I take care of the boards, in game channels and what ever Silent passes off to me. Has a tendency to get drunk and hand out titles and collect corpses. Nutmeg fetish. Will kill you in your sleep if the mood strikes me or Silent. <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Director of Intelligence ===<br />
{|<br />
| valign="top" | [[image:Kyrlin_DiShai.png|left|thumb|128px|Kyrlin DiShai]]<br />
| valign="top" | <big>'''[[User:Kyrlin_DiShai|Kyrlin DiShai]]'''</big><br />
<br />
'''About the role:''' <Classified><br />
<br />
'''About the person:''' <Classified><br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
= Directors Emeriti =<br />
<br />
The following were once directors E-UNI who have stepped down from their positions and while they no longer hold any official authority, their considerable knowledge and history is still called upon from time to time, and their input is welcome in E-UNI management discussions.<br />
<br />
* [[User:Irrilian|Irrilian]]<br />
* [[User:Bruno_Bonner|Bruno Bonner]]<br />
* [[User:Finraer|Finraer]]<br />
* [[User:Kassie_Kelmar|Kassie Kelmar]]<br />
* [[User:Storiim_Tsorovan|Storiim Tsorovan]]<br />
* [[User:Dookagalla|Dookagalla]]<br />
* [[User:Kodell|Kodell]]<br />
* [[Morning_Maniac|Morning Maniac]]<br />
<br />
[[Category:Eve University]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=EVE_University_Management&diff=10015EVE University Management2010-05-27T09:12:18Z<p>Dierdra Vaal: /* Events Manager */</p>
<hr />
<div>{{Cleanup}}<br />
<br />
The management of [[Eve University]] is appointed as a [[wikipedia:Meritocracy|meritocracy]], using demonstrated ability to select staff.<br />
<br />
The University has two distinct divisions, both under overall command of the CEO, [[Kelduum Revaan]]. These are the [[Operations]] division, which looks after the normal day-to-day running of the University, and the [[Ivy League Navy]] (ILN) division. During wars, overall command of the University passed to the [[Fleet Admiral]] from the [[Director of Operations]].<br />
<div style="float:right; width:250px; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
= Eve University Founder =<br />
<br />
{|<br />
| valign="top" | [[image:Morning_Maniac.jpeg|left|thumb|128px|Morning Maniac]]<br />
| valign="top" | <big>'''[[Morning Maniac]]'''</big><br />
<br />
'''About the Role and the Person:''' I founded Eve University to create a place where new players could get together and be appreciated for who there were. Classes and doing things together were important but nothing was, and is, more important than the positive attitude towards new players. <br />
<br />
In the first three years I clocked about 4000 hours logged-in in the service of the University. After some real life changes my available free time was greatly reduced but I could rely on a great team of directors and managers to run the Uni. In the last three years I was mainly concerned with extinguishing fires and the occasional directorship drama, but fortunately for me and everyone involved these issues have become less frequent and intense. The current leadership is stable and doing well, and they seem to share my vision of what the University should be and they work hard to shape it as such, with all the limitations of the game and the people in it.<br />
<br />
More changes in my real life have resulted in even less Eve time and as a result I feel now removed from the game. Because of that I have decided that it is in the best interest of Eve University that I resign from my CEO position. I have asked Kelduum to succeed me and he has accepted the job.<br />
<br />
What does this mean for the University and its members? Well, nothing. It means that now the formal power will be with the person who has already been in charge for a long time. I trust that Kelduum and the rest of the leadership will continue to run and build the University as they have done in the past. If they should decide to take another route then that's fine too.<br />
<br />
As for me? I hope to stay a member of the University. If and when I have time I would like to log in and just join the chat with the new guys. The enthusiasm of new players is what I always enjoy most about EVE. Besides, there is always a lot to learn in Eve.<br />
<br />
Finally, I would like to thank everyone for putting your trust in me. When I founded the Uni I had no idea where it would go. Where we are today is far beyond anything I could have imagined. I have learned so much, I have met amazing people and had a great time. All thanks to you, members past and present of Eve University.<br />
<br />
|}<br />
<br />
= Chief Executive Officer =<br />
{|<br />
| valign="top" | [[image:Kelduum_Revaan.jpeg|left|thumb|128px|Kelduum Revaan]]<br />
| valign="top" | <big>'''[[Kelduum Revaan]]'''</big><br />
<br />
'''About the role:''' The CEO oversees the general day-to-day running of the University, setting the general direction and making decisions which affect the whole group. This post has various departments reporting to it including Personnel, Education, Logistics and Diplomacy, as well as Fleet Command.<br />
<br />
'''About the person:''' Kelduum (a [[wikipedia:mandalorian|mandalorian]] name, meaning 'eternal stronghold') became a [[capsuleer]] in mid 2006, and after a little while, joined Eve University. After a few short months he became entangled with a few diplomatic negotiations, and eventually became Director of Diplomacy for IVY. In December of 2008 he took over the role of Director of Operations, and in January 2010 the CEO role itself, both of which he carries currently. It is currently unclear what his final goals on New Eden are, however they are believed to include the construction of a gigantic battle-station.<br />
<br />
|}<br />
<br />
== Director of Personnel ==<br />
{|<br />
| valign="top" | [[image:Metadog.jpeg|left|thumb|128px|Metadog]]<br />
| valign="top" | <big>'''[[User:Metadog|Metadog]]'''</big><br />
<br />
'''About the role:''' The Director of Personnel oversees the enrollment of new, old, ex and transferred students, as well as the Student Relations and Recruiting Deptments. This also includes reviewing student status and promotions as well as guidance, and training or help training new volunteers in assisting these departments. And, as a Director, I lend a paw or voice to my peers when needed, in moving towards a better Eve University. <br />
<br />
'''About the person:''' Caldari 2006, joined EU later that year and volunteered as an RO to Mgr to Director. Jack of all trades, master of none (yet, lol). Level headed and tolerant, but when I bite..I take big chunks of flesh. Loyal, yet still a bit lone wolf, that likes stealth in the shadows. Easy to talk to and many do. (sigh). This dog is still learning new tricks as well as planning on teaching a few classes in the near future. I like helping new players get a handle on this game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Recruitment Manager ===<br />
{|<br />
| valign="top" | [[File:Darian.jpg|128px|thumb|left|Darian Reymont]]<br />
| valign="top" | <big>'''[[User:Darian Reymont|Darian Reymont]]'''</big><br />
<br />
'''About the role:''' The recruitment manager oversees the group of 30+ volunteers that make up the recruiting department, the job of whom it is to put aside their time to interview new recruits and help them take their first steps in EVE. Tasks involve making recruitment policies, managing staff (bringing new ROs in, seeing that inactive ROs are taken out, training new ROs, promoting experienced ROs etc.), monitoring recruitment activity through various spreadsheets and maintaining those spreadsheets, keeping forum stickies and shared literature up to date, making "tough" calls on "difficult" recruitment decisions, representing E-UNI in our public recruitment thread, policing the public channels and keeping their relevant messages of the day up to date and, perhaps most importantly, defending the recruitment cookies.<br />
<br />
'''About the person:''' Darian is one of the newest members of the E-UNI administration, beginning his capsuleer career in early 2009 and stepping from noob to RO and on to recruitment manager. Open and friendly, he's at his best managing people, or at least pretending to whilst taking all the credit for their hard work. While not the type to yell or punch you in the face, he may well poke you in the eye and push you down the stairs if you anger him.<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Student Relations Manager ===<br />
{|<br />
| valign="top" | [[image:Korr'Tanas.jpg|left|thumb|128px|Korr'Tanas]]<br />
| valign="top" | <big>'''Korr'Tanas'''</big><br />
<br />
'''About the role:''' The Student Relations Manager primary role is to be available for students to voice any Uni related concerns and, when needed, to try and resolve any conflicts and misunderstandings. I also try and provide an objective voice and give advice and explanations to students on issues arising from Uni actions. Got an issue or need and explanation? Then the Student Relations Manager is the person you should speak to.<br />
<br />
'''About the person:''' (pending)<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
=== Title Manager ===<br />
{|<br />
| valign="top" | [[image:Kaein_Soturus.jpeg|left|thumb|128px|Kaein Soturus]]<br />
| valign="top" | <big>'''[[User:Kaein_Soturus|Kaein Soturus]]'''</big><br />
<br />
'''About the role:''' Responsible for applying titles to members, such as Freshman, Student and Graduate, and awarding medals. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Personnel]]<br />
|}<br />
<br />
== Director of Education ==<br />
{|<br />
| valign="top" | [[image:Dierdra_Vaal.jpeg|left|thumb|128px|Dierdra Vaal]]<br />
| valign="top" | <big>'''[[User:Dierdra_Vaal|Dierdra Vaal]]'''</big><br />
<br />
'''About the role:''' The DirEdu oversees the core business of Eve University, training new players. He decides on the overall strategies to maximise the educational side of Eve University. He manages the training department (classes), events department and mentoring department and ensures operations in these departments are running smoothly. <br />
<br />
'''About the person:''' Dierdra Vaal has been a pilot since 2006, and been with Eve University for almost that long. Dierdra started as student, and became recruitment officer and teacher before becoming recruitment manager, director of recruitment, director of training and now director of education. Dierdra was also a member of the first and third terms of the [http://wiki.eveonline.com/en/wiki/Council_of_Stellar_Management Council of Stellar Management], serving as Chairman for the third elected council. There are no confirmed genetic relation with either the Training Manager or Mentor Manager.<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Training Manager ===<br />
{|<br />
| valign="top" | [[image:Alelsa.jpg|left|thumb|128px|Alelsa]]<br />
| valign="top" | <big>'''[[User:Alelsa|Alelsa]]'''</big><br />
<br />
'''About the role:''' The Training Manager oversees the scheduling of classes, recruits new teachers, and records what has been taught. The role also includes helping to document our classes by having teachers add to the Syllabus Library. This way, as new teachers come into the ranks, they can start teaching right away with the collective wisdom of Eve University at their finger tips.<br />
<br />
'''About the person:''' Alelsa stumbled through the doors of Eve University in late December 2009, searching for some idea of what to do as a new capsuleer. Education soon started taking joint place alongside work, joining the ranks of the Recruitment Officers in January 2010 and somehow managing to be assigned as Training Manager just a month later.<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Mentor Manager ===<br />
{|<br />
| valign="top" | [[image:Aehara.jpg|left|thumb|128px|Aehara]]<br />
| valign="top" | <big>'''[[User:Aehara|Aehara]]'''</big><br />
<br />
'''About the role:''' The Mentor Manager is responsible for ensuring the Mentor Program runs smoothly and efficiently. This includes everything from setting policy, to record-keeping, to the day-to-day task of matching each Mentor request to an appropriate volunteer.<br />
<br />
'''About the person:''' Aehara has been watching ships spin since mid-2007. After a year of absorbing knowledge as an Eve University student and imparting it as a mentor, Aehara became Mentor Manager in September of 2008. <br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
=== Events Manager ===<br />
{|<br />
| valign="top" | [[image:Unknown.jpeg|left|128px|Psia]]<br />
| valign="top" | <big>'''[[User:|Vacant]]'''</big><br />
<br />
'''About the role:''' Organizes E-UNI events for the calendar and offers support for events organised by other uni pilots.<br />
<br />
'''About the person:''' Vacant<br />
<br />
'''Reports to:''' [[Director of Education]]<br />
|}<br />
<br />
== Director of Logistics ==<br />
{|<br />
| valign="top" | [[image:AzmoValar.jpg|left|thumb|128px|Azmodeus Valar]]<br />
| valign="top" | <big>'''[[Azmodeus Valar]]'''</big><br />
<br />
