Difference between revisions of "Planetary Industry at the NSC"

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'''Planetary Industry''' ('''PI''') (previously called '''Planetary Interaction''', is a type of [[Industry]] that allows pilots to create industrial colonies on just about any planet in the EVE universe. The aim of this is producing 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]], [[POS_Setup#Fuel_Blocks|Fuel Blocks]], [[Sovereignty#Sovereignty_Structures|Sovereignty structures]], [[Medical boosters|Boosters]], [[Overheating|Nanite Repair Paste]], and [[Production#T2_Production|T2 components]].
{{NullSec Campus links}}
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Planetary Industry is a very simple way to generate (near) passive income in EVE with very little investment of both skills and ISK. There are a number of different ways to go about PI but in short, it is the process of setting up a combination of extractors and factories on a planet that will extract resources. Resources and their density are dependent on the type of planet.
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{{Community Group Navbar}}
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{{NullSec Community links}}
 
{{PlanetaryIndustryNav}}
 
{{PlanetaryIndustryNav}}
  
== Why you should do PI ==
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== Resource Availability: High-Sec versus non-High-Sec ==
 
{{main|Planetary Industry}}
 
{{main|Planetary Industry}}
Planetary Industry is a very simple way to generate passive income in EVE with very little investment of both skills and ISK. There are a number of different ways to go about PI but in short, it is the process of setting up a robotic factory on a planet that will extract different resources depending on the type of planet and then manufacturer something out of those which we can sell on the market. PI products are used in a variety of activities across EVE including T2 production, Fuel production, Citadel components and even that Nanite Paste (that you should be carrying) is produced through PI.
 
  
The number of resources available on a planet scales by two factors.
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The abundance of resources available on a planet depends on two factors.
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* The [[System Security]] will affect how abundant resources are on a planet. The lower the security, the higher the resources abundance.
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* The number of extractors operating on a planet will reduce the amount of resources available on a planet. If there is too many extractors, the regeneration of resources might end up being lower than the total amount extracted on the planet. There seems to be a lower ceiling of how many resources are available however, meaning a planet will never run out of resources.
  
* The Security Status of a System will affect how abundant resources are on a planet. The lower the Security Status, the more resources there are.
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The combination of these two factors can lead newer players to believe that PI just isn't worth the hassle. However, this holds only true for PI in High-Sec. As planets in High-Sec already have poor resource density to begin with due to the higher System Security, as well as a significantly higher number of actual players being set up to extract resources per planet, the profit available through PI in High-Sec is often very low. On top of that comes the 10% NPC [[Tax#Planetary import/export tax|tax]] for import/export that is specific to High-Sec and comes on top of the tax charged by the corporation owning the Customs Office of each planet. While this NPC tax can be lowered with the {{Sk|Customs Code Expertise}} skill, we do not recommend training this skill or setting up Planetary Industry in High-Sec except for learning purposes.  
* The number of factories operating on a planet will reduce the number of resources you have access to as the resources will be spread between everyone. The more people using that planet, the less it will make for you.
 
  
These two factors lead to the myth that PI just isn't worth the hassle. That myth comes from people who try to do PI in HiSec. In HiSec, you begin with planets that already have poor resources due to the high Security Status even before you have the unwashed masses sucking each planet dry for anything and everything, so the profit that you make is often really low. NullSec is different because the planets are rich in resources and the local traffic is very low, meaning we can easily turn a great profit for very little effort. Depending on the markets, very simple P0>P2 extraction planets can generate between 3-5M ISK a day. If you are running 5 planets, that is roughly 15-25M ISK or a fully fit T1 Cruiser, per day, for free.
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If you are considering Planetary Industry as a serious income source, we recommend considering setting up your PI in EVE University's Null-Sec staging area. The resources available on a wide variety of planets in the NPC Null-Sec staging area of EVE University are rich and the local traffic of hostiles is relatively low, meaning you can easily turn a great profit for very little effort. Depending on the markets, very simple P0>P2 extraction planets can generate between 3-5M ISK a day. If you are running 5 planets, that is roughly 15-25M ISK or a fully fit T1 Cruiser, per day.
  
With that in mind, why would anyone not want to do PI in NullSec if they are already living there? You should know that your return will depend on the markets, how often you micromanage your setup and how efficient your planets are. '''Your mileage will vary!'''
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With that in mind, your profits can be significantly higher or lower depending on the markets, which PI you chose to produce and how often you are willing to reset your extractors or micromanage your setup.
  
 
== Recommended Skills ==
 
== Recommended Skills ==
{{main|Creating a Planetary Industry Alt}}
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{{See also|Creating a Planetary Industry Alt}}
These are the recommended skills for successfully conducting PI at the NSC. You will only ''need'' the recommended skills, however the advanced skills are definitely worth the train in the long run. The recommended PI skills will allow you to build 5 P0>P2 planets in the NSC backpocket, while the advanced PI skills will allow for a 6th planet, and the required upgraded Command Center, that can be used for a P4 production planet. The recommended ship skills will allow you to fly the standard E-UNI WH/NullSec Epithal fit. The Epithal is the preferred PI industrial due to its unique planetary commodities cargo hold. The advanced ship skills will increase the survivability of the Epithal and the numer of PI materials that it can carry.
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These are the recommended skills for successfully conducting PI. You will only ''need'' the recommended skills, however the advanced skills are definitely worth the train in the long run. The recommended PI skills will allow you to build 5 P0>P2 planets in the PC9 backpocket, while the advanced PI skills will allow for a 6th planet, and the required upgraded Command Center, that can be used for a P4 production planet. The recommended ship skills will allow you to fly the standard E-UNI WH/Null-Sec Epithal fit. The Epithal is the preferred PI industrial due to its unique planetary commodities cargo hold. The advanced ship skills will increase the survivability of the Epithal and the amount of PI materials that it can carry.
{| class="wikitable" style="font-size:90%; text-align:center; padding:3px;"
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{| class="wikitable" style="font-size: 90%; text-align: center;"
! [[File:Icon_container_large.png|32px|link=]] Recommended PI Skills
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|- style="white-space: nowrap;"
! style="padding:5px;" nowrap |[[File:icon_ship.png|32px|link=]] Recommended Ship skills  
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! style="padding: 5px;" | [[File:Icon_container_large.png|32px|link=]] Recommended PI Skills
! [[File:Icon container large green.png|32px|link=]] Advanced PI Skills
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! style="padding: 5px;" | [[File:icon_ship.png|32px|link=]] Recommended Ship skills  
! style="padding:5px;" nowrap |[[File:icon_ship_dark.png|32px|link=]] Advanced Ship Skills  
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! style="padding: 5px;" | [[File:Icon container large green.png|32px|link=]] Advanced PI Skills
|- valign="top" style="background:#222222;"  
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! style="padding: 5px;" | [[File:icon_ship_dark.png|32px|link=]] Advanced Ship Skills  
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|- style="background: #222222;"  
 
| ~ 12 days and 22 hours
 
| ~ 12 days and 22 hours
 
| ~ 6 days and 1 hour
 
| ~ 6 days and 1 hour
 
| ~ 40 days and 8 hours
 
| ~ 40 days and 8 hours
 
| ~ 9 days and 14 hours
 
| ~ 9 days and 14 hours
|- valign="top"
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|- class="plainlist" style="vertical-align: top; white-space: nowrap;"
| style="padding:8px;" nowrap |
+
| style="padding: 8px;" |  
Remote Sensing III<br>
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* {{Sk|Remote Sensing|III}}
Planetology IV<br>
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* {{Sk|Planetology|IV}}
Advanced Planetology III<br>
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* {{Sk|Advanced Planetology|III}}
Command Center Upgrade IV<br>
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* {{Sk|Command Center Upgrades|IV}}
Interplanetary Consolidation IV
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* {{Sk|Interplanetary Consolidation|IV}}
| style="padding:8px;" nowrap |
+
| style="padding: 8px;" |  
Cloaking III<br>
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* {{Sk|Cloaking|III}}
Gallente Industrial I<br>
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* {{Sk|Gallente Hauler|I}}
Shield Upgrades IV<br>
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* {{Sk|Shield Upgrades|IV}}
Tactical Shield Manipulation IV<br>
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* {{Sk|Tactical Shield Manipulation|IV}}
| style="padding:8px;" nowrap |
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| style="padding: 8px;" |  
Command Center Upgrade V<br>
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* {{Sk|Command Center Upgrades|V}}
Interplanetary Consolidation V
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* {{Sk|Interplanetary Consolidation|V}}
| style="padding:8px;" nowrap |
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| style="padding: 8px;" |  
Acceleration Control III<br>
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* {{Sk|Acceleration Control|III}}
Evasive Maneuvering IV<br>
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* {{Sk|Evasive Maneuvering|IV}}
Gallente Industrial IV<br>
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* {{Sk|Gallente Hauler|IV}}
High Speed Maneuvering IIII<br>
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* {{Sk|High Speed Maneuvering|III}}
Navigation IV<br>
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* {{Sk|Navigation|IV}}
Spaceship Command IV
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* {{Sk|Spaceship Command|IV}}
|}<small><references/></small>
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|}
  
