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Planetary Industry: Difference between revisions

From EVE University Wiki
Chris Halsky (talk | contribs)
Cleanup of forum links
m Fix <math> parsing error.
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{| style="color: black; font-weight: bold; width: 100%"
{| style="color: black; font-weight: bold; width: 100%"
| style="background: khaki;" | Resources (R0)
| style="background-color: khaki;" | Resources (R0)
| style="background: lightgreen;" | Tier 1 Products (P1)
| style="background-color: lightgreen;" | Tier 1 Products (P1)
| style="background: aqua;" | Tier 2 Products (P2)
| style="background-color: aqua;" | Tier 2 Products (P2)
| style="background: steelblue;" | Tier 3 Products (P3)
| style="background-color: steelblue;" | Tier 3 Products (P3)
| style="background: pink;" | Tier 4 Products (P4)
| style="background-color: pink;" | Tier 4 Products (P4)
|}
|}


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|-
|-
! scope="row" style="background: #333333" | [[Planetary Buildings#Command Centers|Command Centers]]
! scope="row" style="background-color: var(--background-color-warning-subtle);" | [[Planetary Buildings#Command Centers|Command Centers]]
| The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Only a basic command center can be bought from the market. Command centers can be upgraded post-construction. Upgrades range from basic to elite, providing more CPU and Powergrid per level. Command Centers can store a small amount of material and offer a simple rocket-launch mechanism allowing the shipping of materials to orbit.
| The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Only a basic command center can be bought from the market. Command centers can be upgraded post-construction. Upgrades range from basic to elite, providing more CPU and Powergrid per level. Command Centers can store a small amount of material and offer a simple rocket-launch mechanism allowing the shipping of materials to orbit.


|-
|-
! scope="row" style="background: #333333" | [[Planetary Buildings#Extractor Control Units|Extractor Control Units]]
! scope="row" style="background-color: var(--background-color-warning-subtle)" | [[Planetary Buildings#Extractor Control Units|Extractor Control Units]]
| Extractor Control Units (ECUs) allow the installation of extraction programs and the building of extraction heads. To make use of the extraction programs, you must select the resource type for all heads, a duration for the program (up to 14 days), and a route for the raw material to follow once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular &quot;seam&quot; of the resource and submit your action before extraction begins.
| Extractor Control Units (ECUs) allow the installation of extraction programs and the building of extraction heads. To make use of the extraction programs, you must select the resource type for all heads, a duration for the program (up to 14 days), and a route for the raw material to follow once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular &quot;seam&quot; of the resource and submit your action before extraction begins.


|-
|-
! scope="row" style="background: #333333" | [[Planetary Buildings#Extractor Heads|Extractor Heads]]
! scope="row" style="background-color: var(--background-color-warning-subtle);" | [[Planetary Buildings#Extractor Heads|Extractor Heads]]
| Extraction of resources is done by extractor heads that are installable via the ECUs. The heads can be placed within the ECUs area and can be moved via drag and drop to resource hot-spots for a greater extraction amount.
| Extraction of resources is done by extractor heads that are installable via the ECUs. The heads can be placed within the ECUs area and can be moved via drag and drop to resource hot-spots for a greater extraction amount.


|-
|-
! scope="row" style="background: #333333" | [[Planetary Buildings#Processors|Processors]]
! scope="row" style="background-color: var(--background-color-warning-subtle);" | [[Planetary Buildings#Processors|Processors]]
| These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]] (used to transform raw materials (P0) to processed materials (P1)), [[Planetary Buildings#Advanced Industry Facility|Advanced]] (used to either transform processed materials (P1) in refined commodities (P2) OR refined commodities (P2) in specialized commodities (P3)), and [[Planetary Buildings#High Tech Production Plant |High Tech]] (used to transform specialized commodities (P3) in advanced commodities (P4)). The latter can only be built on barren or temperate planets.
| These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]] (used to transform raw materials (P0) to processed materials (P1)), [[Planetary Buildings#Advanced Industry Facility|Advanced]] (used to either transform processed materials (P1) in refined commodities (P2) OR refined commodities (P2) in specialized commodities (P3)), and [[Planetary Buildings#High Tech Production Plant |High Tech]] (used to transform specialized commodities (P3) in advanced commodities (P4)). The latter can only be built on barren or temperate planets.


|-
|-
! scope="row" style="background: #333333" | [[Planetary Buildings#Storage Facilities|Storage Facilities]]
! scope="row" style="background-color: var(--background-color-warning-subtle)" | [[Planetary Buildings#Storage Facilities|Storage Facilities]]
| About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.
| About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.


|-
|-
! scope="row" style="background: #333333" | [[Planetary Buildings#Launchpad|Launchpad]]
! scope="row" style="background-color: var(--background-color-warning-subtle);" | [[Planetary Buildings#Launchpad|Launchpad]]
| A building dedicated to moving materials and goods to and from the planet. This building operates in a similar way to the rocket launch function of the Command Center, but it benefits from its connection to a Cargo Link in orbit above the planet. From there, the owner can import and export goods, albeit at great expense.
| A building dedicated to moving materials and goods to and from the planet. This building operates in a similar way to the rocket launch function of the Command Center, but it benefits from its connection to a Cargo Link in orbit above the planet. From there, the owner can import and export goods, albeit at great expense.


|-
|-
! scope="row" style="background: #333333" | [[Planetary Buildings#Planetary Links|Planetary Links]]
! scope="row" style="background-color: var(--background-color-warning-subtle);" | [[Planetary Buildings#Planetary Links|Planetary Links]]
| These can be thought of as railroads, connecting different structures. In addition to their construction (which has a base cost plus a distance cost), routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.
| These can be thought of as railroads, connecting different structures. In addition to their construction (which has a base cost plus a distance cost), routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.


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* if the infrastructures are only a launchpad and 6 high-tech production plants (HP), with the launchpad in the middle, we have 6 links and total 6 minimal segments
* if the infrastructures are only a launchpad and 6 high-tech production plants (HP), with the launchpad in the middle, we have 6 links and total 6 minimal segments
* if we add 12 HP around the 6 existing
* if we add 12 HP around the 6 existing
** if we link them directly to the launchpad, half of them will require 2 segments (those just after another HP) and the other half will require <math>\sqrt 3</math> segments. Therefore the total number of links (n) is 18, the total length (k) is <math>6×1+6×2+\sqrt 3 = 28.4</math> minimal segments.
** if we link them directly to the launchpad, half of them will require 2 segments (those just after another HP) and the other half will require <math>\sqrt 3</math> segments. Therefore the total number of links (n) is 18, the total length (k) is <math>6 \times 1 + 6 \times 2 + 6 \times \sqrt 3 = 28.4</math> minimal segments.
** if we link them to the closest HP, then we add one minimal segment per new HP, total length is 18 so n=k=18.
** if we link them to the closest HP, then we add one minimal segment per new HP, total length is 18 so n=k=18.


===== Plan consumption per planet =====
===== Plan consumption per planet =====
Once this is done, we have the cost of links on a planet depending on those values and ''r'' the radius of that planet
Once this is done, we have the cost of links on a planet depending on those values and ''r'' the radius of that planet
* PG cost p(r,n,k) = 10×n+0,001801287×r×k
* PG cost p(r,n,k) = 10×n+0,001801287×r×k