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* (Planet Management) {{sk|Interplanetary Consolidation}} - Increases the number of planets you can install command centers on up to 6 | * (Planet Management) {{sk|Interplanetary Consolidation}} - Increases the number of planets you can install command centers on up to 6 | ||
* (Planet Management) {{sk|Command Center Upgrades}} - Allows you to use better quality command centers. This in | * (Planet Management) {{sk|Command Center Upgrades}} - Allows you to use better quality command centers. This in turn allow you to increase the number of installations on the planet. | ||
* (Planet Management) {{sk|Remote Sensing}} - Allows a player to scan planets remotely. Each skill level increases the distance at which it's possible to scan. Requires level 1 to scan at all, so train to level 1 before starting PI. | * (Planet Management) {{sk|Remote Sensing}} - Allows a player to scan planets remotely. Each skill level increases the distance at which it's possible to scan. Requires level 1 to scan at all, so train to level 1 before starting PI. | ||
* (Planet Management) {{sk|Planetology}} - Increases the resolution when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource. | * (Planet Management) {{sk|Planetology}} - Increases the resolution when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet's surface when scanning for a resource. | ||
* (Planet Management) {{sk|Advanced Planetology}} - Increases the precision when scanning planets for resources. Note that {{sk|Planetology}} allows you to see more details while {{sk|Advanced Planetology}} allows you to have a more accurate idea of where the resources are located. See the skills page for more info. | * (Planet Management) {{sk|Advanced Planetology}} - Increases the precision when scanning planets for resources. Note that {{sk|Planetology}} allows you to see more details while {{sk|Advanced Planetology}} allows you to have a more accurate idea of where the resources are located. See the skills page for more info. | ||
* (Trade) {{sk|Customs Code Expertise}} - Reduces the NPC tax rate of Player Owned Customs Offices (POCOs) in high sec. It does NOT, however, have any effect on tax rates with NPC customs offices either inside or outside of high sec. | * (Trade) {{sk|Customs Code Expertise}} - Reduces the NPC tax rate of Player Owned Customs Offices (POCOs) in high sec. It does NOT, however, have any effect on tax rates with NPC customs offices either inside or outside of high sec. | ||
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{{Main|Planets}} | {{Main|Planets}} | ||
Planets come in all sorts of shapes and sizes | Planets come in all sorts of shapes and sizes and accordingly provide different materials. Each planet provides five resources, but a few unique resources each only exist on a single planet type. The unique resources include Autotrophs ([[File:TemperateIcon.png]] Temperate planets), Felsic Magma ([[File:LavaIcon.png]] Lava planets), and Reactive Gas ([[File:GasIcon.png]] Gas planets). | ||
At first you are limited to a single planet, so ideally you need to initially figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security systems are richer overall -- see [[Identifying valuable planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own. | At first, you are limited to a single planet, so ideally you need to initially figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security systems are richer overall -- see [[Identifying valuable planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own. | ||
[[File:PlanetModeIcon.png|thumb|View in Planet Mode]] | [[File:PlanetModeIcon.png|thumb|View in Planet Mode]] | ||
To | To look for a planet you can use several different methods. You can fly to planets and click them, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to get anywhere. Either way, you'll want to use the "View in planet mode" option and get yourself a nice up-close view. | ||
You can also select planets from several other different views -- via your MapBrowser {{Button|F11}}, for example. You can see a planet's overall resource abundance (and admire its visual appeal!) from anywhere, but the planet must be within your {{Sk|Remote Sensing}} skill range for you to | You can also select planets from several other different views -- via your MapBrowser {{Button|F11}}, for example. You can see a planet's overall resource abundance (and admire its visual appeal!) from anywhere, but the planet must be within your {{Sk|Remote Sensing}} skill range for you to perform a Scan operation for a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere. | ||
== Resources and Products == | == Resources and Products == | ||
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The items involved in Planetary Industry are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets) | The items involved in Planetary Industry are known as Resources (extracted from [[Planets]]) and Products (produced from Resources or other Products on planets) | ||
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column: | Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a [[Planetary Buildings#Processors|Processor]] on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing is needed per column: | ||
{| 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) | ||
|} | |} | ||
The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or sell your goods there. | The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point, you can supplement your "Colonies" from the market or sell your goods there. | ||
Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on! | Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see [[Planetary Commodities]]. To find out how to get started looking for your initial Resources, read on! | ||
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{{Main|Planetary buildings}} | {{Main|Planetary buildings}} | ||
To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in | To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist: | ||
{| class="wikitable" style="margin-left: 3em;" | {| class="wikitable" style="margin-left: 3em;" | ||
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|- | |- | ||
! scope="row" style="background: | ! 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 (500{{m3}}) and offer a simple rocket-launch mechanism allowing the shipping of materials to orbit. | ||
|- | |- | ||
