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== Creating a Planetary Interaction Alt ==
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{{Update|Major overhaul needed.}}
  
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{{main|Alternate characters}}
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{{PlanetaryIndustryNav}}{{Skillplan Navbar}}
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<!-- [[File:Tyrannis03Small.jpg|thumb|Tyrannis]] -->
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This is a guide for skilling and maintaining a [[Planetary Industry]] (PI) alt character for your main account in about 12 days with the goal of earning semi-passive, low-risk income in high security space to support your more exciting activities in EVE Online. This guide will provide the skill plan to follow, estimated amount of money needed to start, and estimates of how much money you can expect to make. Although this guide will not cover the actual way to conduct PI, the Uniwiki has some well-written pages on how to get started and set up your planets. Additionally, [[User:Seamus Donohue|Seamus Donohue]] of [[EVE University]] has made some wonderful training videos on YouTube, which I encourage you to watch to learn the process.
  
This is a guide for skilling and maintaining a [[Planetary Interaction]] (PI) alt character for your main account in about 12 1/2 days with the goal of earning a semi-passive, low-risk income in high security space to support your more exciting activities in Eve Online. This guide will explain the skills required, the skill plan to follow, estimated amounts of money needed to start, and some estimates of how much money you can expect to make. Although this guide will not cover the actual way to conduct PI, the Uniwiki has some well-written pages on how to get started and set up your planets. Also, Seamus Donohue of Eve University has made some wonderful training videos on Youtube, which I encourage you to watch to learn the process.
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== Introduction ==
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<!-- [[File:PlanetOfficeStar.png|thumb|All these planets are yours...]]-->
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Planetary Industry is an excellent way to make money since the skills required are relatively easy to attain and the startup costs aren't very high. There are three character slots on every EVE account and it is a missed opportunity to not do something useful with all of them. Since only one character can be trained at a time per account, you must forfeit training time on your main--unless you purchase PLEX to enable multiple characters to train concurrently. The most challenging part of PI is the actual process, which, like most everything else in EVE, can have a steep learning curve. However, once you've developed a good technique for maintaining your planetary colonies, making a decent income from them becomes routine and fairly simple.
  
'''
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This plan will provide you with a character capable of the following in 12-1/2 days with attribute remaps:
== Introduction ==
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'''
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# A PI character that can run five planets with basic scanning and decent upgrade abilities
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# Gallente hauler pilot skill to three (III) to haul your delicious goods to market
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# Basic navigation skills so you can fly around a little quicker
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# Basic trade skills to sell several orders with slightly fewer [[tax]]es to "the Man"
  
Planetary Interaction is an excellent way to make money in Eve. The skills required are relatively easy to achieve and the startup costs aren't very high. The most challenging part of PI is the actual process, which, like most everything else in Eve, can have a steep learning curve.  However, once you've developed a good technique for maintaining your planetary colonies, making a decent income from them becomes routine and fairly simple.
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=== What's The Big Idea? ===
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<!-- [[File:PlasmaLarge.png|thumb]] -->
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The general concept of this plan is intended to:
  
Training the skills required to master PI can take several weeks to reach the level five tier, and it's a good idea to have your main be able to run several colonies that can make POS fuel and other useful products for use or sale. But, that takes away from your toon's combat training. However, there are two other slots on every account, and it is a missed opportunity to not do something useful with them. The hard part is giving up time training your main, since only one character can be trained at a time per account (oh, please change this, CCP!). But, if you're willing to give up 12-25 days, you can have one or both additional toons churning out materials you can sell, or even use to manufacture P3 or P4 items, which can pull in a lot of money, as well.
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# Manufacture enough materials from your planets to provide an income for your main character to spend as you see fit (or with wild abandon!).
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# Pay for itself and still make money for your main character. The cost of PI is pretty high in high-sec, but will turn a profit; this plan gets even more lucrative if you can safely run your colonies in lowsec or nullsec.
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# Be over quickly. The training plan is 12 days for a reason, which is that your main is losing time waiting. This is a bare minimum plan that gives your alt only what it needs to serve its main character.
  
This plan will provide you with a character capable of the following in 12 1/2 days with attribute remaps:
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== The Alt PI Training Plan ==
1. A PI character that can run five planets with basic scanning and decent upgrade abilities
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[[File:SkillBook.png|thumb|Skills!]]
2. Racial industrial pilot skill to three (III) to haul your delicious goods to market
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Alright, so you've randomized your way through the character creator, and have a fat wad of cash in your new alt's account (see financing below). Now it's time to be careful and patient. This plan is predicated on using both remaps you'll have available. Scary, yes, but remember this alt is just for PI, nothing more. If you do decide to train this character further, you'll be maxed on Intelligence, which isn't too terrible. You certainly don't have to remap, either, it will just take about 14-1/2 days instead of 12.
3. Basic navigation skills so you can fly around a little quicker
 
