Difference between revisions of "Planetary buildings"

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[[Category:Planetary Interaction]]
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[[Category:Planetary Industry]]
 
+
{{PlanetaryIndustryNav}}
  
 
== Overview ==
 
== Overview ==
  
All planetary structures are placed directly on a planet via Planet Mode. A Command Center of the appropriate type for the target planet must first be deployed while you have it available in the cargo hold of a ship present and undocked in the target system. While you can technically issue a docking command and then bring up planet view before you dock, you will be unable to deploy a Command Center that way (you will get an error about not being within range)
+
All planetary structures are placed via Planet Mode, after you've placed a Command Center for the appropriate planet type and clicked "Submit." To deploy a Command Center you must have one in your cargo hold and be undocked in the desired system. You can build and manage any of the other structures while docked or in space from anywhere in the universe via the "Planets" tab of the Science and Industry window of your [[NeoCom]].
 
 
After you've deployed your Command Center you can then build any other structure, already customized for the planet type. You can build structures while docked.
 
 
 
The following table summarizes the available structures, with further details in the next sections. You need one level of the [[Skills:Planet_Management#Command_Center_Upgrades|Command Center Upgrades]] skill to use the Command Center versions beyond Basic.
 
 
 
{| border="1" cellpadding="1" cellspacing="1"
 
! Building Type
 
! CPU
 
! Power
 
! Storage
 
! Cost (isk)
 
|-
 
|Basic Command Center
 
|align="right"| 1007+
 
|align="right"| 5373+
 
|align="right"| 500
 
|align="right"| ?
 
|-
 
|Limited Command Center
 
|align="right"| 6616+
 
|align="right"| 8322+
 
|align="right"| 500
 
|align="right"| ?
 
|-
 
|Standard Command Center
 
|align="right"| 12002+
 
|align="right"| 11121+
 
|align="right"| 500
 
|align="right"| ?
 
|-
 
|Improved Command Center
 
|align="right"| 17530+
 
|align="right"| 13995+
 
|align="right"| 500
 
|align="right"| ?
 
|-
 
|Advanced Command Center
 
|align="right"| 23057+
 
|align="right"| 16868+
 
|align="right"| 500
 
|align="right"| ?
 
|-
 
|Elite Command Center
 
|align="right"| 28037+
 
|align="right"| 19368+
 
|align="right"| 500
 
|align="right"| ?
 
|-
 
|Extractor
 
|align="right"| 100
 
|align="right"| 800
 
|align="right"| 0
 
|align="right"| 150000
 
|-
 
|Basic Industrial Facility
 
|align="right"| 100
 
|align="right"| 800
 
|align="right"| 0
 
|align="right"| 225000
 
|-
 
|Advanced Industrial Facility
 
|align="right"| 300
 
|align="right"| 600
 
|align="right"| 0
 
|align="right"| 450000
 
|-
 
|High Tech Production Plant
 
|align="right"| 900
 
|align="right"| 400
 
|align="right"| 0
 
|align="right"| 900000
 
|-
 
|Storage Facility
 
|align="right"| 300
 
|align="right"| 600
 
|align="right"| 5000
 
|align="right"| 600000
 
|-
 
|Launchpad
 
|align="right"| 1600
 
|align="right"| 600
 
|align="right"| 10000
 
|align="right"| 1125000
 
|-
 
|Link*
 
|align="right"| 10
 
|align="right"| 5
 
|align="right"| 0
 
|align="right"| 0
 
|-
 
 
 
|}
 
 
 
* = see the Link section for the additional distance cost associated with links
 
  
 
== Command Centers ==
 
== Command Centers ==
 +
[[File:CommandCenter2.jpg|left|frameless]][[File:CommandCenter.png|right|Command Center Window]] The Command Center is the first building to be deployed and provides the CPU and Powergrid for the colony. Oddly enough, there is actually no need to connect the Command Center to any of your other buildings, unless you want to take advantage of the storage or launch abilities, but a Launchpad has superior capabilities for both, albeit at the cost of more CPU and Powergrid.
  
[[File:CommandCenter2.jpg|left|thumb|Command Center Icon]]Command Center is the first building to be deployed and provides the CPU and Powergrid for the colony. It has a small storage capacity. The cost of exporting products from Command Center is 50% greater than Launchpad.  If Command Center is decommissioned, all other buildings in colony will be lost.<br style="clear: both" />
+
To deploy the Command Center you need to be in space with it in your cargo hold and view the planet in planet mode. Under the build menu there will be a Command Center submenu which when clicked shows the Command Center type for the planet. Assuming you have that type of Command Center in your cargo hold, you can select and place it. Click "Submit" and you are the proud owner of a new colony.
 
 
== Extractors ==
 
 
 
[[File:Extractors2.jpg|left|thumb|Extractor Icon]]Draws raw resources out of the ground and then routes them to either storage or a first level processor.<br style="clear: both" />
 
 
 
== Processors ==
 
 
 
Processors, also known as factories, are used to convert one type of planetary resource or product into a different product.
 
 
 
 
 
=== Basic Industry Facility ===
 
 
 
Turns basic planetary resources into the first level materials.
 
 
 
 
 
=== Advanced Industry Facility ===
 
 
 
Turns first level materials into second level materials.
 
