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{{Planetary Interaction links}}
{{PlanetaryIndustryNav}}


'''Planetary Interaction''' ('''PI''') allows pilots to create industrial colonies on most planets in the EVE universe. The goal is to produce goods from raw materials extracted from the planet. Planetary Interaction can produce a range of commodities which can be used in blueprints to create [[POS Structures]] and [[POS_Setup#Fuel_Blocks|Fuel Blocks]], Sovereignty structures, [[Messing_With_Your_Head#Better_living_through_chemistry:_Intro_to_booster_drugs|Boosters]], [[Overheating|Nanite Repair Paste]], and [[Production#T2_Production|T2 components]]. It was introduced in May 2010 with the Tyrannis expansion.
'''Planetary Industry''' ('''PI''') allows pilots to create industrial colonies on most planets in the EVE universe. The goal is to produce goods from raw materials extracted from the planet. Planetary Industry can produce a range of commodities which can be used in blueprints to create [[POS Structures]] and [[POS_Setup#Fuel_Blocks|Fuel Blocks]], Sovereignty structures, [[Messing_With_Your_Head#Better_living_through_chemistry:_Intro_to_booster_drugs|Boosters]], [[Overheating|Nanite Repair Paste]], and [[Production#T2_Production|T2 components]]. It was introduced in May 2010 with the Tyrannis expansion.


Planetary Interaction can be performed in all area of space (high-sec, low-sec, 0.0, W-Space) except for a small list of restricted systems (found here - add link).
Planetary Industry can be performed in all area of space (high-sec, low-sec, 0.0, W-Space) except for a small list of restricted systems (found here - add link).


==Introduction==
==Introduction==
To get started in Planetary Interaction, pilots need the following:
To get started in Planetary Industry, pilots need the following:
* A planet
* A planet
* A command center of the same type as the targeted planet
* A command center of the same type as the targeted planet
* A desired location on the planet for placing the command center
* A desired location on the planet for placing the command center


After the Command Center is placed on the planet, other planetary buildings can be constructed that allow for other activities to take place on the planet ranging from extracting resources to processing materials to make more advanced items.  Goods can be moved off planet via a Command Center or a Launchpad to a Customs Office and on planet via a Customs Office to a Launchpad.  Any interaction using a Customs Office results in the pilot having to pay taxes.  The goods generated from Planetary Interaction can be sold on the market (for a profit).  Colonies can be setup to require little attention or lots, depending on how often the pilot plays EVE.
After the Command Center is placed on the planet, other planetary buildings can be constructed that allow for other activities to take place on the planet ranging from extracting resources to processing materials to make more advanced items.  Goods can be moved off planet via a Command Center or a Launchpad to a Customs Office and on planet via a Customs Office to a Launchpad.  Any interaction using a Customs Office results in the pilot having to pay taxes.  The goods generated from Planetary Industry can be sold on the market (for a profit).  Colonies can be setup to require little attention or lots, depending on how often the pilot plays EVE.


As a pilot's skills in Planetary Interaction improve, more planets can be managed, more buildings can be placed on the planet, taxes for importing and exporting can be reduced (potentially).  At this time colonies on planets are invulnerable although pilots can compete for resources.  In the future that invulnerability may be removed (assuming integration with DUST 514 happens).
As a pilot's skills in Planetary Industry improve, more planets can be managed, more buildings can be placed on the planet, taxes for importing and exporting can be reduced (potentially).  At this time colonies on planets are invulnerable although pilots can compete for resources.  In the future that invulnerability may be removed (assuming integration with DUST 514 happens).


== Quick Start Videos ==
== Quick Start Videos ==
The following videos explain the basics of Planetary Interaction. For more details you should consult the [[Planetary Industry]] page. Unfortunately, videos cannot be downloaded or viewed in the in-game browser.
The following videos explain the basics of Planetary Industry. For more details you should consult the [[Setting up a planetary colony]] page. Unfortunately, videos cannot be downloaded or viewed in the in-game browser.