4. Basic trade skills to sell several orders with slightly less taxes to "the Man"
 
5. Basic fitting skills, which will include the use of Expanded Cargohold IIs
 
  
'''What's The Big Idea?'''
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Purchase the following skill books:
  
The general concept of this plan is intended to:
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# Command Center Upgrades
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# Interplanetary Consolidation
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# Remote Sensing
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# Planetology
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# Capacitor Systems Operation
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# Capacitor Management
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# Energy Grid Upgrades
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# Electronics Upgrades
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# Long Range Targeting
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# Target Management
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# Signature Analysis
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# Evasive Maneuvering
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# Warp Drive Operation
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# Hull Upgrades
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# Shield Management
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# Afterburner
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# Fuel Conservation
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# Trade
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# Retail
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# Broker Relations
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# Racial Hauler (get your character's race, as you will already have the Frigate prerequisite for that ship type to level II)
  
1. Manufacture enough materials from your planets to provide an income for your main character to spend as you see fit (or with wild abandon!).
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Once you have these skill books, it's time to queue up! The following plan is based on two remaps, which will result in a completed plan in ~10 days and some hours (you'll already have Science III and Racial Frigate II):
  
2. Pay for itself and still make money for your main. The cost of PI is pretty high in high-sec, but will turn a profit, even after the Crucible expansion. This plan gets even more lucrative if you can safely run your colonies in lowsec or nullsec.
 
  
3. Be over quickly. The training plan is 12 days for a reason, which is that your main is losing time waiting. This is a bare minimum plan that gives your toon only what he needs to serve his Main character master.  
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[[File:LavaLarge.png|thumb]]
  
'''
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{{SkillQueue
== The Alt PI Plan ==
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|name= First Remap
'''
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|width= 400px
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|desc= Maximize Charisma and put the rest into Intelligence
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|Command Center Upgrades I
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Command Center Upgrades II
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Command Center Upgrades III
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Command Center Upgrades IV
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Interplanetary Consolidation I
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Interplanetary Consolidation II
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Interplanetary Consolidation III
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Interplanetary Consolidation IV
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}}
  
Alright, so you've randomized your way through the character creator, and have a fat wad of cash in your new alt's account (more about financing below). Now it's time to be careful and patient. This plan is predicated on using both remaps you'll have available. Scary, yes, but remember this toon is just for PI, nothing more. And, if you do decide to train this character further, you'll be maxed on Intelligence, which isn't too terrible. You certainly don't have to remap, either, it will just take about 14 1/2 days instead of 12.
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{{note box|Notes:
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* Command Center Upgrades IV allows you to set the second highest upgrade tier for your command center
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* Interplanetary Consolidation IV allows you to run five planets
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|italics= no}}
  
Purchase, beg for, or steal the following books (do NOT steal from the Uni):
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[[File:PlasmaLarge.png|thumb]]
1. Command Center Upgrades
 
2. Interplanetary Consolidation
 
3. Remote Sensing
 
4. Planetology
 
5. Energy Systems Operation
 
6. Energy Management
 
7. Energy Grid Upgrades
 
8. Electronics Upgrades
 
9. Long Range Targeting
 
10. Targeting
 
11. Signature Analysis
 
12. Evasive Maneuvering
 
13. Warp Drive Operation
 
14. Hull Upgrades
 
15. Shield Management
 
16. Afterburner
 
17. Fuel Conservation
 
18. Trade
 
19. Retail
 
20. Broker Relations
 
21. Racial Industrial (get your character's race, as you will already have the Frigate prerequisite for that ship type to level II)
 
  
Once you have these books, it's time to queue up! The following plan is based on two remaps, which will result in a completed plan in 12 days and some hours (you'll already have Science III and Racial Frigate II):
 
  
1st Remap: Maximize Charisma and put the rest into Intelligence
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{{SkillQueue
1. Command Center Upgrades I  
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|name= Second Remap
2. Command Center Upgrades II  
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|width= 400px
3. Command Center Upgrades III  
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|desc= Maximize Intelligence, add one point to Memory, and the rest into Perception
4. Command Center Upgrades IV (allows you to set the second highest upgrade tier for your command center)
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|Remote Sensing I
5. Interplanetary Consolidation I  
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Remote Sensing II
6. Interplanetary Consolidation II  
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Remote Sensing III
7. Interplanetary Consolidation III
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Planetology I  
8. Interplanetary Consolidation IV (allows you to run five planets)
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Planetology II
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Planetology III
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Energy Grid Upgrades II  
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Signature Analysis III
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Evasive Maneuvering II
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Evasive Maneuvering III
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Mechanics III
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Shield Management II
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Shield Management III
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Fuel Conservation I
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Fuel Conservation II
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Retail I
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Retail II
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Broker Relations I
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Broker Relations II
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}}
  