 
 
 
 
=== High Tech Production Plant ===
 
 
 
[[File:Hp2.jpg|left|thumb|High Tech Production Plant]]Produces the final tier of products. High-Tech Production Plants can only be placed on Temperate or Barren planets.<br style="clear: both" />
 
 
 
== Storage Facilities ==
 
 
 
[[File:Storage2.jpg|left|thumb|Storage Facilities Icon]]Used as a buffer to hold resources or product prior to being converted or shipped to orbit.<br style="clear: both" />
 
 
 
== Launchpad ==
 
 
 
An alternative to using your Planetary Command Center (PCC) as a launching point. Launchpads have more storage than PCCs and are less expensive for moving goods to orbit (they also beat Storage Facilities in storage as of May 8th - expect changes). They connect with a Cargo Link / Customs Office in orbit around the planet, which is essentially a hangar with private slots for all users. This is the only way to move material down to the planet surface. There will only ever be a single orbital point, so it could make for a dangerous ambush spot. You can shift items to and from orbit via your launchpad controls, even from great range, but must be present in orbit to transfer items to and from your ship.
 
 
 
''Insert link to the eventual resting spot for the orbital logistics howto''
 
 
 
== Planetary Links ==
 
 
 
Links are used to connect planetary buildings together so that you can route goods between them.
 
 
 
In addition to the base rate to build a link (10 PG+15 CPU), it also costs 0.20 cpu and 0.15 power per kilometer. This means links can be more expensive on larger planets. A handy table is available to estimate your cost.
 
  
Links also have a set capacity and can be upgraded. ''More details pending''
+
You can use the rocket icon (or double click the structure) to launch commodites stored at the Command Center, up to its total capacity of 500m<sup>3</sup>. However, exporting costs 50% more from a Command Center than from a Launchpad, and unlike a Launchpad a Command Center cannot import commodities. To find your cargo once you launch it into orbit with the Command Center, go to your Journal and click on the Planetary Launches tab. Right-click on your container to warp to it and pick it up.
  
 +
You can review the CPU and Powergrid use of your colony from the Command Center window. You can see the same display under the build menu, but only if you have any construction pending. In that case you'll also be able to see two bars indicating how much additional CPU and Powergrid will be consumed by the pending changes (the area past the vertical white lines), plus a numeric display of the same.
  
=== Link cost by distance ===
+
If the Command Center is decommissioned, all other buildings in the colony will be lost!
  
 +
The Command Center has a volume of 1000 m<sup>3</sup>, and is upgraded in place on the planet.  When first deployed, it has the profile of a Basic Command Center.  Each level increments the power, CPU, and cost as listed below. You need a level of the [[Skills:Planet_Management#Command_Center_Upgrades|Command Center Upgrades]] skill to use each Command Center upgrade beyond Basic.
  
{| border="1" cellpadding="1" cellspacing="1"
+
{| class="wikitable"
! Link Distance (km)
+
|+ Command Center Properties
! CPU (tf)
 
! Power (MW)
 
|-
 
|align="right"| 2.5
 
|align="right"| 16
 
|align="right"| 11
 
 
|-
 
|-
|align="right"| 10
+
! Level
|align="right"| 18
+
! Capacity
|align="right"| 12
+
! CPU Provided
 +
! Power Provided
 +
! Upgrade Cost
 
|-
 
|-
|align="right"| 20
+
|align="center"| 0
|align="right"| 20
+
|align="right"| 500 m<sup>3</sup>
|align="right"| 14
+
|align="right"| 1,675 tf
 +
|align="right"| 6,000 MW
 +
|align="right"| N/A
 
|-
 
|-
|align="right"| 50
+
|align="center"| 1
|align="right"| 26
+
|align="right"| 500 m<sup>3</sup>
|align="right"| 18
+
|align="right"| 7,057 tf
 +
|align="right"| 9,000 MW
 +
|align="right"| 580,000 ISK
 
|-
 
|-
|align="right"| 100
+
|align="center"| 2
|align="right"| 36
+
|align="right"| 500 m<sup>3</sup>
|align="right"| 26
+
|align="right"| 12,136 tf
 +
|align="right"| 12,000 MW
 +
|align="right"| 930,000 ISK
 
|-
 
|-
|align="right"| 200
+
|align="center"| 3
|align="right"| 56
+
|align="right"| 500 m<sup>3</sup>
|align="right"| 41
+
|align="right"| 17,215 tf
 +
|align="right"| 15,000 MW
 +
|align="right"| 1,200,000 ISK
 
|-
 
|-
|align="right"| 500
+
|align="center"| 4
|align="right"| 116
+
|align="right"| 500 m<sup>3</sup>
|align="right"| 86
+
|align="right"| 21,315 tf
 +
|align="right"| 17,000 MW
 +
|align="right"| 1,500,000 ISK
 
|-
 
|-
|align="right"| 1000
+
|align="center"| 5
|align="right"| 215
+
|align="right"| 500 m<sup>3</sup>
|align="right"| 160
+
|align="right"| 25,415 tf
 +
|align="right"| 19,000 MW
 +
|align="right"| 2,100,000 ISK
 
|-
 
|-
|align="right"| 2000
 
|align="right"| 416
 
|align="right"| 311
 
|-
 
|align="right"| 5000
 
|align="right"| 1016
 
|align="right"| 761
 
|-
 
|align="right"| 40000
 
|align="right"| 8016
 
|align="right"| 6001
 
|-
 
 
 
|}
 
|}
  
=== Link Upgrade costs ===
+
<br style="clear: both" />
 
 
Data on relative costs of upgrading the link capacity (uses a link that is 500km as a base):
 
 
 
  2010-May-11 Changes to links today.  ''All capacities,  CPU and PG is updated.''
 