'''About the role:''' The [[Logistics Department|Logistics Department]] is made of 4 main sections (Mining, Research, Production, and Hangar Management). Each section has a distinct focus, and all of them work in harmony on multiple projects. The Logistics Director is responsible for coordinating the actions of all 4 sections, and ensuring that each is fulfilling its responsibilities. He/She sets policy for the Department, appoints section managers, acts as a liaison to other departments, and serves as a Director for the university as a whole. The Freighter Production project also is directly under the supervision of the Logistics Director.<br />
<br />
'''About the person:''' Azmodeus Valar has been a pilot since April of 2007, joining the University the following fall. He was appointed Hangar Manager the following summer, and promoted to Dir Logistics the Fall of 2008. He is trained as a PVP pilot, but somehow got the job of building things. It is believed he has alternate personalities in various other aspects of the game. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Mining Manager ===<br />
{|<br />
| valign="top" | [[Image:Callin_Vandylx.png|left|thumb|128px|Callin Vandylx]] <br />
<br />
| valign="top" | <big>'''[[User:Callin vandylx|Callin Vandylx]]'''</big><br />
<br />
'''About the role:''' Organizes [[Running a Mining Op|mining]] and related industrial operations. He also runs the [[Mining Loaner Fleet]] and hopes to get more of these ships into the hands of Uni students.<br />
<br />
'''About the person:''' Callin is an avid industrialist and a miner. He runs multiple accounts for solo mining operations and can fly multiple Ravens in L4 missions. He enjoys using the Wiki and forums, and can be found active in Industry.E-UNI. He is also a Uni Recruiting Officer. Please visit [[User:Callin vandylx|Callin's user page]] for more information about him.<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Production Manager ===<br />
{|<br />
| valign="top" | [[image:RECON.jpg|left|thumb|128px|Recon]]<br />
| valign="top" | <big>'''[[User:RECON|RECON]]'''</big><br />
<br />
'''About the role:''' Responsible for maintaining production of parts necessary for Eve University. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Research Manager ===<br />
{|<br />
| valign="top" | [[image:Frood_Frooster.jpg|left|thumb|128px|Frood Frooster]]<br />
| valign="top" | <big>'''[[User:Frood_Frooster|Frood Frooster]]'''</big><br />
<br />
'''About the role:''' Maintains the Universities research jobs. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
=== Hangar Manager ===<br />
{|<br />
| valign="top" | [[image:Turhan_Bey.jpg|left|thumb|128px|Turhan Bey]]<br />
| valign="top" | <big>'''[[User:Turhan_Bey|Turhan Bey]]'''</big><br />
<br />
'''About the role:''' In charge of maintaining stocks in corporate hangars. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[Director of Logistics]]<br />
|}<br />
<br />
== Director of Diplomacy ==<br />
{|<br />
| valign="top" | [[image:Irdalth_Delrar.jpg|left|thumb|128px|Irdalth Delrar]]<br />
| valign="top" | <big>'''[[User:Irdalth_Delrar|Irdalth Delrar]]'''</big><br />
<br />
'''About the role:''' The Director of Diplomacy is responsible for maintaining current relations, with the effort to make all relations positive, and to determine the potential help or harm of new allies and enemies. His goal is to reduce the number of enemies the Uni has in Eve. <br />
<br />
'''About the person:''' Irdalth Delrar started as the alt of [[Keleth Delrar]], part of the Uni since 2006. As many of the other directors, Keleth started as an RO, when he left to 0.0, and Irdalth took his place, moving from RO to mining manager to teacher, when finally, 3 years later, his Jedi mind-tricks convinced Lord Kelduum to take him as an apprentice. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Starbase Operations ==<br />
{|<br />
| valign="top" | [[image:Eskona_Runningstar.jpg|left|thumb|128px|Eskona Runningstar]]<br />
| valign="top" | <big>'''[[User:Eskona_Runningstar|Eskona Runningstar]]'''</big><br />
<br />
'''About the role:''' Maintains the [[POS]], used for research by the members. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Director of Communications ==<br />
{|<br />
| valign="top" | [[image:Miraki_Alsento.jpg|left|thumb|128px|Miraki Alsento]]<br />
| valign="top" | <big>'''[[User:Miraki_Alsento|Miraki Alsento]]'''</big><br />
<br />
'''About the role:''' Maintains the forums and website. <br />
<br />
'''About the person:''' Data Missing<br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
== Fleet Admiral ==<br />
{|<br />
| valign="top" | [[image:Silentbrick.jpeg|left|thumb|128px|Silentbrick]]<br />
| valign="top" | <big>'''[[User:Silentbrick|Silentbrick]]'''</big><br />
<br />
'''About the role:''' I pretty much run the [[ILN]] and take care of the Uni's military decisions. I tend to try and avoid the non-military stuff as that's the roles of other directors. I'm the guy who made the mistake of selling the idea of a navy to Morning Maniac and now I'm stuck here. ;)<br />
<br />
'''About the person:''' Been in the uni for all but 5 months or so of game time, learned alot and still learn alot from the students while trying to teach them not the specifics of PVP, but how to think about it and how to lead. <br />
<br />
'''Reports to:''' [[CEO]]<br />
|}<br />
<br />
=== Vice Admiral ===<br />
{|<br />
| valign="top" | [[image:Ubercado.jpg|left|thumb|128px|Ubercado]]<br />
| valign="top" | <big>'''[[User:Ubercado|Ubercado]]'''</big><br />
<br />
'''About the role:''' I shoot whom ever Silent lets me and moderate the forums (although not nearly enough of either lately). <br />
<br />
'''About the person:''' I'm a fleet commander and all around nice guy. I take care of the boards, in game channels and what ever Silent passes off to me. Has a tendency to get drunk and hand out titles and collect corpses. Nutmeg fetish. Will kill you in your sleep if the mood strikes me or Silent. <br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
=== Director of Intelligence ===<br />
{|<br />
| valign="top" | [[image:Kyrlin_DiShai.png|left|thumb|128px|Kyrlin DiShai]]<br />
| valign="top" | <big>'''[[User:Kyrlin_DiShai|Kyrlin DiShai]]'''</big><br />
<br />
'''About the role:''' <Classified><br />
<br />
'''About the person:''' <Classified><br />
<br />
'''Reports to:''' [[Fleet Admiral]]<br />
|}<br />
<br />
= Directors Emeriti =<br />
<br />
The following were once directors E-UNI who have stepped down from their positions and while they no longer hold any official authority, their considerable knowledge and history is still called upon from time to time, and their input is welcome in E-UNI management discussions.<br />
<br />
* [[User:Irrilian|Irrilian]]<br />
* [[User:Bruno_Bonner|Bruno Bonner]]<br />
* [[User:Finraer|Finraer]]<br />
* [[User:Kassie_Kelmar|Kassie Kelmar]]<br />
* [[User:Storiim_Tsorovan|Storiim Tsorovan]]<br />
* [[User:Dookagalla|Dookagalla]]<br />
* [[User:Kodell|Kodell]]<br />
* [[Morning_Maniac|Morning Maniac]]<br />
<br />
[[Category:Eve University]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=File:Unknown.jpeg&diff=10014File:Unknown.jpeg2010-05-27T09:09:53Z<p>Dierdra Vaal: Exclamation mark for mission character portrait</p>
<hr />
<div>Exclamation mark for mission character portrait</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Archive:Sisters_in_EVE_-_A_Refuge_for_Women_in_EVE_Online&diff=10013Archive:Sisters in EVE - A Refuge for Women in EVE Online2010-05-27T07:44:55Z<p>Dierdra Vaal: </p>
<hr />
<div><div style="margin-bottom:1em; padding:.5em; font-weight:bold; text-align:center; border:1px solid #000000; background: #ff9933; width:auto; color: #000000; ">This page is a work in progress. For specific guides and syllabi, please contact the original author before making significant changes.</div><br />
[[Category:Work in progress]]<br />
<br />
==What is Sisters in Eve?==<br />
<br />
'''Sisters in Eve''' is a community of women who play Eve Online. The purpose of Sisters in Eve is to provide a place where women, in this male dominated game, can connect and communicate with each other. The intent is not to segregate women, but to give them a place where they can get away from the sometimes overwhelming maleness of the rest of the channels and forums, should they feel the need to do so. <br />
<br />
==Where can I find Sisters in Eve?==<br />
<br />
Currently you can connect with the Sisters in Eve in a subforum in the [http://www.eve-ivy.com/forums Ivy League forums]. <br />
<br />
==Forum policies==<br />
<br />
# This forum is intended for women only, and we ask that men kindly respect our privacy and stay away. Failure to respect this will have consequences.<br />
# This forum is not intended to replace or duplicate any of the other Eve University or official Eve forums. Please continue to use those forums to discuss gameplay issues and questions.<br />
# All participants in this forum are expected to treat each other with respect. While we may be treated with disrespect at times in the game, let’s not do it to each other here.<br />
# Any concerns can be brought to [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=9375 Rain Coehati], or [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=3777 Korr’Tanas] (Eve University Student Relations Manager). <br />
<br />
==Joining the forum==<br />
<br />
# Register to the Ivy League forum by going to http://www.eve-ivy.com/register.php in the in game browser. You will be asked to add that site to your trusted list.<br />
# Work in progress<br />
<br />
==Where can I get more information?==<br />
<br />
If you have any questions about the Sisters in Eve, you can contact any the following moderators of the forum: [http://www.eve-ivy.com/forums/memberlist.php?mode=viewprofile&u=9375 Rain Coehati], to be announced.</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9970Planetary Interaction2010-05-26T13:25:52Z<p>Dierdra Vaal: /* Surveying for an Extractor */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
[[File:Tyrannis03Small.jpg|left|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
<br />
Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
<br />
Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
<br style="clear: both" /><br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=slslQMplcf0 Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq_r2.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
<br />
{| class="wikitable collapsible collapsed" style="width:80%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |<< Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>slslQMplcf0|853|505|</videoflash></center> <br />
|}<br />
<br />
CCP has also release a very good Planetary Interaction video guide, which you can find [http://www.youtube.com/watch?v=WzSnf8HwQ_U here (YouTube)].<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
<br />
Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
<br />
[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
<br />
''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
<br />
Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
<br />
<br />
== Planetary Buildings ==<br />
<br />
''For more details, see [[Planetary Buildings]]''<br />
<br />
To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
<br />
<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
<br />
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
<br />
<br />
=== Surveying with an Extractor ===<br />
<br />
[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
<br />
After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
<br />
Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
<br />
Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
<br />
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
<br />
After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
<br />
For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
<br />
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can a trial account participate in PI?<br />
**A: Yes! There are limits, but you can try it<br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and manage your colonies from a freighter, and you can transfer items to and from a Customs Office. You ''cannot'' pick up materials launched into orbit from the CC (because a Planetary Launch Container behaves similar to a jetcan). An Industrial is a far more appropriate ship for planetary transport tasks, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
<br />
<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
<br />
You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
<br />
http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
<br />
<br />
== Planetary Interaction During War (Uni only!) ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Launch containers from your CC for pick-up by an alt or friend (find via directional scanner, consider setting standings to not get criminally flagged)<br />
* Decommission your entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)<br />
* Pick up launch containers (yourself)<br />
* Import goods (you can export via CC + alt/friend)<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate -- but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus?)<br />
