Difference between revisions of "Planetary buildings"
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Revision as of 14:10, 11 May 2010
Overview
All planetary structures are placed directly on a planet via Planet Mode. A Command Center of the appropriate type for the target planet must first be deployed while you have it available in the cargo hold of a ship present and undocked in the target system. While you can technically issue a docking command and then bring up planet view before you dock, you will be unable to deploy a Command Center that way (you will get an error about not being within range)
After you've deployed your Command Center you can then build any other structure, already customized for the planet type. You can build structures while docked.
The following table summarizes the available structures, with further details in the next sections. You need one level of the Command Center Upgrades skill to use the Command Center versions beyond Basic.
Building Type | CPU | Power | Storage | Cost (isk) |
---|---|---|---|---|
Basic Command Center | 1007+ | 5373+ | 500 | ? |
Limited Command Center | 6616+ | 8322+ | 500 | ? |
Standard Command Center | 12002+ | 11121+ | 500 | ? |
Improved Command Center | 17530+ | 13995+ | 500 | ? |
Advanced Command Center | 23057+ | 16868+ | 500 | ? |
Elite Command Center | 28037+ | 19368+ | 500 | ? |
Extractor | 100 | 800 | 0 | 150000 |
Basic Industrial Facility | 100 | 800 | 0 | 225000 |
Advanced Industrial Facility | 300 | 600 | 0 | 450000 |
High Tech Production Plant | 900 | 400 | 0 | 900000 |
Storage Facility | 300 | 600 | 5000 | 600000 |
Launchpad | 1600 | 600 | 10000 | 1125000 |
Link* | 10 | 5 | 0 | 0 |
- = see the Link section for the additional distance cost associated with links
Command Centers
Command Center is the first building to be deployed and provides the CPU and Powergrid for the colony. It has a small storage capacity. The cost of exporting products from Command Center is 50% greater than Launchpad. If Command Center is decommissioned, all other buildings in colony will be lost.
Extractors
Draws raw resources out of the ground and then routes them to either storage or a first level processor.
Processors
Processors, also known as factories, are used to convert one type of planetary resource or product into a different product.
Basic Industry Facility
Turns basic planetary resources into the first level materials.
Advanced Industry Facility
Turns first level materials into second level materials.
High Tech Production Plant
Produces the final tier of products. High-Tech Production Plants can only be placed on Temperate or Barren planets.
Storage Facilities
Used as a buffer to hold resources or product prior to being converted or shipped to orbit.
Launchpad
An alternative to using your Planetary Command Center (PCC) as a launching point. Launchpads have more storage than PCCs and are less expensive for moving goods to orbit (they also beat Storage Facilities in storage as of May 8th - expect changes). They connect with a Cargo Link / Customs Office in orbit around the planet, which is essentially a hangar with private slots for all users. This is the only way to move material down to the planet surface. There will only ever be a single orbital point, so it could make for a dangerous ambush spot. You can shift items to and from orbit via your launchpad controls, even from great range, but must be present in orbit to transfer items to and from your ship.
Insert link to the eventual resting spot for the orbital logistics howto
Planetary Links
Links are used to connect planetary buildings together so that you can route goods between them.
In addition to the base rate to build a link, it also costs 0.15 cpu and power per kilometer. This means links can be more expensive on larger planets. A handy table is available to estimate your cost.
Links also have a set capacity and can be upgraded. More details pending
Link cost by distance
2010-May-11: With changes to links, these number likely need to be re-verified.
Link Distance (km) | CPU (tf) | Power (MW) |
---|---|---|
2.5 | 11 | 6 |
10 | 12 | 7 |
20 | 14 | 9 |
50 | 18 | 13 |
100 | 26 | 21 |
200 | 41 | 36 |
500 | 81 | 86 |
1000 | 156 | 161 |
2000 | 310 | 305 |
5000 | 761 | 756 |
40000 | 6005 | 6000 |
Link Upgrade costs
Data on relative costs of upgrading the link capacity (uses a link that is just under 500km as a base):
2010-May-11 These need to be updated after changes to links today. The level 0, 1, 2 capacities updated, but CPU and PG is wrong.
Link Level | Link Capacity (m3) | CPU (tf) | Power (MW) |
---|---|---|---|
0 | 250 | 80 | 75 |
1 | 375 | 193 | 164 |
2 | 562.5 | 193 | 164 |
3 | 33,750 | 491 | 370 |
4 | 50,625 | 668 | 482 |
5 | 75,937.50 | 859 | 598 |
6 | 113,906.25 | 1063 | 719 |
7 | 170,859.38 | 1280 | 843 |
8 | 256,289.06 | 1507 | 970 |
9 | 384,433.59 | 1745 | 1100 |
10 | 576,650.39 | 1993 | 1233 |
Notice that as you upgrade the link to higher levels, the CPU usage scales faster than powergrid usage. (2010-04-29 upgrade costs no ISK, unclear whether it will stay that way.)
However, in a high sec planet, you will be hard-pressed to use up the level 0 capacity of 10k m3.
TODO: Process this
TODO: Come up with a nice template/approach on how to store this level of detail and integrate it into the rest of the page. Originally added to the Colony page
Command Center
[Show info]
- The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
[Upgrades]
[Types]
Extractor
[Show info]
- Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.
[Upgrades]
[Types]
Basic Industrial Facility
[Show info]
- Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
[Upgrades]
[Types]
Advanced Industrial Facility
[Show info]
- Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
[Upgrades]
[Types]
High Tech Production Plant
[Show info]
- Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
[Upgrades]
[Types]
Storage Facility
[Show info]
- Terrestrial storage units require a great amount of technology to be reliable and effective. The super structure is made from adaptive materials designed to withstand a wide range of extreme weather conditions, as temperate planets tend to experience more pronounced seasonal changes. Likewise, each module of the structure is designed to store different states of matter, further compounding preservation and containment concerns.
[Upgrades]
[Types]
Launchpad
[Show info]
- The terrestrial spaceport is able to send and receive payloads from orbit. Because of the relatively calm atmospheric conditions of most terrestrial planets, the primary focus of this facility is on interfacing effectively with adjacent facilities, allowing for passengers and commodities to be easily organized, scanned, and transported to the appropriate areas. The obvious importance of a centralized spaceport often leads to its becoming a focal point of local culture, including trade, entertainment, and even illegal activities.
[Upgrades]
[Types]
Link
[description]
[Upgrades]
Level | Logistic Capacity | CPU (tf) | Power (MW) | Cost (isk) |
---|---|---|---|---|
0 | 10000 | 0.15/km | 0.15/km | 0 |
1 | 15000 | 0.39/km (0.15 * 2.63) | 0.34/km (0.15 * 2.28) | 0 |