 
== The Epithal ==
 
== The Epithal ==
{{main|Epithal}}
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{|
{| style="padding:0px;"
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| style="vertical-align: top;" | <div style="border: 1px solid #525252; position: relative;">
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente|48}}</div>[[File:Epithal.jpg|128px|link=]]</div>
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<div style="position: absolute; top: 80px; left: 80px;">[[File:Logo_faction_gallente_federation.png|48px|link=]]</div>
| valign="middle" style="padding:4px;" | The Epithal is a specialist Gallente Industrial Ship, similar to the Miasmos, with unique cargo bays that can hold very large amounts of planetary commodities and command centers.
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[[File:Epithal.jpg|128px|link=]]</div>
  
{{icon|gallente2|28}} At Gallente Industrial IV, the Planetary Commodoties Hold can hold 63,000 m³.<br>
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| style="padding-left: 4px;" | The [[Epithal]] is a specialist Gallente Industrial Ship, similar to the [[Miasmos]], with unique cargo bays that can hold very large amounts of planetary commodities and command centers.
[[File:Cloak.png|28px]] It can use the MWD+Cloak trick to travel in relative saftey.<br>
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{{Plainlist|
[[File:Icon_warp_disruptor_i.png|28px]] It is fitted with an Interdiction Nullifier to escape [[Interdictors|bubbles]].<br>
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* [[File:Logo_faction_gallente_federation_clean.png|28px|link=]] At Gallente Industrial IV, the Planetary Commodities Hold can hold 63,000 m³.
{{icon|money|28}} Ship and Fittings cost approximately 17M ISK, you can make that back in two days with NullSec PI.
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* [[File:Cloak.png|28px]] It can use the [[cloak trick]] to travel in relative safety.
 +
* [[File:Icon_warp_disruptor_i.png|28px]] It is fitted with an Interdiction Nullifier to escape [[Interdictors|bubbles]].
 +
* [[File:icon_money.png|28px]] Ship and Fittings cost approximately 17M ISK, you can make that back in two days with Null-Sec PI. You will often find free Epithals in the [[EVE University Corporate Hangars|Main Hangars]] of EVE University (accessible for [[Sophomore]]). If you are not a Sophomore yet, simply ask another player to help you retrieve one from the hangars.
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}}
 
|}
 
|}
Fitted cheaply and with only basic skills needed to fly it, it makes for the perfect PI hauler in NullSec. Additionally, it has a 6000 m³ Command Center Hold, which is sufficient for hauling 6 command centers, making it the allround PI industrial.
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 +
Fitted cheaply and with only basic skills needed to fly it, it makes for the perfect PI hauler in Null-Sec. Additionally to a large cargo hold for PI material, it also has a 6000 m³ Command Center Hold, which is sufficient for hauling 6 command centers, making it the go-to PI hauler.
 
{{ShipFitting
 
{{ShipFitting
| ship=Epithal
+
| ship= Epithal
| shipTypeID=655
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| shipTypeID= 655
| fitName=NullSec PI Hauler
+
| fitName= NullSec PI Hauler
| fitID=Null-sec/WH-PI-Hauler
+
| fitID= Null-sec/WH-PI-Hauler
| low1name=Warp Core Stabilizer II
+
| low1name= Warp Core Stabilizer II
| low1typeID=11640
+
| low1typeID= 11640
| low2name=Inertial Stabilizers II
+
| low2name= Inertial Stabilizers II
| low2typeID=1405
+
| low2typeID= 1405
| low3name=Inertial Stabilizers II
+
| low3name= Inertial Stabilizers II
| low3typeID=1405
+
| low3typeID= 1405
| low4name=Inertial Stabilizers II
+
| low4name= Inertial Stabilizers II
| low4typeID=1405
+
| low4typeID= 1405
| mid1name=Multispectrum Shield Hardener II
+
| mid1name= Multispectrum Shield Hardener II
| mid1typeID=2281
+
| mid1typeID= 2281
| mid2name=EM Shield Hardener II
+
| mid2name= EM Shield Hardener II
| mid2typeID=2301
+
| mid2typeID= 2301
| mid3name=Medium Shield Extender II
+
| mid3name= Medium Shield Extender II
| mid3typeID=3831
+
| mid3typeID= 3831
| mid4name=50MN Y-T8 Compact Microwarpdrive
+
| mid4name= 50MN Y-T8 Compact Microwarpdrive
| mid4typeID=35659
+
| mid4typeID= 35659
| high1name=Improved Cloaking Device II
+
| high1name= Improved Cloaking Device II
| high1typeID=11577
+
| high1typeID= 11577
 
| high2name = Interdiction Nullifier I
 
| high2name = Interdiction Nullifier I
| high2typeID=58919
+
| high2typeID= 58919
| rig1name=Medium Ancillary Current Router I
+
| rig1name= Medium Ancillary Current Router I
| rig1typeID=31360
+
| rig1typeID= 31360
| rig2name=Medium Hyperspatial Velocity Optimizer I
+
| rig2name= Medium Hyperspatial Velocity Optimizer I
| rig2typeID=31161
+
| rig2typeID= 31161
| rig3name=Medium Core Defense Field Extender I
+
| rig3name= Medium Core Defense Field Extender I
| rig3typeID=31790
+
| rig3typeID= 31790
| charge1name=open
+
| charge1name= open
| charge2name=open
+
| charge2name= open
| charge3name=open
+
| charge3name= open
| charge4name=open
+
| charge4name= open
| charge5name=open
+
| charge5name= open
 
| skills=
 
| skills=
| showSKILLS=N
+
| showSKILLS= N
| notes='''Relevant information:'''</li>{{icon|warp speed|24|Warp speed}} 3.6 AU/s warp speed.<br>{{icon|inertia|24|Align time}} 7 sec align time<br>{{icon|hull|24|Effective hit points}} 8,487 effective hit points @ All 5.<br>{{icon|capacity|24|Cargo capacity}} 550+67,500 m3 cargo capacity @ All 5</li>
+
| notes='''Relevant information:'''</li>[[File:icon_warp_speed.png|24px|link=]] 3.6 AU/s warp speed.<br>[[File:Icon_inertia.png|24px|link=]] 7 sec align time<br>[[File:Icon_hull.png|24px|link=]] 8,487 effective hit points @ All 5.<br>[[File:Icon_capacity.png|24px|link=]] 550+67,500 m3 cargo capacity @ All 5</li>
| showNOTES=Y
+
| showNOTES= Y
| difficulty=0
+
| difficulty =0
| warsop=A
+
| warsop= A
| warsopReason=
+
| warsopReason=  
| version=YC118 1.0
+
| version= YC118 1.0
| showTOC=Y
+
| showTOC= Y
| shipDNA=655:2605;1:10998;3:2281;1:2301;1:3831;1:5973;1:11577;1:17938;1:31155;1:31360;1:31790;1:30013;8::
+
| shipDNA= 655:2605;1:10998;3:2281;1:2301;1:3831;1:5973;1:11577;1:17938;1:31155;1:31360;1:31790;1:30013;8::
| fleetup=
+
| fleetup=  
 
}}
 
}}
  
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Now that we have the required skills and an Epithal for moving our goods around, we need to choose what to produce with our PI planets. When it comes to what to produce, there is no single right or wrong answer. The markets and the demand for certain goods do change, however three broadbrush groups of PI commodities do turn a solid profit.
 
Now that we have the required skills and an Epithal for moving our goods around, we need to choose what to produce with our PI planets. When it comes to what to produce, there is no single right or wrong answer. The markets and the demand for certain goods do change, however three broadbrush groups of PI commodities do turn a solid profit.
 