<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Commodities&diff=9968Planetary Commodities2010-05-26T09:57:33Z<p>Dierdra Vaal: /* Tier 2 - Refined Commodities (P2) */</p>
<hr />
<div>[[Category:Planetary Interaction]]<br />
Planetary Commodities are the resources and products of [[Planetary Industry]], a big part of [[Planetary Interaction]]. There are several tiers available with the end-products becoming larger and more complicated each tier.<br />
<br />
Inspiration drawn from https://spreadsheets.google.com/ccc?key=0ArlHEr5t26lndDN3QVhBODJ3YnF5MWVMcUQ0bHdxQXc&hl=en<br />
<br />
<br />
== Color legend ==<br />
<br />
* <font color=khaki>khaki = Resource</font><br />
* <font color=lightgreen>lightgreen = Tier 1 Product (P1)</font><br />
* <font color=aqua>aqua = Tier 2 Product (P2)</font><br />
* <font color=steelblue>steelblue= Tier 3 Product (P3)</font><br />
* <font color=pink>pink = Tier 4 Product (P4)</font><br />
* <font color=gray>gray= No known immediate use (without further processing)</font><br />
* <font color=blueviolet>blueviolet = Is or can be used to produce an end product: POS Fuel, Nanite Repair Paste, T2 components, POS / Sov structures</font><br />
* <font color=brown>brown= Component in another PI Product</font><br />
<br />
<br />
== Tier 1 - Processed Materials (P1) ==<br />
<br />
Raw Materials (R0) can be processed into Processed Materials (P1) in [[Planetary Buildings#Basic_Industry_Facility | Basic Industry Facilities]]. See the [[Planet]] page for more information on Resources. Planets listed are where the Resource can be found and thus which planets can create the appropriate P1 component without importing anything.<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
! style="color: white;" | Planets !! style="color: white;" | Resource !! style="color: white;" | P1 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Micro Organisms || bgcolor=lightgreen | Bacteria || bgcolor=gray | None known || bgcolor=brown | Fertilizer, Nanites, Organic Mortar Applicators, Test Cultures, Viral Agent ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Carbon Compounds || bgcolor=lightgreen | Biofuels || bgcolor=gray | None known || bgcolor=brown | Biocells, Livestock, Polytextiles ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:OceanicIcon.png]] || bgcolor=khaki | Planktic Colonies || bgcolor=lightgreen | Biomass || bgcolor=gray | None known || bgcolor=brown | Genetically Enhanced Livestock, Supertensile Plastics, Viral Agent ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Non-CS Crystals || bgcolor=lightgreen | Chiral Structures || bgcolor=gray | None known || bgcolor=brown | Consumer Electronics, Miniature Electronics, Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Ionic Solutions || bgcolor=lightgreen | Electrolytes || bgcolor=gray | None known || bgcolor=brown | Coolant, Rocket Fuel, Synthetic Oil ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=khaki | Autotrophs || bgcolor=lightgreen | Industrial Fibers || bgcolor=gray | None known || bgcolor=brown | Microfiber Shielding, Polyaramids, Polytextiles ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=khaki | Reactive Gas || bgcolor=lightgreen | Oxidizing Compound || bgcolor=gray | None known || bgcolor=brown | Oxides, Polyaramids, Silicate Glass ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:IceIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Noble Gas || bgcolor=lightgreen | Oxygen || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Oxides, Supertensile Plastics, Synthetic Oil ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Suspended Plasma || bgcolor=lightgreen | Plasmoids || bgcolor=gray | None known || bgcolor=brown | Rocket Fuel, Super Conductors, Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Noble Metals || bgcolor=lightgreen | Precious Metals || bgcolor=gray | None known || bgcolor=brown | Biocells, Enriched Uranium, Mechanical Parts ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Complex Organisms || bgcolor=lightgreen | Proteins || bgcolor=gray | None known || bgcolor=brown | Fertilizer, Lifestock, Genetically Enhanced Livestock ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:LavaIcon.png]][[File:PlasmaIcon.png]][[File:StormIcon.png]] || bgcolor=khaki | Base Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=gray | None known || bgcolor=brown | Construction Blocks, Mechanical Parts, Nanites, Nano-Factory, Water-Cooled CPU ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=khaki | Felsic Magma || bgcolor=lightgreen | Silicon || bgcolor=gray | None known || bgcolor=brown | Microfiber Shielding, Miniature Electronics, Silicate Glass ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=khaki | Heavy Metals || bgcolor=lightgreen | Toxic Metals || bgcolor=gray | None known || bgcolor=brown | Construction Blocks, Consumer Electronics, Enriched Uranium ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:StormIcon.png]][[File:TemperateIcon.png]] || bgcolor=khaki | Aqueous Liquids || bgcolor=lightgreen | Water || bgcolor=gray | None known || bgcolor=brown | Coolant, Sterile Conduits, Super Conductors, Test Cultures, Water-Cooled CPU ||<br />
|-<br />
| || bgcolor=khaki | 3000 x 0.01 m³ || bgcolor=lightgreen | 20 x 0.38 m³ || <br />
|}<br />
<br />
One processed batch turns 30 m³ of a P0 material into 7.6 m³ of a P1 material, resulting in a reduction to 25% of original volume<br />
<br />
== Tier 2 - Refined Commodities (P2) ==<br />
<br />
Processed Materials (P1) can be turned into Refined Commodities (P2) in [[Planetary Buildings#Advanced_Industry_Facility | Advanced Industry Facilities]]. It takes two different P1 items to create one P2 item.<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 100%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P1 !! style="color: white;" | Input 2: P1 !! style="color: white;" | P2 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=lightgreen | Precious Metals || bgcolor=lightgreen | Biofuels || bgcolor=aqua | Biocells || bgcolor=gray | None known || bgcolor=brown | Gel-Matrix Biopaste, Neocoms, Transcranial Microcontroller ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Toxic Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Construction Blocks || bgcolor=blueviolet | T2 components || bgcolor=brown | Biotech Research Reports, Smartfab Units ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Chiral Structures || bgcolor=lightgreen | Toxic Metals || bgcolor=aqua | Consumer Electronics || bgcolor=blueviolet | T2 component || bgcolor=brown | Robotics, Supercomputers ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Electrolytes || bgcolor=aqua | Coolant || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Condensates, Supercomputers ||<br />
|-<br />
| style="color: white" align="right" | [[File:PlasmaIcon.png]] || bgcolor=lightgreen | Toxic Metals || bgcolor=lightgreen | Precious Metals || bgcolor=aqua | Enriched Uranium || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Nuclear Reactors ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Proteins || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Fertilizer || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Industrial Explosives ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Proteins || bgcolor=aqua | Gen. Enhanced Livestock || bgcolor=gray | None known || bgcolor=brown | Hermetic Membranes ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Biofuels || bgcolor=lightgreen | Proteins || bgcolor=aqua | Livestock || bgcolor=gray | None known || bgcolor=brown | Biotech Research Reports, Vaccines ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Precious Metals || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Mechanical Parts || bgcolor=blueviolet | POS Fuel || bgcolor=brown | Planetary Vehicles, Robotics ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Industrial Fibers || bgcolor=aqua | Microfiber Shielding || bgcolor=gray | None known || bgcolor=brown | Data Chips, Nuclear Reactors ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Chiral Structures || bgcolor=aqua | Miniature Electronics || bgcolor=blueviolet | T2 Components || bgcolor=brown | Planetary Vehicles, Smartfab Units ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=lightgreen | Reactive Metals || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Nanites || bgcolor=gray | None known || bgcolor=brown | Biotech Research Reports, Transcranial Microcontroller ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=lightgreen | Oxygen || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Oxides || bgcolor=gray | None known || bgcolor=brown | Condensates, Gel-Matrix Biopaste ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=lightgreen | Industrial Fibers || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Polyaramids || bgcolor=gray | None known || bgcolor=brown | Hermetic Membranes, High-Tech Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=lightgreen | Industrial Fibers || bgcolor=lightgreen | Biofuels || bgcolor=aqua | Polytextiles || bgcolor=gray | None known || bgcolor=brown | Hazmat Detection Systems, Industrial Explosives ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=lightgreen | Electrolytes || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Rocket Fuel || bgcolor=blueviolet | T2 Components || bgcolor=brown | Camera Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=lightgreen | Silicon || bgcolor=lightgreen | Oxidizing Compound || bgcolor=aqua | Silicate Glass || bgcolor=gray | None known || bgcolor=brown | Camera Drones, Neocoms ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Super Conductors || bgcolor=blueviolet | T2 Components || bgcolor=brown | Gel-Matrix Biopaste, Ukomi Super Conductor ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Oxygen || bgcolor=aqua | Supertensile Plastics || bgcolor=gray | None known || bgcolor=brown | Data Chips, Planetary Vehicles, Synthetic Synapses ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Oxygen || bgcolor=lightgreen | Electrolytes || bgcolor=aqua | Synthetic Oil || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Ukomi Super Conductor ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Test Cultures || bgcolor=gray | None known || bgcolor=brown | Cryoprotectant Solution, Synthetic Synapses ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=lightgreen | Chiral Structures || bgcolor=lightgreen | Plasmoids || bgcolor=aqua | Transmitter || bgcolor=blueviolet | T2 Component || bgcolor=brown | Guidance Systems, Hazmat Detection Systems, High-Tech Transmitter ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]][[File:OceanicIcon.png]] || bgcolor=lightgreen | Biomass || bgcolor=lightgreen | Bacteria || bgcolor=aqua | Viral Agent || bgcolor=gray | None known || bgcolor=brown | Hazmat Detection Systems, Vaccines ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:StormIcon.png]] || bgcolor=lightgreen | Water || bgcolor=lightgreen | Reactive Metals || bgcolor=aqua | Water-Cooled CPU || bgcolor=gray | None known || bgcolor=brown | Guidance Systems, Supercomputers ||<br />
|-<br />
| || bgcolor=lightgreen | 40 x 0.38 m³ || bgcolor=lightgreen | 40 x 0.38 m³ || bgcolor=aqua | 5 x 1.5 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 30.4 m³ of two P1 materials into 7.5 m³ of a P2 material, again resulting in reduction to approximately 25% of original volume<br />
<br />
== Tier 3 - Specialized Commodities (P3) ==<br />
<br />
It takes two or three different Refined Commodities (P2) to create Specialized Commodities (P3) in [[Planetary Buildings#Advanced_Industry_Facility | Advanced Industry Facilities]]<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 100%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P2 !! style="color: white;" | Input 2: P2 !! style="color: white;" | Input 3: P2 !! style="color: white;" | P3 Result !! style="color: white;" | Immediate Uses !! style="color: white;" | Component in<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=aqua | Nanites || bgcolor=aqua| Livestock || bgcolor=aqua| Construction Blocks || bgcolor=steelblue| Biotech Research Reports || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Silicate glass || bgcolor=aqua| Rocket Fuel || bgcolor=aqua| - || bgcolor=steelblue| Camera Drones || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]] || bgcolor=aqua | Oxides || bgcolor=aqua| Coolant || bgcolor=aqua| - || bgcolor=steelblue| Condensates || bgcolor=gray | None known || bgcolor=brown | Organic Mortar Applicators ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=aqua | Test Cultures || bgcolor=aqua| Synthetic Oil || bgcolor=aqua| Fertilizer || bgcolor=steelblue| Cryoprotectant Solution || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Microfiber Shielding || bgcolor=aqua| - || bgcolor=steelblue| Data Chips || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:StormIcon.png]] || bgcolor=aqua | Oxides || bgcolor=aqua| Biocells || bgcolor=aqua| Superconductors || bgcolor=steelblue| Gel-Matrix Biopaste || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:StormIcon.png]][[File:TemperateIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=aqua | Water-Cooled CPU || bgcolor=aqua| Transmitter || bgcolor=aqua| - || bgcolor=steelblue| Guidance systems || bgcolor=blueviolet | T2 Component || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polytextiles || bgcolor=aqua| Viral Agent || bgcolor=aqua| Transmitter || bgcolor=steelblue| Hazmat Detection Systems || bgcolor=gray | None known || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polyaramids || bgcolor=aqua| Genetically Enchanced Livestock || bgcolor=aqua| - || bgcolor=steelblue| Hermetic Membranes || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Polyaramids || bgcolor=aqua| Transmitter || bgcolor=aqua| - || bgcolor=steelblue| High-Tech Transmitters || bgcolor=gray | None known || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:TemperateIcon.png]] || bgcolor=aqua | Fertilizer || bgcolor=aqua| Polytextiles || bgcolor=aqua| - || bgcolor=steelblue| Industrial Explosives || bgcolor=gray | None known || bgcolor=brown | Nano Factory ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Biocells || bgcolor=aqua| Silicate Glass || bgcolor=aqua| - || bgcolor=steelblue| Neocoms || bgcolor=gray | None known || bgcolor=brown | Broadcast Node ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]]+[[File:PlasmaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=aqua | Microfiber Shielding || bgcolor=aqua| Enriched Uranium || bgcolor=aqua| - || bgcolor=steelblue| Nuclear Reactors || bgcolor=gray | None known || bgcolor=brown | Self-Harmonizing Power Core ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:PlasmaIcon.png]]+[[File:IceIcon.png]]+[[File:LavaIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Mechanical Parts || bgcolor=aqua| Miniature electronics || bgcolor=steelblue| Planetary Vehicles || bgcolor=gray | None known || bgcolor=brown | Integrity Response Drones ||<br />
