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Colony management: Difference between revisions

From EVE University Wiki
Player cooperatives: Added a basic write up addressing the advantages of establishing a player cooperative
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== Player cooperatives ==
== Player Cooperatives  ==


Hippies in space. On planets. In space.
As you've probably already noticed, the most money to be made is off of those juicy Tier 5 items. These are the end items that go directly towards [[POS]] contstruction. Most of these sell quite high on the market. Each time you add value to a product, it seems to increase the value of the combined item by a factor of 5-10.  


That being said, the resource distribution on each planet combined with the items required to make those end items means that no single end item can be produced on a single planet. In addition, the limit of planets that each player may have is 6 and most Tier 5 items take around 7-10 planets to complete a production chain. Please note that even if you were able to effectively produce the nescessary Tier 5 items by yourself on up to 6 separate planets, the odds are that other players are doing that too! Higher supply means lower demand which means less money for you.&nbsp;Therefore, the best thing to do is to start a cooperative with your friends!


The best thing about this approach is that it allows players that have not developed their Planetary Interaction skills a great deal to jump in and make, frankly, embarrassing amounts of dosh. Of course, since you're going to be giving other players the fruits of your labor for further processing and trusting them to give you your share of the proceeds then it goes without saying that you should only enter in to this kind of arrangement with people that you trust. Real life friends work great for this, as you can always slash their tires if they steal your stuff.
=== How is this accomplished?  ===
#Find some (preferably real life) buddies to farm with.
#Pick an end item that requires more than 6 planets to produce.
#Make sure you and your buddies get at least Planetary Management Level III and Command Center Upgrades Level III (and, of course, a couple of ranks in Remote Sensing).
#First, the cooperative should put down Standard Command Centers on all the planets that can feasable render a Tier 3 item. Make sure all of your planets are relatively close to each other to ease the hauling time. Each Tier 5 item that can be produced includes at least five Tier 3 items that can be produced on a single planet. Make sure that these planets have the resources you need within relatively close proximity, as you don't want to burn your whole CPU/Power Grid on links across a huge distance.&nbsp;
#Next, find those resources that are going to be "problem children". These are the ones that take resources from two or more planets to manufacture or that only occur in low concentrations. Then, set up some planets to extract and refine those resources. Some of these can also be set up with a single Advanced Industry facility to recieve items from other planets to make the Tier 3 items.&nbsp;
#Logistics! Arrange for items to be traded amonst each other as needed to produce the nescessary Tier 4 items.
#Finally, set up a single Temperate planet with a High Tech Industry facility to fabricate the final product. Dump all the Tier 4 items your cooperative has made into the launch pad and route it to the facility and route the output back to the launch pad.
#More logistics. The goal here is to move your goodies to the most profitable system that you can safely sell them in. These tend to be 0.5 systems that are close to 0.0 space borders. As an additional precaution, you and your buddies might want to fleet up in a PvP loadout to oversee the trip and protect against suicide gankers. On top of that, you can load your goodies into a Secure Cargo Container to make doubly sure that anyone scanning your cargo hold cannot see what you're carrying.
#PROFIT!!!!111 :)


=Colony Layouts=
=Colony Layouts=