{|
 
{|
| valign="top" | [[File:Gallente fuel block.png|56px]]
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| [[File:Gallente fuel block.png|56px]]
| valign="middle" | Coolant, Enriched Uranium, Mechanical Parts, Oxygen and Robotics are all used to produce Fuel Blocks and are therefore always in constant demand. This means they also sell well locally and there is no requirement to ship them to Jita. For those who want to go the extra mile, there is also an Ice Belt in AK-QBU which gives the remaining materials needed to produce Oxygen Fuel Blocks.
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| Coolant (P2), Enriched Uranium (P2), Mechanical Parts (P2), Oxygen (P1) and Robotics (P3) are all used to produce Fuel Blocks and are therefore always in constant demand. This means they also sell well locally and there is no requirement to ship them to Jita. For those who want to go the extra mile,  
 
|}
 
|}
 
{|
 
{|
| valign="top" | [[File:Silicate glass.png|56px]]
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| [[File:Silicate glass.png|56px]]
| valign="middle" | Microfiber Shielding, Polyaramids and Silicate Glass are all P2 products that cannot be manufactured on a single planet. They require P1 materials to be imported from a separate planet. As the majority of players want minimal involvement with PI once setup, these are generally under produced and therefore can bring excellent margins for players willing to put in the extra effort.
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| Microfiber Shielding (P2), Polyaramids (P2) and Silicate Glass (P2) are all P2 products that cannot be manufactured on a single planet. They require P1 materials need to be imported from separate planets. As the majority of players want minimal involvement with PI once set up, these are generally under-produced and therefore can bring excellent margins for players willing to put in the extra effort.
 
|}
 
|}
 
{|
 
{|
| valign="top" | [[File:Structure market network.png|56px]]
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| [[File:Structure market network.png|56px]]
| valign="middle" | All the P4 commodities are required for the production of Citadels and Engineering Complexes and therefore are always in demand and bring a solid return. They do require the use of a P2>P4 or a P1+P2>P4 factory planet to manufacture, which again requires more effort than the average capsuleer is willing to put into PI.  
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| All the P4 commodities are required for the production of a variety of high-end production such as [[Upwell_structures|Upwell Structures]], certain [[Implants]] sets, [[Capital ships]] and their modules and more. They are therefore always in high demand and provide a very solid return. They do require the use of a P2>P4 or a P1+P2>P4 factory planet to manufacture, which again requires more effort than the average capsuleer is willing to put into PI.  
 
|}
 
|}
To make the most money from PI, you should look at both the local market and the Jita market, then compare what items are selling fast with the items that are selling for more ISK. If you find something that is both quick selling and for a higher than the normal amount, that is the product to manufacture.
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To make the most ISK from PI, you should look at both the local market and the Jita market, then compare what items are selling fast with the items that are selling for more ISK. If you find something that is both quick selling and for a higher than the normal amount, that is the product to manufacture.
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If you want to support EVE University's [[Production Department]], keep an eye on EVE University's Discord channel: #buy-or-sell, where the Production Manager keeps an updated list of PI material in high demand by our Production Department.
  
 
== Where to Manufacture? ==
 
== Where to Manufacture? ==
[[File:Nsc pocket.png|thumb|180px|This maps shows how local systems link together to form the NSC Syndicate backpocket. The deeper into the pocket you go, the safer you will be. Safer does not mean safe, however.]]
 
{{important note box|It is recommended that you do not do Planetary Industry within PC9-AY. You are free to do so if you choose to, however be advised that large numbers of neutrals visit the system to poke the NSC into fighting. There is a higher certainty that you will die. Horribly.}}
 
  
{{main|Good Planets}}
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One of, if not the most dangerous places to be in Null-Sec, is on a Gate. Where possible, it is better to limit all your PI production to one system and ideally a system that also has an NPC Station or Upwell Structure blue to the Uni. The tables below show all the planets and systems within the PC9 pocket and also what PI commodities can be produced completely within each systemsue.
One of, if not the most dangerous places to be in NullSec, is on a Gate. Where possible, it is better to limit all your PI production to one system and ideally a system that also has a Station or a Citadel blue to the Uni. The tables below show all the planets and systems within the NSC backpocket and also what PI commodities can be produced completed within each system. One other factor to be aware of is the further into the pocket you go, the safer you should be due to the increased warning of Neutrals entering PC9-AY. Again, you are never safe in NullSec and should not get complacent. Neutrals do log off in the backpocket and there are often wormholes that bring visitors. Always pay attention to local and dock up/go safe if you see anyone not blue.
 
  
[https://drive.google.com/open?id=1W1dVQSgzs7L_TrtdAafeETH5m515qJWa Here] you can find a screenshot of the resource bars of every planet in the NSC
 
[https://drive.google.com/file/d/19uWP4oSyw5o-sBlL5BeYG9__yripk8jh/view?usp=sharing And here] you can find abundances for all the P0 materials in every planet in the NSC in percents
 
  
==== T22-QI ====
 
Note, as of 2021-05-31, this system's POCOs have between 1.5% and 3.5% tax rate.
 
* T22-QI IV - Moon 8 - Trust Partners Warehouse
 
* T22-QI V - Moon 14 - Intaki Syndicate Academy
 
* T22-QI VI - Moon 6 - Intaki Syndicate Academy
 
* T22-QI VI - Moon 9 - Intaki Space Police Testing Facility (NSC Industry hub)
 
* T22-QI VI - Moon 12 - Intaki Syndicate Academy
 
* T22-QI VI - Moon 13 - Trust Partners Warehouse
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! colspan="8" | T22-QI - Planets
 
|- valign="top" 
 
| [[File:PlasmaLarge.png]]
 
| [[File:BarrenLarge.png]]
 
| [[File:OceanicLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:BarrenLarge.png]]
 
| [[File:IceLarge.png]]
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
T22-QI I<br>Plasma<br>Radius 4480 Km
 
| style="padding:8px;" nowrap |
 
T22-QI II<br>Barren<br>Radius 3940 Km
 
| style="padding:8px;" nowrap |
 
T22-QI III<br>Oceanic<br>Radius 10050 Km
 
| style="padding:8px;" nowrap |
 
T22-QI IV<br>Gas<br>Radius 39140 Km
 
| style="padding:8px;" nowrap |
 
T22-QI V<br>Gas<br>Radius 34010 Km
 
| style="padding:8px;" nowrap |
 
T22-QI VI<br>Gas<br>Radius 65380 Km
 
| style="padding:8px;" nowrap |
 
T22-QI VII<br>Barren<br>Radius 5280 Km
 
| style="padding:8px;" nowrap |
 
T22-QI VIII<br>Ice<br>Radius 12100 Km
 
|}
 
  
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
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==== Taxes - Player Owned Custom Office (POCOs) ====  
! colspan="5" | T22-QI - Planetary Resources and Products
+
[[POCO]]s in Null-Sec are always controlled by a player corporation. Traditionally, POCOs change ownership relatively frequently.
|- valign="top" style="background:#222222;"
 
| [[File:Heavy metal.png|24px]] Resources - P0
 
| [[File:Electrolytes.png|24px]] Basic - P1
 
| [[File:Transmitter.png|24px]] Refined - P2
 
| [[File:Nuclear reactors.png|24px]] Specialized - P3
 
| [[File:Nano-factory.png|24px]] Advanced - P4
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
Aqueous Liquids<br>
 
Base Metals<br>
 
Carbon Compounds<br>
 
Complex Organisms<br>
 
Heavy Metals<br>
 
Ionic Solutions<br>
 
Micro Organisms<br>
 
Noble Gas<br>
 
Noble Metals<br>
 
Non-CS Crystals<br>
 
Planktic Colonies<br>
 
Reactive Gas<br>
 
Suspended Plasma
 
| style="padding:8px;" nowrap |
 
Bacteria<br>
 
Biofuels<br>
 
Biomass<br>
 
Chiral Structures<br>
 
Electrolytes<br>
 
Oxidizing Compound<br>
 
Oxygen<br>
 
Plasmoids<br>
 
Precious Metals<br>
 
Proteins<br>
 
Reactive Metals<br>
 
Toxic Metals<br>
 
Water
 
| style="padding:8px;" nowrap |
 
Biocells<br>
 
Construction Blocks<br>
 
Consumer Electronics<br>
 
Coolant<br>
 
Enriched Uranium<br>
 
Fertilizer<br>
 
Gen. Enhanced Livestock<br>
 
Livestock<br>
 
Mechanical Parts<br>
 
Nanites<br>
 
Oxides<br>
 
Rocket Fuel<br>
 
Super Conductors<br>
 
Supertensile Plastics<br>
 
Synthetic Oil<br>
 
Test Cultures<br>
 
Transmitter<br>
 
Viral Agent<br>
 
Water-Cooled CPU
 
| style="padding:8px;" nowrap |
 
Biotech Research Reports<br>
 
Condensates<br>
 
Cryoprotectant Solution<br>
 
Gel-Matrix Biopaste<br>
 
Guidance Systems<br>
 
Robotics<br>
 
Supercomputers<br>
 
Synthetic Synapses<br>
 
Transcranial Microcontrollers<br>
 
Ukomi Super Conductors<br>
 
Vaccines
 
| style="padding:8px;" nowrap |
 
Organic Mortar Applicators<br>
 
Recursive Computing Module<br>
 
Wetware Mainframe
 
|}
 
  
==== X-PYH5 ====
+
The [[Tax#Planetary import/export tax|tax]]
Note, as of 2021-05-18, this system's POCOs have a 1.5% tax rate.
 