|-<br />
| style="color: white" align="right" | [[File:PlasmaIcon.png]] || bgcolor=aqua | Mechanical Parts || bgcolor=aqua| Consumer Electronics || bgcolor=aqua| - || bgcolor=steelblue| Robotics || bgcolor=blueviolet | POS Fuel, T2 || bgcolor=brown | Organic Mortar Applicators ||<br />
|-<br />
| style="color: white" align="right" | [[File:LavaIcon.png]] || bgcolor=aqua | Construction Blocks || bgcolor=aqua| Miniature Electronics || bgcolor=aqua| - || bgcolor=steelblue| Smartfab Units || bgcolor=gray | None known || bgcolor=brown | Shield Conduits ||<br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]][[File:StormIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=aqua | Water-Cooled CPU || bgcolor=aqua| Coolant || bgcolor=aqua| Consumer Electronics || bgcolor=steelblue| Supercomputers || bgcolor=gray | None known || bgcolor=brown | Wetware Mainframe ||<br />
|-<br />
| style="color: white" align="right" | [[File:IceIcon.png]] || bgcolor=aqua | Supertensile Plastics || bgcolor=aqua| Test Cultures || bgcolor=aqua| - || bgcolor=steelblue| Synthetic Synapses || bgcolor=gray | None known || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]] || bgcolor=aqua | Biocells || bgcolor=aqua| Nanites || bgcolor=aqua| - || bgcolor=steelblue| Transcranial Microcontrollers || bgcolor=blueviolet | Nanite Repair Paste || bgcolor=brown | Recursive Computing Module ||<br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]] || bgcolor=aqua | Synthetic Oil || bgcolor=aqua| Superconductors || bgcolor=aqua| - || bgcolor=steelblue| Ukomi Super Conductors || bgcolor=blueviolet | T2 Component || bgcolor=brown | Nano-Factory ||<br />
|-<br />
| style="color: white" align="right" | [[File:OceanicIcon.png]] || bgcolor=aqua | Livestock || bgcolor=aqua| Viral Agent || bgcolor=aqua| - || bgcolor=steelblue| Vaccines || bgcolor=gray | None known || bgcolor=brown | Sterile Conduits ||<br />
|-<br />
| || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=aqua| 10 x 1.5 m³ || bgcolor=steelblue | 3 x 6 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 30 or 45 m³ of two or three P2 materials into 18 m³ of a P3 material, with volume reduction now only to 40% or 60%<br />
<br />
== Tier 4 - Advanced Commodities (P4) ==<br />
<br />
Advanced Commodities (P4) are created in [[Planetary Buildings#High_Tech_Production_Plant | High Tech Production Plants]] and take either three Specialized Commodities (P3) each or two P3s and one P1.<br />
<br />
<br />
{| style="color: black;font-weight:bold; width: 100%"<br />
! style="color: white;" | Planets !! style="color: white;" | Input 1: P3 !! style="color: white;" | Input 2: P3 !! style="color: white;" | Input 3: P1/3 !! style="color: white;" | P4 Result !! style="color: white;" | Ultimate Use<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Neocoms || bgcolor=steelblue| Data Chips || bgcolor=steelblue| High-Tech Transmitters || bgcolor=pink | Broadcast Node || bgcolor=blueviolet| POS / Sov Structures ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:LavaIcon.png]]+[[File:OceanicIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Gel-Matrix Biopaste || bgcolor=steelblue| Hazmat Detection Systems || bgcolor=steelblue| Planetary Vehicles || bgcolor=pink | Integrity Response Drones || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:StormIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Industrial Explosives || bgcolor=steelblue| Ukomi Super Conductors || bgcolor=lightgreen | Reactive Metals || bgcolor=pink | Nano-Factory || bgcolor=blueviolet| POS / Sov Structures ||<br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:IceIcon.png]][[File:OceanicIcon.png]][[File:TemperateIcon.png]]+[[File:GasIcon.png]]+[[File:PlasmaIcon.png]] || bgcolor=steelblue | Condensates || bgcolor=steelblue| Robotics || bgcolor=lightgreen | Bacteria || bgcolor=pink | Organic Mortar Applicators || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:IceIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]] || bgcolor=steelblue | Synthetic Synapses || bgcolor=steelblue| Guidance Systems || bgcolor=steelblue | Transcranial Microcontrollers || bgcolor=pink | Recursive Computing Module || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]]+[[File:GasIcon.png]]+[[File:IceIcon.png]][[File:OceanicIcon.png]]+[[File:LavaIcon.png]]+[[File:TemperateIcon.png]] || bgcolor=steelblue | Camera Drones || bgcolor=steelblue| Nuclear Reactors || bgcolor=steelblue | Hermetic Membranes || bgcolor=pink | Self-Harmonizing Power Core || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:BarrenIcon.png]][[File:GasIcon.png]][[File:StormIcon.png]]+[[File:LavaIcon.png]]+[[File:OceanicIcon.png]] || bgcolor=steelblue | Smartfab Units || bgcolor=steelblue| Vaccines || bgcolor=lightgreen | Water || bgcolor=pink | Sterile Conduit || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| style="color: white" align="right" | [[File:GasIcon.png]]+[[File:LavaIcon.png]][[File:PlasmaIcon.png]]+[[File:OceanicIcon.png]][[File:TemperateIcon.png]] || bgcolor=steelblue | Supercomputers || bgcolor=steelblue| Biotech Research Reports || bgcolor=steelblue | Cryoprotectant Solution || bgcolor=pink | Wetware Mainframe || bgcolor=blueviolet| POS / Sov Structures || <br />
|-<br />
| || bgcolor=steelblue| 6 x 6 m³ || bgcolor=steelblue| 6 x 6 m³ || bgcolor=steelblue | 6 x 6 m³ or 40 x 0.38 m³ || bgcolor=pink | 1 x 100 m³ || <br />
|}<br />
<br />
One processed batch turns a combined 108 or 87.2 m³ of three P3 materials or two P3s + one P1 into one 100 m³ P4 item, making volume reduction insignificant at this point, or in the odd case when a P1 material is involved, actually increases the volume beyond the components! Yes, somebody appears to have allowed that guy talking about Perpetual Motion Devices to touch the P4 production chain.<br />
<br />
<br />
== Total combination quantities ==<br />
<br />
This table shows the relationship between the different tiers and total quantity of materials. For convenience it only considers the "standard" conversion per tier (assumes always three P2 to make P3, and three P3 to make P4). So as an example it takes no less than 432,000 R0 to produce one P4. Better start extracting!<br />
<br />
<br />
{| style="color: black; font-weight: bold;"<br />
! !! bgcolor=pink | P4 !! bgcolor=steelblue | P3 !! bgcolor=aqua | P2 !! bgcolor=lightgreen | P1<br />
|-<br />
| bgcolor=khaki | R0 || align=right bgcolor=khaki | 432,000 || align=right bgcolor=khaki | 72,000 || align=right bgcolor=khaki | 12,000 || align=right bgcolor=khaki | 3,000<br />
|-<br />
| bgcolor=lightgreen | P1 || bgcolor=lightgreen align=right | 2,880 || bgcolor=lightgreen align=right | 480 || bgcolor=lightgreen align=right | 80<br />
|-<br />
| bgcolor=aqua | P2 || bgcolor=aqua align=right | 180 || bgcolor=aqua align=right | 30<br />
|-<br />
| bgcolor=steelblue | P3 || bgcolor=steelblue align=right | 18<br />
|-<br />
|}<br />
<br />
== Production Diagram ==<br />
<br />
Sample of producing a Broadcast Node:<br />
<br />
[[File:PI_Flowchart-Broadcast_Node.jpg]]</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9966Planetary Interaction2010-05-26T06:26:46Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
[[File:Tyrannis03Small.jpg|left|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
<br />
Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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<br style="clear: both" /><br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=slslQMplcf0 Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq_r2.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
<br />
{| class="wikitable collapsible collapsed" style="width:80%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |<< Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>slslQMplcf0|853|505|</videoflash></center> <br />
|}<br />
<br />
CCP has also release a very good Planetary Interaction video guide, which you can find [http://www.youtube.com/watch?v=WzSnf8HwQ_U here (YouTube)].<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
<br />
Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
<br />
[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
<br />
Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
<br />
To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
<br />
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
<br />
<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
<br />
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
<br />
After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
<br />
For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
<br />
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can a trial account participate in PI?<br />
**A: Yes! There are limits, but you can try it<br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and manage your colonies from a freighter, and you can transfer items to and from a Customs Office. You ''cannot'' pick up materials launched into orbit from the CC (because a Planetary Launch Container behaves similar to a jetcan). An Industrial is a far more appropriate ship for planetary transport tasks, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
<br />
<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War (Uni only!) ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Launch containers from your CC for pick-up by an alt or friend (find via directional scanner, consider setting standings to not get criminally flagged)<br />
* Decommission your entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)<br />
* Pick up launch containers (yourself)<br />
* Import goods (you can export via CC + alt/friend)<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate -- but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus?)<br />
<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9953Planetary Interaction2010-05-25T21:09:29Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
[[File:Tyrannis03Small.jpg|left|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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<br style="clear: both" /><br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=slslQMplcf0 Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq_r2.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
<br />
{| class="wikitable collapsible collapsed" style="width:80%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |<< Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>slslQMplcf0|853|505|</videoflash></center> <br />
|}<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
<br />
Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
<br />
[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
<br />
Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
<br />
To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can a trial account participate in PI?<br />
**A: Yes! There are limits, but you can try it<br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and manage your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
<br />
<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War (Uni only!) ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Launch containers from your CC for pick-up by an alt or friend (find via directional scanner, consider setting standards to not get criminally flagged)<br />
* Decommission your entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)<br />
* Pick up launch containers (yourself)<br />
* Import goods (you can export via CC + alt/friend)<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9948Planetary Interaction2010-05-25T18:42:15Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