  
 
+
== Planetary Structures ==
{| border="1" cellpadding="1" cellspacing="1"
+
{| class="wikitable"
! Link Level
+
|+ Structure Properties
! Link Capacity (m3)
 
! CPU (tf)
 
! Power (MW)
 
|-
 
|align="right"| 0
 
|align="right"| 250
 
|align="right"| 116
 
|align="right"| 86
 
 
|-
 
|-
|align="right"| 1
+
! Name
|align="right"| 500
+
! CPU Required
|align="right"| 280
+
! Power Required
|align="right"| 183
+
! Cost
 
|-
 
|-
|align="right"| 2
+
| Extractor Control Unit
|align="right"| 1000
+
|align="right"| 400 tf
|align="right"| 481
+
|align="right"| 2600 MW
|align="right"| 291
+
|align="right"| 45,000.00 ISK
 
|-
 
|-
|align="right"| 3
+
| Extractor Head
|align="right"| 2000
+
|align="right"| 110 tf
|align="right"| 713
+
|align="right"| 550 MW
|align="right"| 407
+
|align="right"| 0.00 ISK
 
|-
 
|-
|align="right"| 4
+
| Basic Industry Facility
|align="right"| 4000
+
|align="right"| 200 tf
|align="right"| 968
+
|align="right"| 800 MW
|align="right"| 528
+
|align="right"| 75,000.00 ISK
 
|-
 
|-
|align="right"| 5
+
| Advanced Industry Facility
|align="right"| 8000
+
|align="right"| 500 tf
|align="right"| 1245
+
|align="right"| 700 MW
|align="right"| 655
+
|align="right"| 250,000.00 ISK
 
|-
 
|-
|align="right"| 6
+
| High-Tech Industry Facility
|align="right"| 16000
+
|align="right"| 1100 tf
|align="right"| 1542
+
|align="right"| 400 MW
|align="right"| 786
+
|align="right"| 525,000.00 ISK
 
|-
 
|-
|align="right"| 7
+
| Storage Facility
|align="right"| 32000
+
|align="right"| 500 tf
|align="right"| 1855
+
|align="right"| 700 MW
|align="right"| 921
+
|align="right"| 250,000.00 ISK
 
|-
 
|-
|align="right"| 8
+
| Launchpad
|align="right"| 64000
+
|align="right"| 3600 tf
|align="right"| 2185
+
|align="right"| 700 MW
|align="right"| 1059
+
|align="right"| 900,000.00 ISK
|-
 
|align="right"| 9
 
|align="right"| 128000
 
|align="right"| 2530
 
|align="right"| 1200
 
|-
 
|align="right"| 10
 
|align="right"| 256000
 
|align="right"| 2889
 
|align="right"| 1344
 
|-
 
 
 
 
|}
 
|}
  
The increase in capacity adds 50% over the previous level.
+
=== Extractor Control Units ===
  
Notice that as you upgrade the link to higher levels, the CPU usage scales faster than powergrid usage. (2010-04-29 upgrade costs no ISK, unclear whether it will stay that way.)  The CPU and PG penalty declines as the level goes higher. Looking at the CPU, level 1 adds a 162% increase in CPU usage over the previous level, but going from level 9 to 10 adds only 14% increase (though level 10 is 28.5 times greater than level 0 link cost).  Level 1 power grid adds a 128% increase, from level 9 to 10 adds 12% increase, and level 10 is 17.5 times the level 0 link cost.
+
[[File:Extractors2.jpg|left|frameless]][[File:Extractor.png|right|Extractor Window]]The Extractor Control Unit (ECU) is the main facility that handles the extraction of a specific planetary resource. You must set up a route for the resources to go to either storage or a basic processor.
  
However, in a high sec planet, you will be hard-pressed to use up the level 0 capacity of 250 m3 on most links, though depending on your layout, you might have to upgrade the occasional by 1-2 levels.
+
After selecting the ECU from the build tab, a large transparent circle will be visible around the icon while hovering over the planet. This is the area in which extractor heads can be placed and operated after placement of the ECU. By placing the ECU so that its area is surrounding several hot-spots the extractor heads can be placed on different hot-spots every time a program is installed, balancing the depletion of the resource between the hot-spots. You need to place the ECU and click "Submit" before you can program the ECU and the extractor heads (see next section on extractor heads).
  
== TODO: Process this ==
+
After installing an extraction program, simply click the output of your extractor under the Products tab, then click "Create Route" and select a destination. You have to have a link in place, but can build it in the same submit cycle - no need to commit any actions other than building the extractor itself before doing everything else. If you forget this step or want to continue with another action first (like creating a link) you can always return to the products tab by hitting the second button on the ECU window labeled "Products." It is recommended that you link to a building with storage capacity (such as a Storage Facility, Command Center, or Launchpad) before routing your products to a Basic Industry Facility for processing. This way you avoid the risk of losing materials by sending to a filled factory, as while an Industry Facility is processing it can only hold a backlog of one run's worth of component materials. Any additional materials sent to the facility will be automatically thrown out and lost.
  
''TODO: Come up with a nice template/approach on how to store this level of detail and integrate it into the rest of the page. Originally added to the [[Colony]] page
+
==== Extractor Heads ====
  
 +
[[File:PI extractor heads.png|right|200px|Extractor Heads]] Extraction of resources is done by extractor heads that are installable via the ECU window. The heads can be placed within the ECU's area and can be moved via drag and drop. The links between the heads and the ECUs do not add Powergrid or CPU but every head (up to a maximum of 10) needs an amount of Powergrid (550) and CPU (110).
  
