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Planetary Interaction: Difference between revisions

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== Colony Management ==
== Colony Management ==
[[File:PI-ScienceNIndustry.jpg|thumb|right|Viewing your Planets]]
[[File:PI-ScienceNIndustry.jpg|thumb|right|Viewing your Planets]]
''For more details, see [[Colony Management]]''


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.
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While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?
While building each colony is a topic within the scope of [[Planetary Industry]] actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for [[Colony Management]]. It might also be something to start making some money from some of this, eh?


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 section
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]].


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'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.
====Quick Guide====
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.


''incursion update'': With the new extractors it is no longer possible to do 'perfect' P3 production on any planet. That is, continuously producing a P3 item at maximum output. You can extract one resource and another resource the next day, but no command center can support four ECU's and the factories needed to achieve continuous P3 production. This means if you are looking to maximise production, P3 production will always require at least 2 planets
''incursion update'': With the new extractors it is no longer possible to do 'perfect' P3 production on any planet. That is, continuously producing a P3 item at maximum output. You can extract one resource and another resource the next day, but no command center can support four ECU's and the factories needed to achieve continuous P3 production. This means if you are looking to maximise production, P3 production will always require at least 2 planets


''For more details, see [[Colony Management]]''
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=== Profit! ===
=== Profit! ===
[[File:LaunchFromCC.png|thumb|A pending Launch from a command center]]
[[File:LaunchFromCC.png|thumb|A pending Launch from a command center]]
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Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources.
Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources.


You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for 2/3rds of the fee of a CC. It can also launch far larger amounts, and is the only way to import stuff on to the planet. However, keep in mind that you are charged 50% of the export fee to import items to your launchpad. Consider the costs carefully before setting up a multi-planet production chain. Following the announcement of the Rubicon expansion it will now be possible for player corporations to take over High Sec customs offices and set any tax rate they wish, if you have an large factory system making Level 4 items and need to import and export this also needs to be kept in mind.
====I.Calculate Before Transporting====
 


The screen capture here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!
=====Tax Rate=====
As mentioned above, it's usual to import and export items. And you need to pay taxes for both processes.The tax rates are preset at the planets customs office and vary among systems with different security status.
 
======--High Sec--======
High sec customs offices are always 10% tax.
<pre>
R0 = 5 isk base cost
P1 = 500 isk base cost
P2 = 9,000 isk base cost
P3 = 70,000 isk base cost
P4 = 1,350,000 isk base cost
</pre>
======--Low/Null Sec--======
NPC owned customs offices charge 17%.
Player owned customs offices can charge as they please, and the tax rates can vary according to the standing to the owner.
 
=====Transportation Fee=====
<pre>
Export fee = Base cost * tax rate (*1.5 if launched via CC)<br>
Import fee = Base cost * tax rate * 0.5
</pre>
=====Example=====
Exporting a unit of Biomass (P1) from a high sec planet using a launch pad will cost will cost 50 isk (500 * 10% * 1)
Importing that unit of biomass to a high sec factory planet will cost an additional 25 isk (500 * 10% * 0.5)


Taxes are paid on all items imported and exported. The percentages will be set at the planets customs office. High sec customs offices are always 10% tax. NPC low/null sec is 17% and player owned customs offices can be set to anything, and can be set to different levels for depending on your status with the owner.  
====II.Transport: Two Options====
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]].  


*R0 = 5 isk base cost
=====--Launchpad--=====
*P1 = 500 isk base cost
The Launchpad has the greater cost up front, but is far superior to the CC and exports for 2/3 of the fee of a CC. It can also launch far larger amounts, and is the only way to import stuff on to the planet. However, keep in mind that you are charged 50% of the export fee to import items to your launchpad. Consider the costs carefully before setting up a multi-planet production chain. Following the announcement of the Rubicon expansion it will now be possible for player corporations to take over High Sec customs offices and set any tax rate they wish, if you have an large factory system making Level 4 items and need to import and export this also needs to be kept in mind.
*P2 = 9,000 isk base cost
 
*P3 = 70,000 isk base cost
=====--Command Center--=====
*P4 = 1,350,000 isk base cost
Sometimes your customs office may be camped by pirates or you are simply unwilling to pay the dramatical tax(like 80% or more).And when you start doing PI, the high requirement of a launchpad may make you unwilling to build one because it reduces the CPU(3600tf per launchpad) available for production facilities. At this time you can use your Command Center to getting your commodities off your planet.
The screen capture here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!


*Export fee = Base cost * tax rate (*1.5 if launched via CC)<br>
*Import fee = Base cost * tax rate * 0.5


For example, exporting a unit of Biomass (P1) from a high sec planet using a launch pad will cost will cost 50 isk (500 * 10% * 1)
Importing that unit of biomass to a high sec factory planet will cost an additional 25 isk (500 * 10% * 0.5)


After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.