  
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
+
While the current tax rate(s) might inform your decision where to set up your planets, be aware that they might change and thus should not be the sole decider on your PI setup in the PC9 pocket.
! colspan="6" | X-PYH5 - Planets
 
|- valign="top" 
 
| [[File:LavaLarge.png]]
 
| [[File:TemperateLarge.png]]
 
| [[File:BarrenLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:OceanicLarge.png]]
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
X-PYH5 I<br>Lava<br>Radius 2520 Km
 
| style="padding:8px;" nowrap |
 
X-PYH5 II<br>Temperate<br>Radius 4490 Km
 
| style="padding:8px;" nowrap |
 
X-PYH5 III<br>Barren<br>Radius 4760 Km
 
| style="padding:8px;" nowrap |
 
X-PYH5 IV<br>Gas<br>Radius 35390 Km
 
| style="padding:8px;" nowrap |
 
X-PYH5 V<br>Gas<br>Radius 24370 Km
 
| style="padding:8px;" nowrap |
 
X-PYH5 VI<br>Oceanic<br>Radius 4290 Km
 
|}
 
  
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
+
THIS AREA WILL NEED PLANETS SCANNED IN ORDER TO GIVE INFORMATION.
! colspan="5" | X-PYH5 - Planetary Resources and Products
 
|- valign="top" style="background:#222222;"
 
| [[File:Heavy metal.png|24px]] Resources - P0
 
| [[File:Electrolytes.png|24px]] Basic - P1
 
| [[File:Transmitter.png|24px]] Refined - P2
 
| [[File:Nuclear reactors.png|24px]] Specialized - P3
 
| [[File:Nano-factory.png|24px]] Advanced - P4
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
Aqueous Liquids<br>
 
Autotrophs<br>
 
Base Metals<br>
 
Carbon Compounds<br>
 
Complex Organisms<br>
 
Felsic Magma<br>
 
Heavy Metals<br>
 
Ionic Solutions<br>
 
Micro Organisms<br>
 
Noble Gas<br>
 
Noble Metals<br>
 
Non-CS Crystals<br>
 
Planktic Colonies<br>
 
Reactive Gas<br>
 
Suspended Plasma
 
| style="padding:8px;" nowrap |
 
Bacteria<br>
 
Biofuels<br>
 
Biomass<br>
 
Chiral Structures<br>
 
Electrolytes<br>
 
Industrial Fibers<br>
 
Oxidizing Compound<br>
 
Oxygen<br>
 
Plasmoids<br>
 
Precious Metals<br>
 
Proteins<br>
 
Reactive Metals<br>
 
Silicon<br>
 
Toxic Metals<br>
 
Water
 
| style="padding:8px;" nowrap |
 
Biocells<br>
 
Construction Blocks<br>
 
Consumer Electronics<br>
 
Coolant<br>
 
Enriched Uranium<br>
 
Fertilizer<br>
 
Gen. Enhanced Livestock<br>
 
Livestock<br>
 
Mechanical Parts<br>
 
Microfiber Shielding<br>
 
Miniature Electronics<br>
 
Nanites<br>
 
Oxides<br>
 
Polyaramids<br>
 
Polytextiles<br>
 
Rocket Fuel<br>
 
Silicate Glass<br>
 
Super Conductors<br>
 
Supertensile Plastics<br>
 
Synthetic Oil<br>
 
Test Cultures<br>
 
Transmitter<br>
 
Viral Agent<br>
 
Water-Cooled CPU
 
| style="padding:8px;" nowrap |
 
Biotech Research Reports<br>
 
Camera Drones<br>
 
Condensates<br>
 
Cryoprotectant Solution<br>
 
Data Chips<br>
 
Gel-Matrix Biopaste<br>
 
Guidance Systems<br>
 
Hazmat Detection Systems<br>
 
Hermetic Membranes<br>
 
High-Tech Transmitters<br>
 
Industrial Explosives<br>
 
Neocoms<br>
 
Nuclear Reactors<br>
 
Planetary Vehicles<br>
 
Robotics<br>
 
Smartfab Units<br>
 
Supercomputers<br>
 
Synthetic Synapses<br>
 
Transcranial Microcontrollers<br>
 
Ukomi Super Conductors<br>
 
Vaccines
 
| style="padding:8px;" nowrap |
 
Broadcast Node<br>
 
Integrity Response Drones<br>
 
Nano-Factory<br>
 
Organic Mortar Applicators<br>
 
Recursive Computing Module<br>
 
Self-Harmonizing Power Core<br>
 
Sterile Conduits<br>
 
Wetware Mainframe
 
|}
 
  
==== ZN0-SR ====
+
== How to Manufacture? ==
Note, as of 2019-05-31, this system's POCOs have a 5% tax rate.
+
{{main|Colony Management}}
* ZN0-SR III - Intaki Bank Depository
+
==== One Planet P0 > P2 - Commander Center Upgrades IV ====
* ZN0-SR V - Moon 7 - Intanki Bank Depository
+
===== Simple Manufacturing Setup =====
* ZN0-SR VI - Moon 4 - Intaki Space Police Assembly Plant
+
The most common setup used by players to generate passive PI income with minimal effort will be the production of P2 commodities on a single planet.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! colspan="8" | ZN0-SR - Planets
 
|- valign="top" 
 
| [[File:BarrenLarge.png]]
 
| [[File:BarrenLarge.png]]
 
| [[File:StormLarge.png]]
 
| [[File:TemperateLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:IceLarge.png]]
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
ZN0-SR I<br>Barren<br>Radius 2290 Km
 
| style="padding:8px;" nowrap |
 
ZN0-SR II<br>Barren<br>Radius 4650 Km
 
| style="padding:8px;" nowrap |
 
ZN0-SR III<br>Storm<br>Radius 7090 Km
 
| style="padding:8px;" nowrap |
 
ZN0-SR IV<br>Temperate<br>Radius 7990 Km
 
| style="padding:8px;" nowrap |
 
ZN0-SR V<br>Gas<br>Radius 22860 Km
 
| style="padding:8px;" nowrap |
 
ZN0-SR VI<br>Gas<br>Radius 27180 Km
 
| style="padding:8px;" nowrap |
 
ZN0-SR VII<br>Gas<br>Radius 23850 Km
 
| style="padding:8px;" nowrap |
 
ZN0-SR VIII<br>Ice<br>Radius 6740 Km
 
|}
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! colspan="5" | ZN0-SR - Planetary Resources and Products
 
|- valign="top" style="background:#222222;"
 
| style="padding:5px;" nowrap |[[File:Heavy metal.png|24px]] Resources - P0
 
| style="padding:5px;" nowrap |[[File:Electrolytes.png|24px]] Basic - P1
 
| style="padding:5px;" nowrap |[[File:Transmitter.png|24px]] Refined - P2
 
| style="padding:5px;" nowrap |[[File:Nuclear reactors.png|24px]] Specialized - P3
 
| style="padding:5px;" nowrap |[[File:Nano-factory.png|24px]] Advanced - P4
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
Aqueous Liquids<br>
 