'''Command Center'''
+
The main idea for extractor heads is to move them around to resource hot-spots for a greater extraction amount. After placing an ECU and submitting the changes, click the first button on the ECU's pop-up widow called "Survey for Deposits." You will be presented by a screen with 10 small circles on the left labeled "extractor head units," an "extraction area size" slider below that and 5 potential planetary products on the top right. Begin by selecting the desired product. The planet will display a "heat map" for the selected product according to your scan settings. Next, set the extraction area size slider to the duration you want to extract materials. Setting a very long program (up to 14 days) will make the heads extract over a very large area, but only extract once every few hours. Selecting a short program will allow you to mine with pinpoint accuracy and get resources several times per hour, but will require more active management. Click on the first circle to attach an extractor head to your ECU. Move the extractor head to the desired location (see extractor heads to the right).  When the extraction areas overlap, a penalty is displayed as a percentage in red in the ECU window. After adding the desired number of extractor heads (up to 10 per ECU), you can install the program and the ECU window will switch to the Products tab.
  
  
[Show info]
 
  
* The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
+
<br style="clear: both" />
  
[Upgrades]
+
=== Processors ===
  
[Types]
+
Processors, also known as factories, are used to convert one type of planetary resource or product into a different product. See [[Planetary Commodities]] for details on the various combinations you can use. A processor waiting for materials will have its "progress ring" slowly pulsing.
  
 +
For the first two tiers of Processors are especially useful by decreasing the volume of the involved materials. Turning raw resources (R0) into P1 goods will reduce the total volume to about 25% of the original, and to another 25% of that if worked to P2 goods. After that point the volume reduction becomes less substantial and it becomes impossible to find a single planet to run the whole process perfectly from start to finish without the export/import of material.<br style="clear: both" />
  
 +
==== Basic Industry Facility ====
  
'''Extractor'''
+
[[File:Bp2.jpg|left|frameless]][[File:BasicProcessor.png‎|right|Basic Processor Window]]A Basic Processor turns planetary resources into the first level of products. You have to select which "Schematic" to produce via the first icon (simply double clicking the structure works too) where a drop-down will reveal all the P1 products. For instance, the first item "Bacteria" will set the Processor to take Micro Organisms as input and create Bacteria as output.
  
 +
You must route a planetary resource to the Processor either directly from an Extractor or from storage. After selecting your schematic you'll be forwarded to the Products menu, where just like an Extractor you'll have to select the output, click "Create Route", and pick a destination for the product.
  
[Show info]
+
Be careful about routing your input directly from Extractors, as the Processor only has "storage" capacity for exactly one cycle, with anything else routed to the Processor being lost!<br style="clear: both" />
  
* Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.
 
  
[Upgrades]
+
==== Advanced Industry Facility ====
  
[Types]
+
[[File:Ap2.jpg|left|frameless]][[File:AdvancedProcessor.png‎|right|Advanced Processor Window]]Advanced Processors are just like Basic Processors, with the exception that they produce P2 and P3 goods, with each either two or even three input products.
  
 +
Again you have to select a schematic and then route input material to the Processor. P2 schematics take exactly two P1 products as input, while P3 schematics take either two or even three P2 products. The icon of the structure will change to show two or three "bars" wrapping the icon based on whatever it is producing, so you ''cannot'' tell Advanced and High Tech Processors apart from their icon, although it would be easy to get that impression.
  
 +
Advanced processors, like their Basic siblings, will store up to exactly one batch of input materials, so be careful about waste!
  
 +
P3 advanced factories will need '''two''' P2 advanced factories feeding it per required input product to keep it running at full efficiency.
 +
<br style="clear: both" />
  
'''Basic Industrial Facility'''
 
  
 +
==== High Tech Production Plant ====
  
[Show info]
+
[[File:Hp2.jpg|left|frameless]][[File:HiTechProcessor.png‎|right|High Tech Processor Window]]At this point you probably think you've spotted the pattern with Processors and you're just about right! The only real surprise out of this final tier of Processor, which makes tier 4 Products (P4) is that they can '''only''' be built on Barren or Temperate planets.
  
* Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
+
They take three input goods, either three P3 products or two P3 products and one P1 product. Each output P4 item is 100 m3 in volume.
  
[Upgrades]
+
You need two P3 factories per input product to keep P4 production running at full efficiency<br style="clear: both" />
  
[Types]
+
<br style="clear: both" />
  
 +
=== Storage Facilities ===
  
 +
[[File:Storage2.jpg|left|frameless]][[File:StorageFacilitiy.png‎|right|Storage Facility Window]]A Storage Facility is a relatively cheap way to make a buffer to hold resources or product prior to being converted or shipped to orbit. However, unless you really have substantial logistical needs on your planet, you might be better off relying on your Command Center or a Launchpad. Storage facilities originally held 5000 m3 (as in the picture) but that was increased to 12,000 m3 in the Crucible 1.1 patch making Storage Facilities more useful.
  
 +
Instead of routing straight from your Extractors to Processors (at a potential risk of waste) you can first route to Storage, then route from Storage to Processor. One issue is that you cannot use routes to transfer between a Storage Facility and a building that is not a Processor - so if you want to export a commodity, you'll want to route it straight to the Command Center or a Launchpad.
  