[[File:Tyrannis03Small.jpg|left|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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<br style="clear: both" /><br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=slslQMplcf0 Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq_r2.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
<br />
{| class="wikitable collapsible collapsed" style="width:80%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>slslQMplcf0|853|505|</videoflash></center> <br />
|}<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
<br />
Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
<br />
[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
<br />
Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
<br />
To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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<br />
=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
<br />
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can a trial account participate in PI?<br />
**A: Yes! There are limits, but you can try it<br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and manage your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
<br />
<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
<br />
http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War (Uni only!) ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Launch containers from your CC for pick-up by an alt or friend (find via directional scanner, consider setting standards to not get criminally flagged)<br />
* Decommission your entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)<br />
* Pick up launch containers (yourself)<br />
* Import goods (you can export via CC + alt/friend)<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9947Planetary Interaction2010-05-25T18:41:48Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
[[File:Tyrannis03Small.jpg|left|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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<br style="clear: both" /><br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq_r2.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
<br />
{| class="wikitable collapsible collapsed" style="width:80%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>slslQMplcf0|853|505|</videoflash></center> <br />
|}<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
<br />
Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
<br />
[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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<br />
=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can a trial account participate in PI?<br />
**A: Yes! There are limits, but you can try it<br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and manage your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War (Uni only!) ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Launch containers from your CC for pick-up by an alt or friend (find via directional scanner, consider setting standards to not get criminally flagged)<br />
* Decommission your entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)<br />
* Pick up launch containers (yourself)<br />
* Import goods (you can export via CC + alt/friend)<br />
* Fly to within (skill-based) light years to scan for deposits<br />
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(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9946Planetary Interaction2010-05-25T18:06:50Z<p>Dierdra Vaal: </p>
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<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
[[File:Tyrannis03Small.jpg|left|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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<br style="clear: both" /><br />
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== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
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{| class="wikitable collapsible collapsed" style="width:80%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>slslQMplcf0|853|505|</videoflash></center> <br />
|}<br />
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== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
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{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
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=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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==FAQ==<br />
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*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can a trial account participate in PI?<br />
**A: Yes! There are limits, but you can try it<br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and manage your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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== Term list ==<br />
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The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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== Tips ==<br />
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Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Planetary Interaction During War (Uni only!) ==<br />
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There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Launch containers from your CC for pick-up by an alt or friend (find via directional scanner, consider setting standards to not get criminally flagged)<br />
* Decommission your entire colony<br />
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There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)<br />
* Pick up launch containers (yourself)<br />
* Import goods (you can export via CC + alt/friend)<br />
* Fly to within (skill-based) light years to scan for deposits<br />
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(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9945Planetary Interaction2010-05-25T17:33:23Z<p>Dierdra Vaal: </p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
[[File:Tyrannis03Small.jpg|left|Skills!|200px]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
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{| class="wikitable collapsible collapsed" style="width:80%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>slslQMplcf0|853|505|</videoflash></center> <br />
|}<br />
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== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
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{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
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=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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==FAQ==<br />
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*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can a trial account participate in PI?<br />
**A: Yes! There are limits, but you can try it<br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and manage your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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== Term list ==<br />
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The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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== Tips ==<br />
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Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Planetary Interaction During War (Uni only!) ==<br />
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There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Launch containers from your CC for pick-up by an alt or friend (find via directional scanner, consider setting standards to not get criminally flagged)<br />
* Decommission your entire colony<br />
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There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)<br />
* Pick up launch containers (yourself)<br />
* Import goods (you can export via CC + alt/friend)<br />
* Fly to within (skill-based) light years to scan for deposits<br />
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(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9944Planetary Interaction2010-05-25T17:27:56Z<p>Dierdra Vaal: </p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
[[File:Tyrannis03Small.jpg|left|Skills!|200px]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
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{| class="wikitable collapsible collapsed" style="width:80%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>slslQMplcf0|853|505|</videoflash></center> <br />
|}<br />
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== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
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{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
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=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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==FAQ==<br />
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*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can a trial account participate in PI?<br />
**A: Yes! There are limits, but you can try it<br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and manage your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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== Term list ==<br />
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The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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== Tips ==<br />
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Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Planetary Interaction During War (Uni only!) ==<br />
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There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Launch containers from your CC for pick-up by an alt or friend (find via directional scanner, consider setting standards to not get criminally flagged)<br />
* Decommission your entire colony<br />
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There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)<br />
* Pick up launch containers (yourself)<br />
* Import goods (you can export via CC + alt/friend)<br />
* Fly to within (skill-based) light years to scan for deposits<br />
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(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9900Planetary Interaction2010-05-24T23:06:13Z<p>Dierdra Vaal: /* Quick Start Video */</p>
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<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
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[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
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{| class="wikitable collapsible collapsed" style="width:95%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>7pKwAb_OpLg|853|505|</videoflash></center> <br />
|}<br />
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== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
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=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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==FAQ==<br />
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*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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== Term list ==<br />
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The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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== Tips ==<br />
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Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Planetary Interaction During War ==<br />
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There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
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There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
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(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9899Planetary Interaction2010-05-24T23:03:08Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
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[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
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{| class="wikitable collapsible collapsed" style="width:95%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>7pKwAb_OpLg|853|505</videoflash></center> <br />
|}<br />
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== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
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{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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<br />
=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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<br />
== Tips ==<br />
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Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War ==<br />
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There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