Autotrophs<br>
 
Base Metals<br>
 
Carbon Compounds<br>
 
Complex Organisms<br>
 
Heavy Metals<br>
 
Ionic Solutions<br>
 
Micro Organisms<br>
 
Noble Gas<br>
 
Noble Metals<br>
 
Planktic Colonies<br>
 
Reactive Gas<br>
 
Suspended Plasma
 
| style="padding:8px;" nowrap |
 
Bacteria<br>
 
Biofuels<br>
 
Biomass<br>
 
Electrolytes<br>
 
Industrial Fibers<br>
 
Oxidizing Compound<br>
 
Oxygen<br>
 
Plasmoids<br>
 
Precious Metals<br>
 
Proteins<br>
 
Reactive Metals<br>
 
Toxic Metals<br>
 
Water
 
| style="padding:8px;" nowrap |
 
Biocells<br>
 
Construction Blocks<br>
 
Coolant<br>
 
Enriched Uranium<br>
 
Fertilizer<br>
 
Gen. Enhanced Livestock<br>
 
Livestock<br>
 
Mechanical Parts<br>
 
Nanites<br>
 
Oxides<br>
 
Polyaramids<br>
 
Polytextiles<br>
 
Rocket Fuel<br>
 
Super Conductors<br>
 
Supertensile Plastics<br>
 
Synthetic Oil<br>
 
Test Cultures<br>
 
Viral Agent<br>
 
Water-Cooled CPU
 
| style="padding:8px;" nowrap |
 
Biotech Research Reports<br>
 
Condensates<br>
 
Cryoprotectant Solution<br>
 
Gel-Matrix Biopaste<br>
 
Hermetic Membranes<br>
 
Industrial Explosives<br>
 
Synthetic Synapses<br>
 
Transcranial Microcontrollers<br>
 
Ukomi Super Conductors<br>
 
Vaccines
 
| style="padding:8px;" nowrap |
 
Nano-Factory<br>
 
|}
 
  
==== 5-DSFH ====
+
With {{co|coral|Command Centers IV}} trained, we will want to extract {{co|coral|12,000 Units of P0 per hour}} to keep our 4 Basic and 2 Advanced Industry Facilities running at all times to produce {{co|coral|240 units of P2 commodities}} in a 24hr period.
Note, as of 2019-03-19, this system's POCOs have a 0% tax rate.
 
  
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
+
Find following a basic step-by-step guide on how to setup a P0 > P2 planet for characters with the Command Centers IV skill.
! colspan="9" | 5-DSFH - Planets
+
* Use the scanner to highlight two high density areas of the two resources you want to extract on the planet. Use the scan slider until you find the white spots pf those two resources that are as close together as possible.
|- valign="top" 
 
| [[File:StormLarge.png]]
 
| [[File:BarrenLarge.png]]
 
| [[File:LavaLarge.png]]
 
| [[File:BarrenLarge.png]]
 
| [[File:TemperateLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:GasLarge.png]]
 
| [[File:IceLarge.png]]
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
5-DSFH I<br>Storm<br>Radius 3900 Km
 
| style="padding:8px;" nowrap |
 
5-DSFH II<br>Barren<br>Radius 6050 Km
 
| style="padding:8px;" nowrap |
 
5-DSFH III<br>Lava<br>Radius 4250 Km
 
| style="padding:8px;" nowrap |
 
5-DSFH IV<br>Barren<br>Radius 6590 Km
 
| style="padding:8px;" nowrap |
 
5-DSFH V<br>Temperate<br>Radius 4850 Km
 
| style="padding:8px;" nowrap |
 
5-DSFH VI<br>Gas<br>Radius 18960 Km
 
| style="padding:8px;" nowrap |
 
5-DSFH VII<br>Gas<br>Radius 22990 Km
 
| style="padding:8px;" nowrap |
 
5-DSFH VIII<br>Gas<br>Radius 47030 Km
 
| style="padding:8px;" nowrap |
 
5-DSFH IX<br>Ice<br>Radius 22110 Km
 
|}
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! colspan="5" | 5-DSFH - Planetary Resources and Products
 
|- valign="top" style="background:#222222;"
 
| [[File:Heavy metal.png|24px]] Resources - P0
 
| [[File:Electrolytes.png|24px]] Basic - P1
 
| [[File:Transmitter.png|24px]] Refined - P2
 
| [[File:Nuclear reactors.png|24px]] Specialized - P3
 
| [[File:Nano-factory.png|24px]] Advanced - P4
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
Aqueous Liquids<br>
 
Autotrophs<br>
 
Base Metals<br>
 
Carbon Compounds<br>
 
Complex Organisms<br>
 
Felsic Magma<br>
 
Heavy Metals<br>
 
Ionic Solutions<br>
 
Micro Organisms<br>
 
Noble Gas<br>
 
Noble Metals<br>
 
Non-CS Crystals<br>
 
Planktic Colonies<br>
 
Reactive Gas<br>
 
Suspended Plasma
 
| style="padding:8px;" nowrap |
 
Bacteria<br>
 
Biofuels<br>
 
Biomass<br>
 
Chiral Structures<br>
 
Electrolytes<br>
 
Industrial Fibers<br>
 
Oxidizing Compound<br>
 
Oxygen<br>
 
Plasmoids<br>
 
Precious Metals<br>
 
Proteins<br>
 
Reactive Metals<br>
 
Silicon<br>
 
Toxic Metals<br>
 
Water
 
| style="padding:8px;" nowrap |
 
Biocells<br>
 
Construction Blocks<br>
 
Consumer Electronics<br>
 
Coolant<br>
 
Enriched Uranium<br>
 
Fertilizer<br>
 
Gen. Enhanced Livestock<br>
 
Livestock<br>
 
Mechanical Parts<br>
 
Microfiber Shielding<br>
 
Miniature Electronics<br>
 
Nanites<br>
 
Oxides<br>
 
Polyaramids<br>
 
Polytextiles<br>
 
Rocket Fuel<br>
 
Silicate Glass<br>
 
Super Conductors<br>
 
Supertensile Plastics<br>
 
Synthetic Oil<br>
 
Test Cultures<br>
 
Transmitter<br>
 
Viral Agent<br>
 
Water-Cooled CPU
 
| style="padding:8px;" nowrap |
 
Biotech Research Reports<br>
 
Camera Drones<br>
 
Condensates<br>
 
Cryoprotectant Solution<br>
 
Data Chips<br>
 
Gel-Matrix Biopaste<br>
 
Guidance Systems<br>
 
Hazmat Detection Systems<br>
 
Hermetic Membranes<br>
 
High-Tech Transmitters<br>
 
Industrial Explosives<br>
 
Neocoms<br>
 
Nuclear Reactors<br>
 
Planetary Vehicles<br>
 
Robotics<br>
 
Smartfab Units<br>
 
Supercomputers<br>
 
Synthetic Synapses<br>
 
Transcranial Microcontrollers<br>
 
Ukomi Super Conductors<br>
 
Vaccines
 
| style="padding:8px;" nowrap |
 
Broadcast Node<br>
 
Integrity Response Drones<br>
 
Nano-Factory<br>
 
Organic Mortar Applicators<br>
 
Recursive Computing Module<br>
 
Self-Harmonizing Power Core<br>
 
Sterile Conduits<br>
 
Wetware Mainframe
 
|}
 
 
 
==== AK-QBU ====
 
Note, as of 2019-05-31, this system's POCOs have a 5% tax rate.
 