'''Advanced Industrial Facility'''
+
If you do end up needing to move something between Storage, you can use the "Expedited Transfer" option under the Storage icon on either Storage Facilities, Launchpads, or Command Centers. Simply move the goods you want to be part of the transfer to the center panel. While this option costs no ISK, it does have a cooldown!<br style="clear: both" />
 +
<br style="clear: both" />
  
 +
=== Launchpad ===
  
[Show info]
+
[[File:LP2.jpg|left|frameless]][[File:LaunchPad.png‎|right|Launchpad Window]]An alternative to using your Command Center as a launching point, Launchpads have more storage than Command Centers in which they can hold up to 10,000m<sup>3</sup> of resources and products and are less expensive for exporting goods to orbit.
  
* Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
+
Each planet has a corresponding Customs Office orbiting it that connects to '''all''' Launchpads on the planet, regardless of location and owner. The Customs Office essentially provides a private hangar for all users and is the only way to move material down to the planet surface (import). However, since the Customs Office is a single point that anyone can warp to, it offers tremendous ambush potential.  
  
[Upgrades]
+
Select "Access Customs Office" from anywhere you can select the Customs Office, or click the Rocket icon on your Launchpad controls directly (or just double-click the structure). This will work from anywhere in space in the same system as the planet, but you must be present in orbit to actually transfer items between your ship and the Customs Office.
  
[Types]
+
See [[Colony Management#Interplanetary_Logistics|Colony Management]] for more details on using the Customs Office.
  
 +
<br style="clear: both" />
  
 +
== Planetary Links ==
  
 +
[[File:PlanetaryLink.png‎|right|Launchpad Window]]Links are used to connect planetary buildings together so that you can route goods between them. You can {{button|CTRL}} -click a structure to automatically start placing a link starting from that location, then click a target. You can also build links from the main menu like all other structures, or even do so via the link menu on an existing structure. Like most other actions you have to hit "Submit" before the links are created, but you can start planning out routes before the links are created.
  
'''High Tech Production Plant'''
+
You do not need direct links between all your buildings - you can connect buildings to each other and route materials through them, up to a maximum of 6 hops. Do note that links have a capacity, and the more routes that pass through the same link, the more that capacity will be impacted. If your link design include any "bottleneck" links you may have to upgrade that link to a higher capacity.
  
 +
You can see current usage of link capacity as a percentage above the link while you are either hovering the mouse above the link or simply hover over a building to see all links involved in routes to / from that building.
  
[Show info]
+
In addition to the base rate to build a link (10 PG+15 CPU), it also costs 0.20 cpu and 0.15 power per kilometer. This means links can be more expensive on larger planets. A handy table is available to estimate your cost.
  
* Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
+
See [[Setting up a planetary colony]] for more details on how to plan and use your Links efficiently.
  
[Upgrades]
+
=== Link Cost By Distance ===
 +
[[File:PI_LinkPerKm.jpg|right]]
 +
{| class="wikitable"
 +
|+ Link Cost by Distance
 +
! Distance
 +
! CPU Required
 +
! Power Required
 +
|-
 +
|align="right"| 2.5 km
 +
|align="right"| 16 tf
 +
|align="right"| 11 MW
 +
|-
 +
|align="right"| 10 km
 +
|align="right"| 18 tf
 +
|align="right"| 12 MW
 +
|-
 +
|align="right"| 20 km
 +
|align="right"| 20 tf
 +
|align="right"| 14 MW
 +
|-
 +
|align="right"| 50 km
 +
|align="right"| 26 tf
 +
|align="right"| 18 MW
 +
|-
 +
|align="right"| 100 km
 +
|align="right"| 36 tf
 +
|align="right"| 26 MW
 +
|-
 +
|align="right"| 200 km
 +
|align="right"| 56 tf
 +
|align="right"| 41  MW
 +
|-
 +
|align="right"| 500 km
 +
|align="right"| 116 tf
 +
|align="right"| 86 MW
 +
|-
 +
|align="right"| 1000 km
 +
|align="right"| 215 tf
 +
|align="right"| 160 MW
 +
|-
 +
|align="right"| 2000 km
 +
|align="right"| 416 tf
 +
|align="right"| 311 MW
 +
|-
 +
|align="right"| 5000 km
 +
|align="right"| 1016 tf
 +
|align="right"| 761 MW
 +
|-
 +
|align="right"| 40000 km
 +
|align="right"| 8016 tf
 +
|align="right"| 6001 MW
 +
|-
 +
|}
  
[Types]
 
  
 +
=== Link Upgrade Costs ===
  
 +
Data on relative costs of upgrading the link capacity (uses a link that is 500km as a base):
  
 
+
{| class="wikitable"
'''Storage Facility'''
 
 
 
 
 
[Show info]
 
 
 
* Terrestrial storage units require a great amount of technology to be reliable and effective. The super structure is made from adaptive materials designed to withstand a wide range of extreme weather conditions, as temperate planets tend to experience more pronounced seasonal changes. Likewise, each module of the structure is designed to store different states of matter, further compounding preservation and containment concerns.
 
 
 
[Upgrades]
 
 
 
[Types]
 
 
 
 
 
 
 
 
 
'''Launchpad'''
 
 
 
 
 
[Show info]
 
 
 
* The terrestrial spaceport is able to send and receive payloads from orbit. Because of the relatively calm atmospheric conditions of most terrestrial planets, the primary focus of this facility is on interfacing effectively with adjacent facilities, allowing for passengers and commodities to be easily organized, scanned, and transported to the appropriate areas. The obvious importance of a centralized spaceport often leads to its becoming a focal point of local culture, including trade, entertainment, and even illegal activities.
 