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There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
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(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9898Planetary Interaction2010-05-24T23:02:51Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
<br />
{| class="wikitable collapsible collapsed" style="width:95%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>7pKwAb_OpLg|853|505|woei</videoflash></center> <br />
|}<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
<br />
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
<br />
[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
<br />
<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
<br />
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
<br />
For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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<br />
== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9897Planetary Interaction2010-05-24T22:57:45Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD). Unfortunately, the video cannot be downloaded or viewed in the in-game browser.<br />
<br />
{| class="wikitable collapsible collapsed" style="width:95%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>7pKwAb_OpLg|853|505</videoflash></center> <br />
|}<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
<br />
<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
<br />
To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
<br />
<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
<br />
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
<br />
<br />
=== Surveying for an Extractor ===<br />
<br />
[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
<br />
After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
<br />
<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
<br />
Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
<br />
Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
<br />
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
<br />
After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
<br />
For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
<br />
<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
<br />
<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9895Planetary Interaction2010-05-24T22:45:22Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD).<br />
<br />
{| class="wikitable collapsible collapsed" style="width:95%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>7pKwAb_OpLg|853|505</videoflash></center> <br />
|}<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
<br />
[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
<br />
''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
<br />
Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
<br />
<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
<br />
To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
<br />
<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
<br />
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
<br />
<br />
=== Surveying for an Extractor ===<br />
<br />
[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
<br />
After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
<br />
<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
<br />
Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
<br />
Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
<br />
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
<br />
After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
<br />
For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9894Planetary Interaction2010-05-24T22:43:16Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD).<br />
<br />
{| class="wikitable collapsible" style="width:95%;" <br />
! style="position:absolute;text-align:left;width:3em;" | <br />
! style="text-align:left;padding-left:4em" |Click '''show''' to watch the video on this page. <br />
|- <br />
| colspan=2|<center><videoflash>7pKwAb_OpLg|853|505</videoflash></center> <br />
|}<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
<br />
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
<br />
After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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<br />
==FAQ==<br />
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*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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== Term list ==<br />
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The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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== Tips ==<br />
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Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Planetary Interaction During War ==<br />
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There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
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There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
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(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9893Planetary Interaction2010-05-24T22:28:58Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD).<br />
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<center><videoflash>7pKwAb_OpLg|853|505</videoflash></center><br />
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== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
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{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
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=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
<br />
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
<br />
<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9891Planetary Interaction2010-05-24T22:27:31Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD).<br />
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<videoflash>7pKwAb_OpLg|853|505</videoflash><br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
<br />
Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
<br />
[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
<br />
''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
<br />
For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
<br />
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9890Planetary Interaction2010-05-24T22:27:14Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD).<br />
<br />
<videoflash>7pKwAb_OpLg|853|505</videoflash><br />
<br />
test<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
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=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
<br />
For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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<br />
=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
<br />
<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9887Planetary Interaction2010-05-24T22:03:54Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
<br />
Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD).<br />
<br />
<videoflash>7pKwAb_OpLg|853|505</videoflash><br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
<br />
<br />
== Tips ==<br />
<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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<br />
== Planetary Interaction During War ==<br />
<br />
There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
<br />
There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
<br />
(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
<br />
<br />
== Related Links ==<br />
<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9884Planetary Interaction2010-05-24T19:21:26Z<p>Dierdra Vaal: /* Quick Start Video */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
<br />
Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
<br />
Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] (HD) or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)] (1280x720 HD).<br />
<br />
== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
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{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
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=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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<br />
==FAQ==<br />
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*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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== Term list ==<br />
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The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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== Tips ==<br />
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Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Planetary Interaction During War ==<br />
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There are things to do to planets while the Uni is at war:<br />
* Day-to-Day Management: Resurvey your extractors, route products in your colony<br />
* Build/tear-down non-Command Center structures<br />
* Export/Import to/from orbital Customs Centers<br />
* Destroy entire colony<br />
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There are things you can not do while the Uni is at war:<br />
* Deploy Command Center on a new planet<br />
* Pick up launch containers (yourself)<br />
* Transfer products between planets<br />
* Fly to within (skill-based) light years to scan for deposits<br />
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(Yes, technically you can do the last 3 things in a tackling frigate, but can you honestly answer in the affirmative that it is vital to the war effort, and it is something you can do without splitting your focus.)<br />
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== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9881Planetary Interaction2010-05-24T18:27:34Z<p>Dierdra Vaal: </p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Quick Start Video ==<br />
The following video explains the basics of Planetary Interaction. For more details you should consult this guide.<br />
[http://www.youtube.com/watch?v=7pKwAb_OpLg Streaming (YouTube)] or [http://dl.eve-files.com/media/1005/eveuni_planetary_interaction_guide_hq.mov Download (Eve-Files)]<br />
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== Skills == <br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
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{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
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With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
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=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br />
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For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics]]. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.<br style="clear: both" /><br />
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=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee based on what you're launching, so shaving off volume will help! TODO: Confirm details<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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==FAQ==<br />
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*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No, not yet. <br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the Customs Office while cloaked, but can not transfer. You can open the Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which Office to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the Office. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A: You can deploy CCs and interact with your colonies from a freighter, but it is expected (not confirmed yet) that you cannot pick up materials launched into orbit from the CC (since it becomes an orbiting jet can). Unknown if you can transfer items to and from a Customs Office. However, an Industrial is a far more appropriate ship, as well as both cheaper and faster.<br />
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*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance. However - you '''can''' place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)<br />
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== Term list ==<br />
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The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
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== Tips ==<br />
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Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked, but you do not need to be at the planet as long as you're in the same system<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Related Links ==<br />
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* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9836Planetary Interaction2010-05-23T23:11:46Z<p>Dierdra Vaal: /* Links and Routes */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