! scope="row" style="background: | ! 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 "seam" 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 "seam" of the resource and submit your action before extraction begins. | ||
|- | |- | ||
! scope="row" style="background: | ! 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: | ! 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: | ! 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: | ! 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: | ! 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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After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant. | After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant. | ||
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can | The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally, you'll want a balance where you can see where the richer parts of the planet are. Remember that the colors are relative to the contrast bar setting - two white spots for the same resource on different planets with different contrast bar settings are ''not'' equal! | ||
You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar. | You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot (the white spot on this screenshot). To remove the heat overlay click the "NO FILTER" bar. | ||
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To get started on building stuff you need to first deploy a Command Center (CC) of the right type on your target planet. | To get started on building stuff you need to first deploy a Command Center (CC) of the right type on your target planet. | ||
Consider which resources you're targeting and where they are, placing your CC at some ideal spot near them (that is, if you plan to use it to export products instead of a Launchpad. The CC doesn't | Consider which resources you're targeting and where they are, placing your CC at some ideal spot near them (that is, if you plan to use it to export products instead of a Launchpad. The CC doesn't need to be connected to anything for you to build other structures). You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details. | ||
With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are greyed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ({{Sk|Interplanetary Consolidation}} skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Industry is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change). | With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are greyed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ({{Sk|Interplanetary Consolidation}} skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Industry is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change). | ||
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[[File:Surveying.jpg|thumb|Surveying window]] | [[File:Surveying.jpg|thumb|Surveying window]] | ||
Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get the Extractor Control Unit in an area that can reach out to rich spots. After you've placed an Extractor Control Unit (ECU), you have to Survey, which is distinct from Scanning. Surveying shows the actual numeric amounts a single resource that can be extracted in a single spot under an Extractor Head. To perform a survey, simply select an Extractor and click the left-most button, highlighted in this screenshot. | Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get the Extractor Control Unit in an area that can reach out to rich spots. After you've placed an Extractor Control Unit (ECU), you have to Survey, which is distinct from Scanning. Surveying shows the actual numeric amounts of a single resource that can be extracted in a single spot under an Extractor Head. To perform a survey, simply select an Extractor and click the left-most button, highlighted in this screenshot. | ||
You will be presented with another window (in the bottom half of the screenshot). First, select the type of resource you wish to extract. Then, move the "Extractor Area Size" slider until you have the desired program duration (how often you will have to come back to resurvey your extractors (ranges from 1 hour to 14 days)). Click on the first "Extractor Head Units" circle to create an Extractor Head. You can now move this new Extractor Head around within the radius of influence of the Extraction Control Unit (the grey circle you saw when placing the ECU) and watch the graph of extraction amount to see where a good deposit appears. Extractor Control Units can have up to 10 Extractor Heads. Each additional head consumes an amount of CPU (110) and Powergrid (550). The Extraction Area Size/Duration is a trade-off of varying total amount, cycle time (doubles at 25 hours (1d1h) to 30 min, 50 hours (2d2h) to 1hr, 4d4h to 2hr, 8d8h to 4hr.), per-cycle yield, and management requirements. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors. | You will be presented with another window (in the bottom half of the screenshot). First, select the type of resource you wish to extract. Then, move the "Extractor Area Size" slider until you have the desired program duration (how often you will have to come back to resurvey your extractors (ranges from 1 hour to 14 days)). Click on the first "Extractor Head Units" circle to create an Extractor Head. You can now move this new Extractor Head around within the radius of influence of the Extraction Control Unit (the grey circle you saw when placing the ECU) and watch the graph of extraction amount to see where a good deposit appears. Extractor Control Units can have up to 10 Extractor Heads. Each additional head consumes an amount of CPU (110) and Powergrid (550). The Extraction Area Size/Duration is a trade-off of varying total amount, cycle time (doubles at 25 hours (1d1h) to 30 min, 50 hours (2d2h) to 1hr, 4d4h to 2hr, 8d8h to 4hr.), per-cycle yield, and management requirements. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors. | ||
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After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. | After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize. | ||
At this point your Extractor will route its output to your CC, where it'll build up until routed during production | At this point, your Extractor will route its output to your CC, where it'll build up until routed during production until the CC is full or the Extractor finishes its deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working. Again, you might be tempted to route straight to the Processor, but resist! You'll waste precious material that way! | ||
Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes. But wait! Lastly make a route the same way from the Processor back to your CC (or other storage). Like the extractor if it isn't stored it is lost. Finally hit "Submit" again and congratulations, you now have a working colony! | Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes. But wait! Lastly make a route the same way from the Processor back to your CC (or other storage). Like the extractor if it isn't stored it is lost. Finally hit "Submit" again and congratulations, you now have a working colony! | ||
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==== Links resource usage ==== | ==== Links resource usage ==== | ||
The scale of the infrastructure increases linearly with the radius of the planet. As such, the distance between two factories also increases linearly. | The scale of the infrastructure increases linearly with the radius of the planet. As such, the distance between two factories also increases linearly. After experimental testing: | ||
* The Minimum Link distance (ml) on a planet of radius r is : ml = 0,012008578×r (with ml and r in km). This the distance between the center of two pins. | * The Minimum Link distance (ml) on a planet of radius r is : ml(r) = 0,012008578×r (with ml and r in km). This the minimal distance between the center of two pins. | ||
* The PG cost of a link of distance l is : p(l) = 10+0.15×l | * The PG cost of a link of distance l is : p(l) = 10+0.15×l | ||
* The CPU cost of a link of distance l is : c(l) = 15+0.2×l | * The CPU cost of a link of distance l is : c(l) = 15+0.2×l | ||
===== Links usage of a plan ===== | |||
We can then express the links of a planetary installation independently of the planet size, as the couple (n,k) with | |||
* ''n'' the number of started links and | |||
* ''k'' the ratio of total length compared to minimum length, <math>k=\sum_{link} link.length/ml </math>. | |||
''n'' is the number of real links, while k is the number of minimal size segments the links run over. | |||
* 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 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. | |||
===== 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 | ||
* CPU cost c(r,n,k) = 15×n+0,002401716×r×k | * CPU cost c(r,n,k) = 15×n+0,002401716×r×k | ||
Then we can add the (constant) pins usage to those values. | |||
=== Industry === | === Industry === | ||
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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 Industry. 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. For more information on how to deal with getting goods between colonies, see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]. | 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 Industry. 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. 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 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. | 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. Likely, 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 to 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. | ||
With the new ECUs in Incursion 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 at a time, but no CC can support four ECUs and the factories needed to achieve continuous P3 production. This means if you are looking to maximize production, P3 production will always require at least 2 planets. | With the new ECUs in Incursion 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 at a time, but no CC can support four ECUs and the factories needed to achieve continuous P3 production. This means if you are looking to maximize production, P3 production will always require at least 2 planets. | ||
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[[File:LaunchFromCC.png|thumb|A pending Launch from a command center]] | [[File:LaunchFromCC.png|thumb|A pending Launch from a command center]] | ||
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. | ||
As mentioned above, it's usual to import and export items, but you need to pay taxes for both processes. The tax rates are preset at the planet's Customs Office and vary among systems with different security status. | As mentioned above, it's usual to import and export items, but you need to pay taxes for both processes. The tax rates are preset at the planet's Customs Office and vary among systems with different security status. | ||
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** volume change is 108m³ or 87.2m³ respectively to 100m³, so not very significant. | ** volume change is 108m³ or 87.2m³ respectively to 100m³, so not very significant. | ||
Note that if you want to produce P3 or P4, you | Note that if you want to produce P3 or P4, you have to pay the potentially higher (relative to the previous stage) taxes, but this information should help you decide e.g. which Planetary Industry products to make at higher-tax locations. | ||
However, perhaps the most important lesson of the above taxable value calculations is that even with a purely resource-extracting planet, refining from R0 to P1 is | However, perhaps the most important lesson of the above taxable value calculations is that even with a purely resource-extracting planet, refining from R0 to P1 is worth it not just for the significantly reduced hauling needs, but also for significantly lower taxes. When producing up to the P2 stage, producing 1 type of P2 per planet and only exporting at that stage is probably the cheapest option overall, compared to also having to buy both an export and import tax on the P1. However, when producing P3 or higher goods, where you always need to import something in any case, one should consider whether it might be feasible to export at the P1 stage on the initial resource production planets (or buy P1 from the market) and import the P1 to be refined to higher-tier goods. | ||
=== High Sec === | === High Sec === | ||
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===== Launchpad ===== | ===== Launchpad ===== | ||
A Launchpad has the greater cost up front but is generally superior to Command Centre launches. | |||
A Launchpad exports to an orbiting Customs Office and the export taxes may be less than the Command Centre export tax (in High Sec the Command Centre export tax is 15% - 1.5 times the NPC tax rate) depending on the Customs Office tax rate. A Launchpad can also launch far larger amounts and is the only way to import items onto a planet. Command Centre launches also have a cooldown period. | |||