 
 
[Upgrades]
 
 
 
[Types]
 
 
 
 
 
 
 
 
 
'''Link'''
 
 
 
 
 
[description]
 
 
 
[Upgrades]
 
 
 
{| border="1" cellpadding="1" cellspacing="1" align="center"
 
 
! Level
 
! Level
! Logistic Capacity
+
! Capacity
! CPU (tf)
+
! CPU Required
! Power (MW)
+
! Power Required
! Cost (isk)
 
 
|-  
 
|-  
|align="right"| 0  
+
|align="center"| 0
|align="right"| 250
+
|align="right"| 250 m<sup>3</sup>
|align="right"| 0.20/km
+
|align="right"| 116 tf
|align="right"| 0.15/km
+
|align="right"| 86 MW
|align="right"| 0
 
 
|-
 
|-
|align="right"| 1
+
|align="center"| 1
|align="right"| 375 (+ 50% of previous level)
+
|align="right"| 500 m<sup>3</sup>
|align="right"| 0.39/km?? (0.20 * 2.63??)
+
|align="right"| 280 tf
|align="right"| 0.34/km?? (0.15 * 2.28??)
+
|align="right"| 183 MW
|align="right"| 0
+
|-
 +
|align="center"| 2
 +
|align="right"| 1000 m<sup>3</sup>
 +
|align="right"| 481 tf
 +
|align="right"| 291 MW
 +
|-
 +
|align="center"| 3
 +
|align="right"| 2000 m<sup>3</sup>
 +
|align="right"| 713 tf
 +
|align="right"| 407 MW
 +
|-
 +
|align="center"| 4
 +
|align="right"| 4000 m<sup>3</sup>
 +
|align="right"| 968 tf
 +
|align="right"| 528 MW
 +
|-
 +
|align="center"| 5
 +
|align="right"| 8000 m<sup>3</sup>
 +
|align="right"| 1245 tf
 +
|align="right"| 655 MW
 +
|-
 +
|align="center"| 6
 +
|align="right"| 16000 m<sup>3</sup>
 +
|align="right"| 1542 tf
 +
|align="right"| 786 MW
 +
|-
 +
|align="center"| 7
 +
|align="right"| 32000 m<sup>3</sup>
 +
|align="right"| 1855 tf
 +
|align="right"| 921 MW
 +
|-
 +
|align="center"| 8
 +
|align="right"| 64000 m<sup>3</sup>
 +
|align="right"| 2185 tf
 +
|align="right"| 1059 MW
 +
|-
 +
|align="center"| 9
 +
|align="right"| 128000 m<sup>3</sup>
 +
|align="right"| 2530 tf
 +
|align="right"| 1200 MW
 +
|-
 +
|align="center"| 10
 +
|align="right"| 256000 m<sup>3</sup>
 +
|align="right"| 2889 tf
 +
|align="right"| 1344 MW
 
|-
 
|-
 
|}
 
|}
 +
 +
The increase in capacity adds 100% over the previous level.
 +
 +
Notice that as you upgrade the link to higher levels, the CPU usage scales faster than powergrid usage.  (2010-04-29 upgrade costs no ISK, unclear whether it will stay that way.)  The CPU and PG penalty declines as the level goes higher.  Looking at the CPU, level 1 adds a 162% increase in CPU usage over the previous level, but going from level 9 to 10 adds only 14% increase (though level 10 is 28.5 times greater than level 0 link cost).  Level 1 power grid adds a 128% increase, from level 9 to 10 adds 12% increase, and level 10 is 17.5 times the level 0 link cost.
 +
 +
However, in a high sec planet, you will be hard-pressed to use up the level 0 capacity of 250 m3 on most links, though depending on your layout, you might have to upgrade the occasional link by 1-2 levels.

Latest revision as of 01:53, 23 October 2022



Overview

All planetary structures are placed via Planet Mode, after you've placed a Command Center for the appropriate planet type and clicked "Submit." To deploy a Command Center you must have one in your cargo hold and be undocked in the desired system. You can build and manage any of the other structures while docked or in space from anywhere in the universe via the "Planets" tab of the Science and Industry window of your NeoCom.

Command Centers

CommandCenter2.jpg
Command Center Window

The Command Center is the first building to be deployed and provides the CPU and Powergrid for the colony. Oddly enough, there is actually no need to connect the Command Center to any of your other buildings, unless you want to take advantage of the storage or launch abilities, but a Launchpad has superior capabilities for both, albeit at the cost of more CPU and Powergrid.

To deploy the Command Center you need to be in space with it in your cargo hold and view the planet in planet mode. Under the build menu there will be a Command Center submenu which when clicked shows the Command Center type for the planet. Assuming you have that type of Command Center in your cargo hold, you can select and place it. Click "Submit" and you are the proud owner of a new colony.

You can use the rocket icon (or double click the structure) to launch commodites stored at the Command Center, up to its total capacity of 500m3. However, exporting costs 50% more from a Command Center than from a Launchpad, and unlike a Launchpad a Command Center cannot import commodities. To find your cargo once you launch it into orbit with the Command Center, go to your Journal and click on the Planetary Launches tab. Right-click on your container to warp to it and pick it up.

You can review the CPU and Powergrid use of your colony from the Command Center window. You can see the same display under the build menu, but only if you have any construction pending. In that case you'll also be able to see two bars indicating how much additional CPU and Powergrid will be consumed by the pending changes (the area past the vertical white lines), plus a numeric display of the same.

If the Command Center is decommissioned, all other buildings in the colony will be lost!

The Command Center has a volume of 1000 m3, and is upgraded in place on the planet. When first deployed, it has the profile of a Basic Command Center. Each level increments the power, CPU, and cost as listed below. You need a level of the Command Center Upgrades skill to use each Command Center upgrade beyond Basic.