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[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Skills == <br />
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[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
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{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
<br />
<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
<br />
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
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<br />
=== Surveying for an Extractor ===<br />
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[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
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If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
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[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
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First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
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Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
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Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
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Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost mony, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
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At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
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After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
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For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
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== Colony Management ==<br />
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[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
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Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
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Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br style="clear: both" /><br />
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<br />
=== Profit! ===<br />
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[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee per m3, so the more volume you've shaved off, the better!<br />
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You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
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The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
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After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
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=== Colony Logistics ===<br />
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''For more details, see [[Colony Management#Interplanetary Logistics]]''<br />
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TODO: Brief details on importing goods and using multiple planets to produce higher level goods. If even needed, might be able to include in Colony Management intro itself. I'm sleepy!<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
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*Q: Can I attack another player's colony?<br />
**A: No you cannot. <br />
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*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the cargo link while cloaked, but can not transfer. You can open the Customs Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which cargo link to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the cargo link. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A:<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance.<br />
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<br />
== Term list ==<br />
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The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
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* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
* Add your own!<br />
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== Tips ==<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked how ever you do not need to be at the planet however you must be in system.<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Related Links ==<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9835Planetary Interaction2010-05-23T23:10:42Z<p>Dierdra Vaal: /* Industry */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
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The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
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This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Skills == <br />
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[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
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Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
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== Planets ==<br />
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[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
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Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
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At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
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You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
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The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
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Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
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The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
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Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
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<br />
=== Planet Scanning ===<br />
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[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
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The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
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You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
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<br />
=== Deploying a Command Center ===<br />
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[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
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Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
<br />
<br />
=== Surveying for an Extractor ===<br />
<br />
[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
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<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
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You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
<br />
Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
<br />
Now what's all that about links and routes? Read on!<br />
<br />
=== Links and Routes ===<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost mony, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
<br />
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
<br />
After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee per m3, so the more volume you've shaved off, the better!<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
<br />
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
<br />
=== Colony Logistics ===<br />
<br />
''For more details, see [[Colony Management#Interplanetary Logistics]]''<br />
<br />
TODO: Brief details on importing goods and using multiple planets to produce higher level goods. If even needed, might be able to include in Colony Management intro itself. I'm sleepy!<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No you cannot. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the cargo link while cloaked, but can not transfer. You can open the Customs Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which cargo link to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the cargo link. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
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*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A:<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance.<br />
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<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
* Add your own!<br />
<br />
== Tips ==<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked how ever you do not need to be at the planet however you must be in system.<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
<br />
== Related Links ==<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9833Planetary Interaction2010-05-23T23:10:17Z<p>Dierdra Vaal: /* Industry */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
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Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
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Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
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== Skills == <br />
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[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
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* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
<br />
Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
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[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
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== Resources and Products ==<br />
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''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
<br />
Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
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<br />
== Planetary Buildings ==<br />
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''For more details, see [[Planetary Buildings]]''<br />
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To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
<br />
<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
<br />
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
<br />
<br />
=== Surveying for an Extractor ===<br />
<br />
[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
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After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
<br />
<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
<br />
Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
<br />
Now what's all that about links and routes? Read on!<br />
<br />
<br />
=== Links and Routes ===<br />
<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost mony, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
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There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
<br />
After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee per m3, so the more volume you've shaved off, the better!<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
<br />
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
<br />
=== Colony Logistics ===<br />
<br />
''For more details, see [[Colony Management#Interplanetary Logistics]]''<br />
<br />
TODO: Brief details on importing goods and using multiple planets to produce higher level goods. If even needed, might be able to include in Colony Management intro itself. I'm sleepy!<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No you cannot. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the cargo link while cloaked, but can not transfer. You can open the Customs Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which cargo link to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the cargo link. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A:<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance.<br />
<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
* Add your own!<br />
<br />
== Tips ==<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
<br />
To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
<br />
In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
<br />
You cannot deploy command centers while docked how ever you do not need to be at the planet however you must be in system.<br />
<br />
http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
<br />
== Related Links ==<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaalhttps://wiki.eveuniversity.org/index.php?title=Planetary_Interaction&diff=9832Planetary Interaction2010-05-23T23:09:52Z<p>Dierdra Vaal: /* Industry */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
[[File:Tyrannis03Small.jpg|right|Skills!]]Planetary Interaction (PI) is a new feature introduced in the Tyrannis expansion. It allows pod pilots from far and wide to create industrial colonies on just about any planet in the EVE universe. Additionally it is the first step toward the future integration of EVE and DUST 514, allowing pod pilots to hire mercenaries to fight over said planetary installations.<br />
<br />