 
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! colspan="8" | AK-QBU - Planets
 
|- valign="top" 
 
| [[File:BarrenLarge.png]]
 
| [[File:LavaLarge.png]]
 
| [[File:BarrenLarge.png]]
 
| [[File:BarrenLarge.png]]
 
| [[File:StormLarge.png]]
 
| [[File:TemperateLarge.png]]
 
| [[File:PlasmaLarge.png]]
 
| [[File:BarrenLarge.png]]
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
AK-QBU I<br>Barren<br>Radius 2410 Km
 
| style="padding:8px;" nowrap |
 
AK-QBU II<br>Lava<br>Radius 3320 Km
 
| style="padding:8px;" nowrap |
 
AK-QBU III<br>Barren<br>Radius 3930 Km
 
| style="padding:8px;" nowrap |
 
AK-QBU IV<br>Barren<br>Radius 5640 Km
 
| style="padding:8px;" nowrap |
 
AK-QBU V<br>Storm<br>Radius 5440 Km
 
| style="padding:8px;" nowrap |
 
AK-QBU VI<br>Temperate<br>Radius 5430 Km
 
| style="padding:8px;" nowrap |
 
AK-QBU VII<br>Plasma<br>Radius 2810 Km
 
| style="padding:8px;" nowrap |
 
AK-QBU VIII<br>Barren<br>Radius 11140 Km
 
|}
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! colspan="5" | AK-QBU - Planetary Resources and Products
 
|- valign="top" style="background:#222222;"
 
| [[File:Heavy metal.png|24px]] Resources - P0
 
| [[File:Electrolytes.png|24px]] Basic - P1
 
| [[File:Transmitter.png|24px]] Refined - P2
 
| [[File:Nuclear reactors.png|24px]] Specialized - P3
 
| [[File:Nano-factory.png|24px]] Advanced - P4
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
Aqueous Liquids<br>
 
Autotrophs<br>
 
Base Metals<br>
 
Carbon Compounds<br>
 
Complex Organisms<br>
 
Felsic Magma<br>
 
Heavy Metals<br>
 
Ionic Solutions<br>
 
Micro Organisms<br>
 
Noble Gas<br>
 
Noble Metals<br>
 
Non-CS Crystals<br>
 
Suspended Plasma
 
| style="padding:8px;" nowrap |
 
Bacteria<br>
 
Biofuels<br>
 
Chiral Structures<br>
 
Electrolytes<br>
 
Industrial Fibers<br>
 
Oxygen<br>
 
Plasmoids<br>
 
Precious Metals<br>
 
Proteins<br>
 
Reactive Metals<br>
 
Silicon<br>
 
Toxic Metals<br>
 
Water
 
| style="padding:8px;" nowrap |
 
Biocells<br>
 
Construction Blocks<br>
 
Consumer Electronics<br>
 
Coolant<br>
 
Enriched Uranium<br>
 
Fertilizer<br>
 
Livestock<br>
 
Mechanical Parts<br>
 
Microfiber Shielding<br>
 
Miniature Electronics<br>
 
Nanites<br>
 
Polytextiles<br>
 
Rocket Fuel<br>
 
Super Conductors<br>
 
Synthetic Oil<br>
 
Test Cultures<br>
 
Transmitter<br>
 
Water-Cooled CPU
 
| style="padding:8px;" nowrap |
 
Biotech Research Reports<br>
 
Cryoprotectant Solution<br>
 
Guidance Systems<br>
 
Industrial Explosives<br>
 
Nuclear Reactors<br>
 
Robotics<br>
 
Smartfab Units<br>
 
Supercomputers<br>
 
Transcranial Microcontrollers<br>
 
Ukomi Super Conductors
 
| style="padding:8px;" nowrap |
 
Nano-Factory<br>
 
Wetware Mainframe
 
|}
 
 
 
== How to Manufacture ==
 
{{main|Colony Management}}
 
==== One Planet P0>P2 - Commander Center Upgrades IV ====
 
The most common setup used by people to make passive PI income with minimal effort will be the product of P2 commodities on a single planet, with Command Centers IV trained. At maximum efficiency, each planet will be able to produce 240 P2 commodities in a 24hr period.
 
 
 
* Use the scanner to highlight the two highest density areas of resources on the planet. Use the scan slider until you only have one white spot left. This will be the highest density resource spot.
 
 
[[File:Nsc pi 1.png|300px]][[File:Nsc pi 2.png|300px]]
 
[[File:Nsc pi 1.png|300px]][[File:Nsc pi 2.png|300px]]
* Drop the Command Center somewhere roughly between the two. It doesn't need to be exact, the only use the Command Center has in this setup is to center the camera when we open Planet Mode. When you are happy with its position, hit submit.
+
* Drop the Command Center (CC) somewhere close  to where you want to build your set-up and hit submit.
[[File:Nsc pi 3.png]]
+
While it doesn't matter where you place the CC, whenever you (accidentally) double click somewhere else than your structures, your camera will centre on the Command Center.
 
* Open up the Command Center, upgrade it to level IV and hit submit again.
 
* Open up the Command Center, upgrade it to level IV and hit submit again.
[[File:Nsc pi 4.png]]
+
* Start your setup by placing the Launchpad in the centre between the two high-density resource spots you previously identified.
* Place an Extractor Control Unit on the boundary of the first resource hotspot.
+
* Add two Basic Industry Facilities on both sides of the Launchpad.
[[File:Nsc pi 5.png]]
+
[[File:Pi-basic-1.png]]
* Do the same on the second resource hotspot.
+
* Add one Advanced Industry Facility on both sides of the Basic Industry Facilities.
[[File:Nsc pi 6.png]]
+
* Add one Storage Facility on both sides of the Advanced Industry Facility.
* Place a Launch Pad in the center between the two Extractor Control Units.
+
[[File:Pi-basic-2.png]]
[[File:Nsc pi 7.png]]
+
* Place an Extractor Control Unit at the end of each side.
* Place 2 Basic Industrial Facilities, 1 Advanced Industrial Facility and 1 Storage Facility, in that order, in a line towards the first Extractor Control Unit.
 
[[File:Nsc pi 8.png]]
 
* Do the same in the other direction, towards the second Extractor Control Unit. Once you are happy with the layout, hit submit.
 
[[File:Nsc pi 9.png]]
 
 
* Using Planetary Links, link each part of your factory together in one long line. There is no need to link the Commander Center.
 
* Using Planetary Links, link each part of your factory together in one long line. There is no need to link the Commander Center.
[[File:Nsc pi 11.png]]
+
[[File:Pi-basic-3.png]]
* Install the correct Schematics for the commodities that you wish to build in each Industrial Facility. Basic Industrial Facilities produce P1 while Advance Industrial Facilities produce P2.
+
* Install the correct Schematics for the commodities that you wish to build in each Industrial Facility.  
[[File:Nsc pi 10.png]]
+
* Basic Industrial Facilities produce P1 while Advance Industrial Facilities produce P2.
* Open up the Extractor Control Unit. What we need to achieve here is a {{co|coral|program output higher than 12,000 Units per hour to achieve maximum efficiency}}. You longer that you set the Extraction Area Size (This is the amount of time that the planet will run for) the less the per hour output will be. The more Extractor Head Units that you use, the higher the per hour output will be. Do this for both Extractor Control Units, making sure you are extracting the required P0 resource. Play around here, see what works, but generally 4 Extractor Heads and a 1 day Extraction Area Size should be more than enough to achieve maximum efficiency in NullSec. Always try to aim for as much as you can per hour though, as this will leave a surplus supply of P0 resources in your Storage Facilities that will allow the planet to continue to produce P2 if you are a couple of hours late to reset it, or just forget entirely.
+
* Whenever you install a Schematic, you will be prompted to route the output of the Facility. All Facility outputs (Basic & Advanced) go to the Launchpad in the centre of your setup. Simply double-click the Launchpad after installing the Schematic.
[[File:Nsc pi 12.png]]
+
* Hit Submit to complete your production setup.
* Now is the tricky bit. We need to create routes to ensure that our products flow correctly between the various Industry Facilities and up as P2 commodities in our Launchpad. Unfortunately, this cannot be shown with images.
+
[[File:Pi-basic-4.png]]
** Route each P0 resource from the Extractor Control Unit to the closest Storage Facility
+
 
** Route each P0 from the Storage Facilities to the two Basic Industrial Facility that requires that product (You should have already installed the correct Schematics for the Basic Industrial Facilities earlier)
+
===== Extraction =====
** Route the output P1 material from all Basic Industrial Facilities to the Launchpad
+
* Once you have your production setup (including links) completed, it's time to install the extractor heads to start extracting P0 material.
** Route one of each type of P1 material in the Launchpad (You will see four listed if done right, two of each P1) to both Advanced Industrial Facilities
+
* Open up the Extractor Control Unit and start placing Extractor Heads around the most dense areas of the respective P0 resource you are extracting.
** Route the P2 output from both Advanced Industrial Facilities back to the launch pad
+
* We want to extract {{co|coral|at than 12,000 Units per hour}} to keep our Basic and Advanced Industry Facilities running at all times. The longer your extraction cycles, the lower your per hour output will be. The more Extractor Head Units you use, the higher the per hour output will be.  
{|
+
* Do this for both Extractor Control Units, making sure you are extracting the required P0 resource. Play around here, see what works, but generally 4 Extractor Heads and a 1 day extraction cycle should be more than enough to achieve maximum efficiency in the PC9 pocket.  
| valign="top" | [[File:Nsc pi 14.png]]
+
* Always try to aim for as much extract per hour as you can, as this will leave a surplus supply of P0 resources in your Storage Facilities that will allow the (Basic and Advanced) industry facilities to continue to produce P1/P2 in case you are a couple of hours late to reset the Extractors.
| valign="top" | [[File:Nsc pi 13.png]]
+
[[File:Pi-basic-5.png]]
|}
+
* Now comes the slightly more complex part of the build. We need to create routes to ensure that our products flow correctly between the various Industry Facilities. <br>
* Hit submit one last time to turn the whole process on. If you wait a few hours, you can check your Launchpad to see if there is a nice pile of P2 commodities there. If you did, the Planet is set up correctly. The only interaction that you need to have with the whole setup is to re-start the Extractor Control Units to ensure that you maintain that magic number of 12,000 Units per Day.
+
 