Command Center Properties
Level Capacity CPU Provided Power Provided Upgrade Cost
0 500 m3 1,675 tf 6,000 MW N/A
1 500 m3 7,057 tf 9,000 MW 580,000 ISK
2 500 m3 12,136 tf 12,000 MW 930,000 ISK
3 500 m3 17,215 tf 15,000 MW 1,200,000 ISK
4 500 m3 21,315 tf 17,000 MW 1,500,000 ISK
5 500 m3 25,415 tf 19,000 MW 2,100,000 ISK


Planetary Structures

Structure Properties
Name CPU Required Power Required Cost
Extractor Control Unit 400 tf 2600 MW 45,000.00 ISK
Extractor Head 110 tf 550 MW 0.00 ISK
Basic Industry Facility 200 tf 800 MW 75,000.00 ISK
Advanced Industry Facility 500 tf 700 MW 250,000.00 ISK
High-Tech Industry Facility 1100 tf 400 MW 525,000.00 ISK
Storage Facility 500 tf 700 MW 250,000.00 ISK
Launchpad 3600 tf 700 MW 900,000.00 ISK

Extractor Control Units

Extractors2.jpg
Extractor Window

The Extractor Control Unit (ECU) is the main facility that handles the extraction of a specific planetary resource. You must set up a route for the resources to go to either storage or a basic processor.

After selecting the ECU from the build tab, a large transparent circle will be visible around the icon while hovering over the planet. This is the area in which extractor heads can be placed and operated after placement of the ECU. By placing the ECU so that its area is surrounding several hot-spots the extractor heads can be placed on different hot-spots every time a program is installed, balancing the depletion of the resource between the hot-spots. You need to place the ECU and click "Submit" before you can program the ECU and the extractor heads (see next section on extractor heads).

After installing an extraction program, simply click the output of your extractor under the Products tab, then click "Create Route" and select a destination. You have to have a link in place, but can build it in the same submit cycle - no need to commit any actions other than building the extractor itself before doing everything else. If you forget this step or want to continue with another action first (like creating a link) you can always return to the products tab by hitting the second button on the ECU window labeled "Products." It is recommended that you link to a building with storage capacity (such as a Storage Facility, Command Center, or Launchpad) before routing your products to a Basic Industry Facility for processing. This way you avoid the risk of losing materials by sending to a filled factory, as while an Industry Facility is processing it can only hold a backlog of one run's worth of component materials. Any additional materials sent to the facility will be automatically thrown out and lost.

Extractor Heads

Extractor Heads

Extraction of resources is done by extractor heads that are installable via the ECU window. The heads can be placed within the ECU's area and can be moved via drag and drop. The links between the heads and the ECUs do not add Powergrid or CPU but every head (up to a maximum of 10) needs an amount of Powergrid (550) and CPU (110).

The main idea for extractor heads is to move them around to resource hot-spots for a greater extraction amount. After placing an ECU and submitting the changes, click the first button on the ECU's pop-up widow called "Survey for Deposits." You will be presented by a screen with 10 small circles on the left labeled "extractor head units," an "extraction area size" slider below that and 5 potential planetary products on the top right. Begin by selecting the desired product. The planet will display a "heat map" for the selected product according to your scan settings. Next, set the extraction area size slider to the duration you want to extract materials. Setting a very long program (up to 14 days) will make the heads extract over a very large area, but only extract once every few hours. Selecting a short program will allow you to mine with pinpoint accuracy and get resources several times per hour, but will require more active management. Click on the first circle to attach an extractor head to your ECU. Move the extractor head to the desired location (see extractor heads to the right). When the extraction areas overlap, a penalty is displayed as a percentage in red in the ECU window. After adding the desired number of extractor heads (up to 10 per ECU), you can install the program and the ECU window will switch to the Products tab.



Processors

Processors, also known as factories, are used to convert one type of planetary resource or product into a different product. See Planetary Commodities for details on the various combinations you can use. A processor waiting for materials will have its "progress ring" slowly pulsing.

For the first two tiers of Processors are especially useful by decreasing the volume of the involved materials. Turning raw resources (R0) into P1 goods will reduce the total volume to about 25% of the original, and to another 25% of that if worked to P2 goods. After that point the volume reduction becomes less substantial and it becomes impossible to find a single planet to run the whole process perfectly from start to finish without the export/import of material.

Basic Industry Facility

Bp2.jpg
Basic Processor Window

A Basic Processor turns planetary resources into the first level of products. You have to select which "Schematic" to produce via the first icon (simply double clicking the structure works too) where a drop-down will reveal all the P1 products. For instance, the first item "Bacteria" will set the Processor to take Micro Organisms as input and create Bacteria as output.

You must route a planetary resource to the Processor either directly from an Extractor or from storage. After selecting your schematic you'll be forwarded to the Products menu, where just like an Extractor you'll have to select the output, click "Create Route", and pick a destination for the product.

Be careful about routing your input directly from Extractors, as the Processor only has "storage" capacity for exactly one cycle, with anything else routed to the Processor being lost!


Advanced Industry Facility

Ap2.jpg
Advanced Processor Window

Advanced Processors are just like Basic Processors, with the exception that they produce P2 and P3 goods, with each either two or even three input products.

Again you have to select a schematic and then route input material to the Processor. P2 schematics take exactly two P1 products as input, while P3 schematics take either two or even three P2 products. The icon of the structure will change to show two or three "bars" wrapping the icon based on whatever it is producing, so you cannot tell Advanced and High Tech Processors apart from their icon, although it would be easy to get that impression.