CCP made a very nice 4 part YouTube tutorial: [http://www.youtube.com/watch?v=EXvw9EtWPGw part1], [http://www.youtube.com/watch?v=tF0BxxzOJ2k part2], [http://www.youtube.com/watch?v=IolPQPEKbSw part3], [http://www.youtube.com/watch?v=gi7Xew9fgDk part4].
CCP made a very nice 4 part YouTube tutorial: [http://www.youtube.com/watch?v=EXvw9EtWPGw part1], [http://www.youtube.com/watch?v=tF0BxxzOJ2k part2], [http://www.youtube.com/watch?v=IolPQPEKbSw part3], [http://www.youtube.com/watch?v=gi7Xew9fgDk part4].
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''For more details, see [[Planetary Commodities]]''
''For more details, see [[Planetary Commodities]]''


The items involved in Planetary Interaction are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)
The items involved in Planetary Industry known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets)


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:
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:
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==Setting Up a New Colony==
==Setting Up a New Colony==
''For more details including a step-by-step pictorial guide of setting up a colony, see [[Planetary Industry]]''
''For more details including a step-by-step pictorial guide of setting up a colony, see [[Setting up a planetary colony]]''


=== Planet Scanning ===
=== Planet Scanning ===
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Consider which resources you're targeting and where they are, placing your CC at some ideal spot near them (that is, if you plan to use it to export products instead of a Launchpad. The CC doesn't actually need to be connected to anything for you to build other structures). 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.
Consider which resources you're targeting and where they are, placing your CC at some ideal spot near them (that is, if you plan to use it to export products instead of a Launchpad. The CC doesn't actually need to be connected to anything for you to build other structures). 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.


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 greyed 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).
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 greyed 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 Industry 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).


After your CC has been deployed and you have submitted changes, further build options will become available. There seems to be a bug whereby sometimes these new options remain greyed out and are not selectable after deploying your CC. If this happens, simply leave planetary interaction mode (click "exit") and then go back into it. Build options should now appear correctly allowing you to continue building your colony.
After your CC has been deployed and you have submitted changes, further build options will become available. There seems to be a bug whereby sometimes these new options remain greyed out and are not selectable after deploying your CC. If this happens, simply leave planetary industry mode (click "exit") and then go back into it. Build options should now appear correctly allowing you to continue building your colony.


You can upgrade your CC as needed once placed, up to your maximum [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] skill level.
You can upgrade your CC as needed once placed, up to your maximum [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] skill level.


=== Surveying with an Extractor Control Unit ===
=== Surveying with an Extractor Control Unit ===
[[File:Surveying.png|thumb|Surveying window]]
[[File:Surveying.jpg|thumb|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 the Extractor Control Unit in an area that can reach out to rich spots. After you've placed an Extractor Control Unit (ECU), you have to Survey, which is distinct from Scanning. Surveying shows the actual numeric amounts a single resource that can be extracted in a single spot under an Extractor Head. To perform a survey, simply select an Extractor and click the left-most button, highlighted in this screenshot.
Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get the Extractor Control Unit in an area that can reach out to rich spots. After you've placed an Extractor Control Unit (ECU), you have to Survey, which is distinct from Scanning. Surveying shows the actual numeric amounts a single resource that can be extracted in a single spot under an Extractor Head. To perform a survey, simply select an Extractor and click the left-most button, highlighted in this screenshot.
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Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes. But wait! Lastly make a route the same way from the Processor back to your CC (or other storage). Like the extractor if it isn't stored it is lost. Finally hit "Submit" again and congratulations, you now have a working colony!
Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes. But wait! Lastly make a route the same way from the Processor back to your CC (or other storage). Like the extractor if it isn't stored it is lost. Finally hit "Submit" again and congratulations, you now have a working colony!


For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!
For more information on Links and Routing see [[Setting up a planetary colony#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading!


=== Industry ===
=== Industry ===
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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, plus the initial one, 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.
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, plus the initial one, 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.