The first phase of PI introduces a set of new commodities, extracted from and processed on planets, that will allow players to replace a number of previously NPC-seeded-only goods on the market. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in new blueprints to create POS and T2 components.<br />
<br />
This will provide a new source of income to all interested players, new and old, and even trial players as you need very little to try it out at a low level. Generally you can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while.<br />
<br />
Currently you cannot harm the facilities of other players directly, although you may be able to compete with them over specific deposits. However, when it comes time to pick up items from your colonies, you have to go there in person - at which point the normal rules of engagement apply fully. <br />
<br />
Planetary Interaction is a brave new frontier for all to see if you so choose - '''All These Worlds Are Yours'''<br />
<br />
== Skills == <br />
<br />
[[File:SkillBook.png|left|Skills!]]None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus single planet) of the lowest quality until you do some initial training. Additionally unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.<br />
<br />
Click each skill link for more details<br style="clear: both" /><br />
<br />
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on<br />
* (Planet Management) [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] - Allows you to use better quality command centers<br />
* (Science) [[Skills:Science#Remote Sensing|Remote Sensing]] - Increases the range across which you can scan planets. Level 1 lets you scan at all. Train to level 1 first.<br />
* (Science) [[Skills:Science#Planetology|Planetology]] - Improves accuracy and refines the planet's resource scan thermal map.<br />
* (Science) [[Skills:Science#Advanced Planetology|Advanced Planetology]] - It seems to simply extend the Planetology skill further. See the skills page for more info.<br />
<br />
== Planets ==<br />
<br />
[[File:PlanetOfficeStar.png|right|All these planets are Yours]]''For more details, see [[Planets]]''<br />
<br />
Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet each. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets)<br />
<br />
At first you are limited to a single planet, so ideally you need to first figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security levels are richer overall - see [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own.<br />
<br />
[[File:PlanetModeIcon.png|left|View in Planet Mode]]To actually look for a planet you can use several different ways. You can fly to them and actually click the planet, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view<br />
<br />
You can also select planets from several other different views, such as via your MapBrowser. You can see the planet's overall resource abundance from anywhere (and gaze at its visual appeal), but the planet must be within your [[Skills:Science#Remote Sensing|Remote Sensing]] skill range for you to actually perform a Scan operation on a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere.<br style="clear: both" /><br />
<br />
== Resources and Products ==<br />
<br />
''For more details, see [[Planetary Commodities]]''<br />
<br />
The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)<br />
<br />
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:<br />
<br />
{| style="color: black; font-weight: bold; width: 100%"<br />
| bgcolor=khaki | Resources (R0) || bgcolor=lightgreen | Tier 1 Products (P1) || bgcolor=aqua | Tier 2 Products (P2) || bgcolor=steelblue | Tier 3 Products (P3) || bgcolor=pink | Tier 4 Products (P4)<br />
|}<br />
<br />
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there.<br />
<br />
Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on!<br />
<br />
<br />
=== Planet Scanning ===<br />
<br />
[[File:PI-AlteredHeatMap.jpg|right|Contrast Bar]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant.<br />
<br />
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.<br />
<br />
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar.<br style="clear: both" /><br />
<br />
<br />
== Planetary Buildings ==<br />
<br />
''For more details, see [[Planetary Buildings]]''<br />
<br />
To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:<br />
<br />
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.<br />
* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.<br />
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.<br />
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.<br />
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.<br />
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.<br />
<br />
<br />
=== Deploying a Command Center ===<br />
<br />
[[File:PlacingPlasmaCC.png|right|Placing a Plasma CC]]To get started on building stuff you need to first deploy a Command Center (CC) of any size to your target planet. Pick up the largest size available to you that fits the planet type you're aiming for and put it in your cargo hold (large CCs may take an industrial or other large ship to fit). There is no drawback to larger CCs other than the initial cost, and all kinds of benefits. A too small CC may limit the options for what you can do with your colony.<br />
<br />
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.<br />
<br />
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are grayed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).<br />
<br />
<br />
=== Surveying for an Extractor ===<br />
<br />
[[File:Surveying.png|left|Surveying window]]Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get an Extractor in a rich spot. After you've placed an Extractor you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.<br />
<br />
If any extractable material is present (it is possible to place extractors where there is nothing to extract) you should be presented with four "Deposits" - each of a varying total amount, cycle time, per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.<br />
<br />
After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu, from where you can route your extracted Resource somewhere. But before you can route, you must link! And that brings us to the topic of Industry.<br style="clear: both" /><br />
<br />
<br />
== Industry ==<br />
<br />
[[File:ProcessorSchematics.png|right|Barren Basic Processor with Schematics sub menu active]]''For more details, see [[Planetary Industry]]''<br />
<br />
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.<br />
<br />
First step after extracting Resources is turning them into the first tier of Products - P1. Consult [[Planetary Commodities]] to find out what P1 item the resources you are extracting turn into, and then place a [[Planetary Buildings#Basic_Industry_Facility|Basic Processor]] somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.<br />
<br />
Anyway, that the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.<br />
<br />
Beyond turning Resources into P1 look at the [[Planetary Commodities]] page again for more combinations including those for [[Planetary Buildings#Advanced Industry Facility|Advanced Industry Facilities]] and [[Planetary Buildings#High Tech Production Plant|High Tech Production Plants]].<br />
<br />
Now what's all that about links and routes? Read on!<br style="clear: both" /><br />
<br />
<br />
=== Links and Routes ===<br />
<br />
[[File:CreateLink.png|left|Creating a Link]]Links are used to connect buildings together so you can route materials around. Buildings cost mony, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.<br />
<br />
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.<br />
<br />
After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. <br />
<br />
At this point your Extractor will route its output to your CC, where it'll build up until either the CC is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working, as you'll need at least one cycle of material in storage before you can route to the Processor. You might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.<br />
<br />
After you have some of your Resource in the storage at your CC, click its Products sub menu and route from there to the Processor. Now it is ready to actually do stuff, but you're still in edit mode. Make a route the same way from the Processor back to your CC - you'll need to put its output somewhere too! Then finally hit "Submit" again and congratulations, you now have a working colony!<br style="clear: both" /><br />
<br />
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics]]. To learn about what to do next, keep reading!<br style="clear: both" /><br />
<br />
== Colony Management ==<br />
<br />
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]''<br />
<br />
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] you can have multiple colonies, one per skill level, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.<br />
<br />
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?<br />
<br />
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section<br style="clear: both" /><br />
<br />
<br />
=== Profit! ===<br />
<br />
[[File:LaunchFromCC.png|right|Pending Launch from CC]]Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. Getting items off the planet costs a fee per m3, so the more volume you've shaved off, the better!<br />
<br />
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for a smaller fee. It can also launch far larger amounts, and is the only way to import stuff on to the planet.<br />
<br />
The screenie here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!<br />
<br />
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.<br style="clear: both" /><br />
<br />
<br />
=== Colony Logistics ===<br />
<br />
''For more details, see [[Colony Management#Interplanetary Logistics]]''<br />
<br />
TODO: Brief details on importing goods and using multiple planets to produce higher level goods. If even needed, might be able to include in Colony Management intro itself. I'm sleepy!<br />
<br />
==FAQ==<br />
<br />
*Q: Can I colonize planets in wormholes?<br />
**A: Yes you can.<br />
<br />
*Q: Can I attack another player's colony?<br />
**A: No you cannot. <br />
<br />
*Q: Can you deploy, manage or collect resources while cloaked?<br />
**A: No. You can open the the cargo link while cloaked, but can not transfer. You can open the Customs Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which cargo link to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the cargo link. In two tries, I was successful once, and the second time something decloaked me as I was creeping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)<br />
<br />
*Q: Can you deploy, manage or collect resources from a freighter?<br />
**A:<br />
<br />
*Q: Is Planetary Interaction limited to system security status?<br />
**A: No, you can create colonies just about everywhere. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but if an alliance claims Sov over a system you cannot place colonies there unless you're in that alliance.<br />
<br />
<br />
== Term list ==<br />
<br />
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meetings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous have been bolded.<br />
<br />
* Planet Mode - the view you enter to interact with a planet<br />
* Scan - the act of scanning a planet for a particular resource (brings up a heat map)<br />
* Survey - the act of surveying for deposits available to an extractor<br />
* Deposit - a "seam" of minerals or other resources that is exploitable by an extractor<br />
* '''Resources''' - the various raw materials you can extract from planets. Nickname: ''Planet Goo''<br />
* '''Products''' - actual items manufactured from Resources or other Products (tier 1 and beyond)<br />
* '''Commodities''' - any PI material (Resources + Products)<br />
* Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level<br />
* Add your own!<br />
<br />
== Tips ==<br />
Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside a station using the science and industry tool and clicking on the Planets tab. <br />
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To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menue box in the left corner. <br />
By switching solarsytems or regions in the above boxes you can scan planets in regions as far as your abilities allow. <br />
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In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. <br />
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You cannot deploy command centers while docked how ever you do not need to be at the planet however you must be in system.<br />
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http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.<br />
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== Related Links ==<br />
* Eveonline forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102<br />
* [[Planetary Interaction Taskforce]] - Central team organizing page<br />
* [[Planets]] - Details on planets<br />
* [[Planetary Industry]] - Details on PI production<br />
* [[Colony]] - Details on colonies</div>Dierdra Vaal