 +
# Route each P0 resource from the Extractor Control Unit to the closest Storage Facility. Click on ''Products'', double-click on the extracted P0, followed by a double-click on the Storage facility.
 +
# Route each P0 from the Storage Facilities to the two Basic Industrial Facility that requires that product (the two closest ones in the line). If done correctly, the Basic Industrial Facilities should turn (visually) from red to orange.
 +
# Route the output P1 material from all Basic Industrial Facilities to the Launchpad. (Already done if you installed schematics correctly as described above)
 +
# Route one of each type of P1 material in the Launchpad (You will see four listed if done right, two of each P1) to both Advanced Industrial Facilities respectively.
 +
# Route the P2 output from both Advanced Industrial Facilities back to the Launchpad. (Already done if you installed schematics correctly as described above)
 +
[[File:Pi-basic-6.png]]
 +
* Hit submit one last time to turn the whole process on. If you wait a few hours, you can check your Launchpad to see if there is a nice pile of P2 commodities there. If you did, the Planet is set up correctly.  
 +
* The only interaction with your planet from here on out is to re-start the Extractor Control Units and occasionally reposition the extractor heads to ensure that you maintain that magic number of 12,000 Units per Day.
  
 
==== One Planet P0>P2 - Commander Center Upgrades V ====
 
==== One Planet P0>P2 - Commander Center Upgrades V ====
We will assume that, after setting up the above 5 times, that by the time someone has trained Commander Center Upgrades V that they have a solid understanding of how the process works.
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Command Center Upgrades V allows us to add 2 additional Basic Industry Facilities and one additional Advanced Industrial Facility. This will increase the productivity of the Planet by 50%. To achieve maximum efficiency, the {{co|coral|Extractor Control Units will need to be running at 18,000 Units per Hour}} to keep up with the increased demand, you might need to drop to 3 Extractor Heads on one of your extractors to have enough space to fit the Advanced Industrial Facility. This might be difficult to achieve even with daily resets, depending on the resource density and size of planets. If you are using less frequent resets, it is probably best to simply add more extractor heads and stick with the previously described set-up of 4 basic and 2 advances facilities.<br>
Command Center Upgrades V allows us to add 2 additional Basic Industry Facilities and one additional Advanced Industrial Facility. This will increase the productivity of the Planet by 33%. To achieve maximum efficiency, the {{co|coral|Extractor Control Units will need to be running at 18,000 Units per Hour}} to keep up with the increased demand. You will likely need to drop to 3 Extractor Heads on one resource to have enough space to fit the Advanced Industrial Facility. With some repositioning of the Extractor Control Units closer to the main site, you can free up some fitting space by reducing the lengths of the links between the Extractor Control Units and the Storage Facility, which should allow you to place that fourths Extractor Head back out. It takes a little effort to get the positing right and can be fiddly, but at an increase of 33% it is worth it to get right.
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* Place the two additional Basic Industrial Facility first, then the Advanced Industrial Facility so that the P0 resources do not run into the transit limit between structures.
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[[File:Pi-basic-7.png]]
[[File:Nsc pi 15.png]]
 
  
 
[[Category:NSC]]
 
[[Category:NSC]]
 
[[Category:Planetary Industry]]
 
[[Category:Planetary Industry]]
 
[[Category:Guides]]
 
[[Category:Guides]]
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[[Category:Fittings]]

Revision as of 03:52, 21 November 2024

Planetary Industry (PI) (previously called Planetary Interaction, is a type of Industry that allows pilots to create industrial colonies on just about any planet in the EVE universe. The aim of this is producing 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, Fuel Blocks, Sovereignty structures, Boosters, Nanite Repair Paste, and T2 components.

Planetary Industry is a very simple way to generate (near) passive income in EVE with very little investment of both skills and ISK. There are a number of different ways to go about PI but in short, it is the process of setting up a combination of extractors and factories on a planet that will extract resources. Resources and their density are dependent on the type of planet.





Resource Availability: High-Sec versus non-High-Sec

Main article: Planetary Industry

The abundance of resources available on a planet depends on two factors.

  • The System Security will affect how abundant resources are on a planet. The lower the security, the higher the resources abundance.
  • The number of extractors operating on a planet will reduce the amount of resources available on a planet. If there is too many extractors, the regeneration of resources might end up being lower than the total amount extracted on the planet. There seems to be a lower ceiling of how many resources are available however, meaning a planet will never run out of resources.

The combination of these two factors can lead newer players to believe that PI just isn't worth the hassle. However, this holds only true for PI in High-Sec. As planets in High-Sec already have poor resource density to begin with due to the higher System Security, as well as a significantly higher number of actual players being set up to extract resources per planet, the profit available through PI in High-Sec is often very low. On top of that comes the 10% NPC tax for import/export that is specific to High-Sec and comes on top of the tax charged by the corporation owning the Customs Office of each planet. While this NPC tax can be lowered with the Customs Code Expertise skill, we do not recommend training this skill or setting up Planetary Industry in High-Sec except for learning purposes.

If you are considering Planetary Industry as a serious income source, we recommend considering setting up your PI in EVE University's Null-Sec staging area. The resources available on a wide variety of planets in the NPC Null-Sec staging area of EVE University are rich and the local traffic of hostiles is relatively low, meaning you can easily turn a great profit for very little effort. Depending on the markets, very simple P0>P2 extraction planets can generate between 3-5M ISK a day. If you are running 5 planets, that is roughly 15-25M ISK or a fully fit T1 Cruiser, per day.

With that in mind, your profits can be significantly higher or lower depending on the markets, which PI you chose to produce and how often you are willing to reset your extractors or micromanage your setup.

Recommended Skills

See also: Creating a Planetary Industry Alt

These are the recommended skills for successfully conducting PI. You will only need the recommended skills, however the advanced skills are definitely worth the train in the long run. The recommended PI skills will allow you to build 5 P0>P2 planets in the PC9 backpocket, while the advanced PI skills will allow for a 6th planet, and the required upgraded Command Center, that can be used for a P4 production planet. The recommended ship skills will allow you to fly the standard E-UNI WH/Null-Sec Epithal fit. The Epithal is the preferred PI industrial due to its unique planetary commodities cargo hold. The advanced ship skills will increase the survivability of the Epithal and the amount of PI materials that it can carry.

Icon container large.png Recommended PI Skills Icon ship.png Recommended Ship skills Icon container large green.png Advanced PI Skills Icon ship dark.png Advanced Ship Skills
~ 12 days and 22 hours ~ 6 days and 1 hour ~ 40 days and 8 hours ~ 9 days and 14 hours

The Epithal

Logo faction gallente federation.png
Epithal.jpg
The Epithal is a specialist Gallente Industrial Ship, similar to the Miasmos, with unique cargo bays that can hold very large amounts of planetary commodities and command centers.
  • Logo faction gallente federation clean.png At Gallente Industrial IV, the Planetary Commodities Hold can hold 63,000 m³.
  • Cloak.png It can use the cloak trick to travel in relative safety.
  • Icon warp disruptor i.png It is fitted with an Interdiction Nullifier to escape bubbles.
  • Icon money.png Ship and Fittings cost approximately 17M ISK, you can make that back in two days with Null-Sec PI. You will often find free Epithals in the Main Hangars of EVE University (accessible for Sophomore). If you are not a Sophomore yet, simply ask another player to help you retrieve one from the hangars.

Fitted cheaply and with only basic skills needed to fly it, it makes for the perfect PI hauler in Null-Sec. Additionally to a large cargo hold for PI material, it also has a 6000 m³ Command Center Hold, which is sufficient for hauling 6 command centers, making it the go-to PI hauler.