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 sectionFor more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]].
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 Industry. 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. 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 have to deal with two planets at least, launching your lower tier Products into orbit via a CC or Launchpad, then importing them via a Customs Office on another planet for further processing. You have to repeat this process multiple times for some P4s. It's likely that your extra efforts(i.e. transporting materials between planets) devoted into this process will make the more involved products more profitable. But this depends. You need carefully consider many factors, like the tax for every transportation, the market price for the components and the final product, the time consumed(Time is money, you should know) and so on. It's recommended that you do some calculation before you decide to produce any kind of products. There is some work done for you: [https://docs.google.com/spreadsheet/ccc?key=0Ar_YTOcXpvb9dGFIdHJlb0VmYXBORWRrcXFkeHNjcWc#gid=28 Planetary Production for Eve Online by Wyke Mossari] Check the 'Spread' part and you will see the margin for every commodities.
In short, to build one unit of a P4 item you have to deal with two planets at least, launching your lower tier Products into orbit via a CC or Launchpad, then importing them via a Customs Office on another planet for further processing. You have to repeat this process multiple times for some P4s. It's likely that your extra efforts(i.e. transporting materials between planets) devoted into this process will make the more involved products more profitable. But this depends. You need carefully consider many factors, like the tax for every transportation, the market price for the components and the final product, the time consumed(Time is money, you should know) and so on. It's recommended that you do some calculation before you decide to produce any kind of products. There is some work done for you: [https://docs.google.com/spreadsheet/ccc?key=0Ar_YTOcXpvb9dGFIdHJlb0VmYXBORWRrcXFkeHNjcWc#gid=28 Planetary Production for Eve Online by Wyke Mossari] Check the 'Spread' part and you will see the margin for every commodities.
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**A: You can deploy CCs and manage your colonies from a freighter, and you can transfer items to and from a Customs Office.  As of the Retribution Patch, you can pick up materials launched into orbit from the CC (because a Planetary Launch Container behaves like a jetcan). An industrial ship (such as the [[Epithal]]) may be a more appropriate ship for planetary transport tasks, as these ships are cheaper and faster than freighters.
**A: You can deploy CCs and manage your colonies from a freighter, and you can transfer items to and from a Customs Office.  As of the Retribution Patch, you can pick up materials launched into orbit from the CC (because a Planetary Launch Container behaves like a jetcan). An industrial ship (such as the [[Epithal]]) may be a more appropriate ship for planetary transport tasks, as these ships are cheaper and faster than freighters.


*Q: Is Planetary Interaction limited to system security status?
*Q: Is Planetary Industry limited to system security status?
**A: No. A few special systems are off-limits due to high traffic or storyline reasons, but all other systems are available, including systems in wormhole space and sovereign nullsec. (Prior to the Hyperion Patch, planets in sovereign null could only be colonized by the alliance holding sovereignty.)
**A: No. A few special systems are off-limits due to high traffic or storyline reasons, but all other systems are available, including systems in wormhole space and sovereign nullsec. (Prior to the Hyperion Patch, planets in sovereign null could only be colonized by the alliance holding sovereignty.)


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== Term list ==
== Term list ==


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 meanings 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 are listed in bold print.
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 Industry. Note that some terms defined here may have alternative meanings 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 are listed in bold print.


* '''Planet Mode''' - the view you enter to interact with a planet
* '''Planet Mode''' - the view you enter to interact with a planet
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Advanced Processors can also be used to produce P3 products from P1 and P2 commodities.  For these, the calculations become somewhat more complicated, because the taxes vary depending on whether the ingredients are P1 or P2.
Advanced Processors can also be used to produce P3 products from P1 and P2 commodities.  For these, the calculations become somewhat more complicated, because the taxes vary depending on whether the ingredients are P1 or P2.


== Planetary Interaction During War (Uni only!) ==
== Planetary Industry During War (Uni only!) ==


''There are things you can still do with planets while the Uni is at war:''
''There are things you can still do with planets while the Uni is at war:''
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* Fly to within (skill-based) light years to scan for deposits
* Fly to within (skill-based) light years to scan for deposits


Consider [[Creating a Planetary Interaction Alt]].
Consider [[Creating a Planetary Industry Alt]].


War targets love to watch for lone Unistas who are vulnerable and solo doing activities such as PI in space.  Take all precautions and don't risk an embarrassing industrial or other ship loss.  Make sure you conduct these activities when war targets are not active or at least active near where you are doing PI activities.  Use alts whenever possible.
War targets love to watch for lone Unistas who are vulnerable and solo doing activities such as PI in space.  Take all precautions and don't risk an embarrassing industrial or other ship loss.  Make sure you conduct these activities when war targets are not active or at least active near where you are doing PI activities.  Use alts whenever possible.
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== References ==
== References ==


#[[Creating a Planetary Interaction Alt]]
#[[Creating a Planetary Industry Alt]]
#Korai Iarok's Planetary Materials Diagrams [http://www.hst-soft.de/korai/Eve_PI_Diagrams_v1_4.pdf]
#Korai Iarok's Planetary Materials Diagrams [http://www.hst-soft.de/korai/Eve_PI_Diagrams_v1_4.pdf]
#Alysii's PI Scheme [http://alysii.com/eve/pi/]
#Alysii's PI Scheme [http://alysii.com/eve/pi/]
{{Reflist}}
{{Reflist}}