Keep in mind that you are charged 50% of the export tax to import items from the Customs Office to your Launchpad. Consider the costs carefully before setting up a multi-planet production chain. Players can own High Sec Customs Offices and set any tax rate they wish, if you have a large factory system making Level 4 items and need to import and export this also needs to be kept in mind. | |||
===== Command Center ===== | ===== Command Center ===== | ||
Sometimes your Customs Office may be camped by pirates or you are simply unwilling to pay the dramatic 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 (3,600tf per launchpad) available for production facilities. At this time you can use your Command Center to get your commodities off your planet. | Sometimes your Customs Office may be camped by pirates or you are simply unwilling to pay the dramatic 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 (3,600tf per launchpad) available for production facilities. At this time you can use your Command Center to get 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 planetary production window under launches for its location. This location can be warped | 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 planetary production window under launches for its location. This location can be warped to pick up the items. There is also a timer when the timer ends your production is lost - don't worry too much, it can last several days before pickup! | ||
After you pick up your items you can simply go sell them on the market like you would anything else. Easy money! The hard part is picking what Commodity to focus on. | After you pick up your items you can simply go sell them on the market like you would anything else. Easy money! The hard part is picking what Commodity to focus on. | ||
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* Q: Can an alpha account participate in PI? | * Q: Can an alpha account participate in PI? | ||
:: A: No. Previously, an Alpha clone could technically plant a single Command Center, which could not be upgraded beyond level 0 and so had almost no CPU/PWG space with which to place production facilities and had no way of getting products off planet as you had to be Omega to launch from a Command Center. As of January | :: A: No. Previously, an Alpha clone could technically plant a single Command Center, which could not be upgraded beyond level 0 and so had almost no CPU/PWG space with which to place production facilities and had no way of getting products off planet as you had to be Omega to launch from a Command Center. As of January 2022, this has been removed. | ||
* Q: Where do the products go when I launch them from the Command Center? | * Q: Where do the products go when I launch them from the Command Center? | ||
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* Q: Can you deploy, manage or collect resources while cloaked? | * Q: Can you deploy, manage or collect resources while cloaked? | ||
:: A: You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not | :: A: You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You ''cannot'' access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not transfer items to a ship while cloaked. | ||
* Q: Can you deploy, manage or collect resources from a freighter? | * Q: Can you deploy, manage or collect resources from a freighter? | ||
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* Until you click the "submit" button, no actual changes are made to your colony. This allows you to experiment with different setups without committing to them (for example arranging buildings and links to make best use of the available powergrid and CPU). If you do not want to make your changes, simply click "cancel" and the colony will revert back to how it was. | * Until you click the "submit" button, no actual changes are made to your colony. This allows you to experiment with different setups without committing to them (for example arranging buildings and links to make best use of the available powergrid and CPU). If you do not want to make your changes, simply click "cancel" and the colony will revert back to how it was. | ||
* | * Double-clicking various structures makes starting or adjusting production much faster. When you doubleclick factory it opens the schematics list, doubleclicking a schematic of your choosing opens the routing screen where you can doubleclick the product to enable the create route function and finally doubleclick the destination to create the route. Doubleclicking a silo opens also the routing screen. | ||
* At schematics selection screen you can press the first letter of the schematic you are looking for to instantly move the selection window to the products starting with the letter you just pressed (need to click on the window first to activate the function). | * At schematics selection screen you can press the first letter of the schematic you are looking for to instantly move the selection window to the products starting with the letter you just pressed (need to click on the window first to activate the function). | ||
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* Day-to-Day Management: Resurvey your extractors, route products in your colony | * Day-to-Day Management: Resurvey your extractors, route products in your colony | ||
* Build/tear-down non-Command Center structures | * Build/tear-down non-Command Center structures | ||
* Launch containers from your CC if you | * Launch containers from your CC if you want, if you have no other storage (they'll last 5 days in orbit - difficult but maybe not impossible to pick up via alt + directional scanner, but certainly silly high effort to income) | ||
* Decommission your entire colony | * Decommission your entire colony | ||
* For extended war periods, you may want to consider adding additional storage to planets. | * For extended war periods, you may want to consider adding additional storage to planets. | ||
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# [https://evehelper.pages.dev/ PI commodities relations, prices and planner (evehelper)] | # [https://evehelper.pages.dev/ PI commodities relations, prices and planner (evehelper)] | ||
# [https://www.adam4eve.eu/pi_rank.php Adam4EVE's PI profitability ranking] | # [https://www.adam4eve.eu/pi_rank.php Adam4EVE's PI profitability ranking] | ||
[[Category:Industry]] | [[Category:Industry]] | ||
[[Category:Planetary Industry]] | [[Category:Planetary Industry]] | ||