NullSec PI Hauler
Epithal: NullSec PI Hauler
EFT
[Epithal, NullSec PI Hauler]
Improved Cloaking Device II
Interdiction Nullifier I

Multispectrum Shield Hardener II
EM Shield Hardener II
Medium Shield Extender II
50MN Y-T8 Compact Microwarpdrive

Warp Core Stabilizer II
Inertial Stabilizers II
Inertial Stabilizers II
Inertial Stabilizers II

Medium Ancillary Current Router I
Medium Hyperspatial Velocity Optimizer I
Medium Core Defense Field Extender I



Fitting template high slot label.png
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icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Relevant information:
  • Icon warp speed.png 3.6 AU/s warp speed.
    Icon inertia.png 7 sec align time
    Icon hull.png 8,487 effective hit points @ All 5.
    Icon capacity.png 550+67,500 m3 cargo capacity @ All 5


What to Manufacture?

Main article: Planetary Commodities

Now that we have the required skills and an Epithal for moving our goods around, we need to choose what to produce with our PI planets. When it comes to what to produce, there is no single right or wrong answer. The markets and the demand for certain goods do change, however three broadbrush groups of PI commodities do turn a solid profit.

Gallente fuel block.png Coolant (P2), Enriched Uranium (P2), Mechanical Parts (P2), Oxygen (P1) and Robotics (P3) are all used to produce Fuel Blocks and are therefore always in constant demand. This means they also sell well locally and there is no requirement to ship them to Jita. For those who want to go the extra mile,
Silicate glass.png Microfiber Shielding (P2), Polyaramids (P2) and Silicate Glass (P2) are all P2 products that cannot be manufactured on a single planet. They require P1 materials need to be imported from separate planets. As the majority of players want minimal involvement with PI once set up, these are generally under-produced and therefore can bring excellent margins for players willing to put in the extra effort.
Structure market network.png All the P4 commodities are required for the production of a variety of high-end production such as Upwell Structures, certain Implants sets, Capital ships and their modules and more. They are therefore always in high demand and provide a very solid return. They do require the use of a P2>P4 or a P1+P2>P4 factory planet to manufacture, which again requires more effort than the average capsuleer is willing to put into PI.

To make the most ISK from PI, you should look at both the local market and the Jita market, then compare what items are selling fast with the items that are selling for more ISK. If you find something that is both quick selling and for a higher than the normal amount, that is the product to manufacture. If you want to support EVE University's Production Department, keep an eye on EVE University's Discord channel: #buy-or-sell, where the Production Manager keeps an updated list of PI material in high demand by our Production Department.

Where to Manufacture?

One of, if not the most dangerous places to be in Null-Sec, is on a Gate. Where possible, it is better to limit all your PI production to one system and ideally a system that also has an NPC Station or Upwell Structure blue to the Uni. The tables below show all the planets and systems within the PC9 pocket and also what PI commodities can be produced completely within each systemsue.


Taxes - Player Owned Custom Office (POCOs)

POCOs in Null-Sec are always controlled by a player corporation. Traditionally, POCOs change ownership relatively frequently.

The tax

While the current tax rate(s) might inform your decision where to set up your planets, be aware that they might change and thus should not be the sole decider on your PI setup in the PC9 pocket.

THIS AREA WILL NEED PLANETS SCANNED IN ORDER TO GIVE INFORMATION.

How to Manufacture?

Main article: Colony Management

One Planet P0 > P2 - Commander Center Upgrades IV

Simple Manufacturing Setup

The most common setup used by players to generate passive PI income with minimal effort will be the production of P2 commodities on a single planet.

With Command Centers IV trained, we will want to extract 12,000 Units of P0 per hour to keep our 4 Basic and 2 Advanced Industry Facilities running at all times to produce 240 units of P2 commodities in a 24hr period.

Find following a basic step-by-step guide on how to setup a P0 > P2 planet for characters with the Command Centers IV skill.

  • Use the scanner to highlight two high density areas of the two resources you want to extract on the planet. Use the scan slider until you find the white spots pf those two resources that are as close together as possible.

Nsc pi 1.pngNsc pi 2.png

  • Drop the Command Center (CC) somewhere close to where you want to build your set-up and hit submit.

While it doesn't matter where you place the CC, whenever you (accidentally) double click somewhere else than your structures, your camera will centre on the Command Center.

  • Open up the Command Center, upgrade it to level IV and hit submit again.
  • Start your setup by placing the Launchpad in the centre between the two high-density resource spots you previously identified.
  • Add two Basic Industry Facilities on both sides of the Launchpad.

Pi-basic-1.png

  • Add one Advanced Industry Facility on both sides of the Basic Industry Facilities.
  • Add one Storage Facility on both sides of the Advanced Industry Facility.

Pi-basic-2.png

  • Place an Extractor Control Unit at the end of each side.
  • Using Planetary Links, link each part of your factory together in one long line. There is no need to link the Commander Center.

Pi-basic-3.png

  • Install the correct Schematics for the commodities that you wish to build in each Industrial Facility.
  • Basic Industrial Facilities produce P1 while Advance Industrial Facilities produce P2.
  • Whenever you install a Schematic, you will be prompted to route the output of the Facility. All Facility outputs (Basic & Advanced) go to the Launchpad in the centre of your setup. Simply double-click the Launchpad after installing the Schematic.
  • Hit Submit to complete your production setup.

Pi-basic-4.png

Extraction
  • Once you have your production setup (including links) completed, it's time to install the extractor heads to start extracting P0 material.
  • Open up the Extractor Control Unit and start placing Extractor Heads around the most dense areas of the respective P0 resource you are extracting.
  • We want to extract at than 12,000 Units per hour to keep our Basic and Advanced Industry Facilities running at all times. The longer your extraction cycles, the lower your per hour output will be. The more Extractor Head Units you use, the higher the per hour output will be.
  • Do this for both Extractor Control Units, making sure you are extracting the required P0 resource. Play around here, see what works, but generally 4 Extractor Heads and a 1 day extraction cycle should be more than enough to achieve maximum efficiency in the PC9 pocket.
  • Always try to aim for as much extract per hour as you can, as this will leave a surplus supply of P0 resources in your Storage Facilities that will allow the (Basic and Advanced) industry facilities to continue to produce P1/P2 in case you are a couple of hours late to reset the Extractors.

Pi-basic-5.png

  • Now comes the slightly more complex part of the build. We need to create routes to ensure that our products flow correctly between the various Industry Facilities.
  1. Route each P0 resource from the Extractor Control Unit to the closest Storage Facility. Click on Products, double-click on the extracted P0, followed by a double-click on the Storage facility.
  2. Route each P0 from the Storage Facilities to the two Basic Industrial Facility that requires that product (the two closest ones in the line). If done correctly, the Basic Industrial Facilities should turn (visually) from red to orange.
  3. Route the output P1 material from all Basic Industrial Facilities to the Launchpad. (Already done if you installed schematics correctly as described above)
  4. Route one of each type of P1 material in the Launchpad (You will see four listed if done right, two of each P1) to both Advanced Industrial Facilities respectively.
  5. Route the P2 output from both Advanced Industrial Facilities back to the Launchpad. (Already done if you installed schematics correctly as described above)

Pi-basic-6.png

  • Hit submit one last time to turn the whole process on. If you wait a few hours, you can check your Launchpad to see if there is a nice pile of P2 commodities there. If you did, the Planet is set up correctly.
  • The only interaction with your planet from here on out is to re-start the Extractor Control Units and occasionally reposition the extractor heads to ensure that you maintain that magic number of 12,000 Units per Day.

One Planet P0>P2 - Commander Center Upgrades V

Command Center Upgrades V allows us to add 2 additional Basic Industry Facilities and one additional Advanced Industrial Facility. This will increase the productivity of the Planet by 50%. To achieve maximum efficiency, the Extractor Control Units will need to be running at 18,000 Units per Hour to keep up with the increased demand, you might need to drop to 3 Extractor Heads on one of your extractors to have enough space to fit the Advanced Industrial Facility. This might be difficult to achieve even with daily resets, depending on the resource density and size of planets. If you are using less frequent resets, it is probably best to simply add more extractor heads and stick with the previously described set-up of 4 basic and 2 advances facilities.

Pi-basic-7.png