Difference between revisions of "Colony management"

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== Building Types ==
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== Overview ==
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High-level review of managing multiple planets.
  
''Moved to the [[Planetary Buildings]]''
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== Colony Types ==
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===Strip Mines===
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Purpose of colony is to extract as much resource as possible.
  
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===First Tier Production===
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Purpose of colony is to import and process first tier production.
  
== Overview ==
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===Second Tier Production===
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Purpose of colony is to import and process second tier production.
  
High-level review of managing multiple planets
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===Third Tier Production===
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Purpose of colony is to import and process third tier production.
  
  
== Market interaction ==
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== Building Types ==
  
Stuff on the market
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''See [[Planetary Buildings]]''
  
  
== Player cooperatives ==
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== Market interaction ==
  
Hippies in space. On planets. In space.
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Stuff on the market
  
  
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== Colony Types ==
+
== Player cooperatives ==
 
 
 
 
'''Strip Mines'''
 
 
 
'''First Tier Production'''
 
 
 
'''Second Tier Production'''
 
 
 
'''Third Tier Production'''
 
 
 
  
 +
Hippies in space. On planets. In space.
  
etc etc etc..
 
  
  

Revision as of 01:13, 6 May 2010

Colonies are the method in which players interact with planets via Planetary Interaction. Colonies are established by procuring a Command Center the same type as the planet, and landing it on the planet. Doing so will allow you to build other buildings, and link them together for the purpose of mining the raw resources of the planet and producing goods from them.


Overview

High-level review of managing multiple planets.

Colony Types

Strip Mines

Purpose of colony is to extract as much resource as possible.

First Tier Production

Purpose of colony is to import and process first tier production.

Second Tier Production

Purpose of colony is to import and process second tier production.

Third Tier Production

Purpose of colony is to import and process third tier production.


Building Types

See Planetary Buildings


Market interaction

Stuff on the market


Moving goods

Maybe move the renamed section from the main page here? Was just renamed to Interplanetary Logistics. Could alternatively have a brief intro on the front page and then be linked to this section on this page.


Player cooperatives

Hippies in space. On planets. In space.


Colony Layouts

Post effective colony layouts here, with classification as to its goal, and, if possible, a cropped picture of the colony layout.

When designing the layouts, note that PINs in the arms can be linked together and only 1 link sent back to the main colony rather than needing to directly link to the destination PIN (eg having a bunch of extractors off away from the command center can be linked one to another, and then only one link goes to the command centre). However, you can only setup a route that makes up to 6 hops.

Also mention the trade-offs between building a link back to your main colony or eating the import/export taxes, CPU/power costs of a launchpad, and lack of automation if you have an isolated sub-colony over on the other side of a very large planet. This is of particular note for a pure mining colony where the export charge was a planned "sunk" cost that you have to pay either way.


  • Elite Barren Planet Strip Mining Colony

File:Barrenext.jpg
This is a highsec Barren Planet. There are 18 extractors, 4 processors, 1 command center. 99.35% power grid usage. 5 extractors are for the 2 less abundant resources and 4 extractors are for the 2 more abundant resources. The extractors for a specific resources are separated from each other to reduce depletion of resources but they are group with 1 of each of the other resources to reduce the amount of links required. The extractor clusters are placed where resources overlap. All extractors route resources directly to command center where they are rerouted to processors. The placement of extractors and links were designed so that all resources could reach command center without exceeding waypoint maximums. The processed materials are sent to Command Center for storage until they can be removed from planet. You can remove an extractor from your most abundant resource and add an advanced processor.