Advanced processors, like their Basic siblings, will store up to exactly one batch of input materials, so be careful about waste!

P3 advanced factories will need two P2 advanced factories feeding it per required input product to keep it running at full efficiency.


High Tech Production Plant

Hp2.jpg
High Tech Processor Window

At this point you probably think you've spotted the pattern with Processors and you're just about right! The only real surprise out of this final tier of Processor, which makes tier 4 Products (P4) is that they can only be built on Barren or Temperate planets.

They take three input goods, either three P3 products or two P3 products and one P1 product. Each output P4 item is 100 m3 in volume.

You need two P3 factories per input product to keep P4 production running at full efficiency


Storage Facilities

Storage2.jpg
Storage Facility Window

A Storage Facility is a relatively cheap way to make a buffer to hold resources or product prior to being converted or shipped to orbit. However, unless you really have substantial logistical needs on your planet, you might be better off relying on your Command Center or a Launchpad. Storage facilities originally held 5000 m3 (as in the picture) but that was increased to 12,000 m3 in the Crucible 1.1 patch making Storage Facilities more useful.

Instead of routing straight from your Extractors to Processors (at a potential risk of waste) you can first route to Storage, then route from Storage to Processor. One issue is that you cannot use routes to transfer between a Storage Facility and a building that is not a Processor - so if you want to export a commodity, you'll want to route it straight to the Command Center or a Launchpad.

If you do end up needing to move something between Storage, you can use the "Expedited Transfer" option under the Storage icon on either Storage Facilities, Launchpads, or Command Centers. Simply move the goods you want to be part of the transfer to the center panel. While this option costs no ISK, it does have a cooldown!

Launchpad

LP2.jpg
Launchpad Window

An alternative to using your Command Center as a launching point, Launchpads have more storage than Command Centers in which they can hold up to 10,000m3 of resources and products and are less expensive for exporting goods to orbit.

Each planet has a corresponding Customs Office orbiting it that connects to all Launchpads on the planet, regardless of location and owner. The Customs Office essentially provides a private hangar for all users and is the only way to move material down to the planet surface (import). However, since the Customs Office is a single point that anyone can warp to, it offers tremendous ambush potential.

Select "Access Customs Office" from anywhere you can select the Customs Office, or click the Rocket icon on your Launchpad controls directly (or just double-click the structure). This will work from anywhere in space in the same system as the planet, but you must be present in orbit to actually transfer items between your ship and the Customs Office.

See Colony Management for more details on using the Customs Office.


Planetary Links

Launchpad Window

Links are used to connect planetary buildings together so that you can route goods between them. You can CTRL -click a structure to automatically start placing a link starting from that location, then click a target. You can also build links from the main menu like all other structures, or even do so via the link menu on an existing structure. Like most other actions you have to hit "Submit" before the links are created, but you can start planning out routes before the links are created.

You do not need direct links between all your buildings - you can connect buildings to each other and route materials through them, up to a maximum of 6 hops. Do note that links have a capacity, and the more routes that pass through the same link, the more that capacity will be impacted. If your link design include any "bottleneck" links you may have to upgrade that link to a higher capacity.

You can see current usage of link capacity as a percentage above the link while you are either hovering the mouse above the link or simply hover over a building to see all links involved in routes to / from that building.

In addition to the base rate to build a link (10 PG+15 CPU), it also costs 0.20 cpu and 0.15 power per kilometer. This means links can be more expensive on larger planets. A handy table is available to estimate your cost.

See Setting up a planetary colony for more details on how to plan and use your Links efficiently.

Link Cost By Distance

PI LinkPerKm.jpg
Link Cost by Distance
Distance CPU Required Power Required
2.5 km 16 tf 11 MW
10 km 18 tf 12 MW
20 km 20 tf 14 MW
50 km 26 tf 18 MW
100 km 36 tf 26 MW
200 km 56 tf 41 MW
500 km 116 tf 86 MW
1000 km 215 tf 160 MW
2000 km 416 tf 311 MW
5000 km 1016 tf 761 MW
40000 km 8016 tf 6001 MW


Link Upgrade Costs

Data on relative costs of upgrading the link capacity (uses a link that is 500km as a base):

Level Capacity CPU Required Power Required
0 250 m3 116 tf 86 MW
1 500 m3 280 tf 183 MW
2 1000 m3 481 tf 291 MW
3 2000 m3 713 tf 407 MW
4 4000 m3 968 tf 528 MW
5 8000 m3 1245 tf 655 MW
6 16000 m3 1542 tf 786 MW
7 32000 m3 1855 tf 921 MW
8 64000 m3 2185 tf 1059 MW
9 128000 m3 2530 tf 1200 MW
10 256000 m3 2889 tf 1344 MW

The increase in capacity adds 100% over the previous level.

Notice that as you upgrade the link to higher levels, the CPU usage scales faster than powergrid usage. (2010-04-29 upgrade costs no ISK, unclear whether it will stay that way.) The CPU and PG penalty declines as the level goes higher. Looking at the CPU, level 1 adds a 162% increase in CPU usage over the previous level, but going from level 9 to 10 adds only 14% increase (though level 10 is 28.5 times greater than level 0 link cost). Level 1 power grid adds a 128% increase, from level 9 to 10 adds 12% increase, and level 10 is 17.5 times the level 0 link cost.

However, in a high sec planet, you will be hard-pressed to use up the level 0 capacity of 250 m3 on most links, though depending on your layout, you might have to upgrade the occasional link by 1-2 levels.