2nd Remap: Maximize Intelligence, add one point to Memory, and the rest into Perception
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{{note box|Notes:
9. Remote Sensing I
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* Remote Sensing III allows for scanning planets outside your system
10. Remote Sensing II
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* Planetology III gives very basic scan resolution of resources; the one skill to take higher on your main
11. Remote Sensing III (allows for scanning planets outside your system)
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* You may already have Mechanics III if you started as Amarr, Gallente or Minmatar
12. Science IV
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|italics= no}}
13. Planetology I
 
14. Planetology II
 
15. Planetology III (very basic scan resolution of resources; the one skill to take higher on your main)
 
16. Racial Frigate III
 
17. Racial Industrial I
 
18. Racial Industrial II
 
19. Racial Industrial III
 
20. Energy Systems Operation I
 
21. Energy Systems Operation II
 
22. Energy Systems Operation III
 
23. Energy Management I
 
24. Energy Management II
 
25. Energy Management III
 
26. Energy Grid Upgrades I
 
27. Energy Grid Upgrades II
 
28. Electronics Upgrades I (take this to III if you feel you have time)
 
29. Long Range Targeting I
 
30. Long Range Targeting II
 
31. Targeting I
 
32. Targeting II
 
33. Targeting III
 
34. Signature Analysis I
 
35. Signature Analysis II
 
36. Signature Analysis III
 
37. Evasive Maneuvering I
 
38. Evasive Maneuvering II
 
39. Evasive Maneuvering III
 
40. Warp Drive Operation I
 
41. Warp Drive Operation II
 
42. Mechanics III
 
43. Hull Upgrades I
 
44. Hull Upgrades II
 
45. Hull Upgrades III
 
46. Shield Management I
 
47. Shield Management II
 
48. Shield Management III
 
49. Afterburner I
 
50. Afterburner II
 
51. Fuel Conservation I
 
52. Fuel Conservation II
 
53. Trade I
 
54. Trade II
 
55. Retail I
 
56. Retail II
 
57. Broker Relations I
 
58. Broker Relations II
 
 
   
 
   
You may note that Targeting, Signature Analysis, and Long Range Targeting aren't necessarily required, as well as Retail. The skill plan was based on using Evemon and selecting a Core Basic Certificate and Basic Trade Certificate so your character could mount the ECH IIs, some basic shields, and have enough slots on the market to buy and sell a bit. It's up to you whether you want to train those skills. As the plan is so amazingly short, I left them there in the event I decided to use my alt as a spy and trading alt. You could (and probably should) replace them with Shield Operations, if you're so inclined. If you are more concerned with speed, this plan can certainly be tweaked with High Speed Maneuvering and Acceleration Control to level II, but try to keep it under 13 days, otherwise your main may start to feel neglected, and you'll have missed the point!
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In addition to the above skills you should train the skill for the Gallente [[Epithal]] because it is the only hauler that has a hold specifically for PI materials, and at Gallente Hauler I it will hold at 49,500 m<sup>3</sup>, much more than any other T1 hauler. From the [https://www.eveonline.com/news/view/patch-notes-version-20-03 patch 20.03] you can also carry up to six Command Centers in a Command Center only hold.
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[[File:Tyrannis03Small.jpg|thumb|Tyrannis]]
  
'''
 
  
== How To Use Your New Character ==
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{{SkillQueue
'''
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|name= Gallente Hauler
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|width= 400px
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|Gallente Hauler I
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Gallente Hauler II
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Spaceship Command III
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}}
  
If you've followed this plan, you just spent between 11-15 days training up your alt. So, first things first: Restart training your main character! (The first time I did this, I opened up Evemon to see an empty training queue on one of my mains. That was painful.)
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You may note that Target Management, Signature Analysis, and Long Range Targeting aren't necessarily required, as well as Retail. The skill plan was based on using [[EVEMon]] and selecting a Core Basic Certificate and Basic Trade Certificate so your character could mount the Expanded Cargohold IIs, some basic shields, and have enough slots on the market to buy and sell a bit. It's up to you whether you want to train those skills. As the plan is so amazingly short, I left them there in the event I decided to use my alt as a spy and trading alt. You could (and probably should) replace them with Shield Operations, if you're so inclined. If you are more concerned with speed, this plan can certainly be tweaked with High Speed Maneuvering and Acceleration Control to level II, but try to keep it under 13 days, otherwise your main may start to feel neglected, and you'll have missed the point!
  
Also, keep in mind that just because you aren't training your main doesn't mean you can't play with your main. Get out there and be useful, as your new character may need some more scratch to get good colonies set up. Anyway, back to your new PI toon...
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== How To Use Your New Character ==
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[[File:PlacingPlasmaCC.png|thumb|Placing a Plasma CC]]
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If you've followed this plan, you just spent between 8-10 days training up your alt. So, first things first: '''Restart training your main character!''' (The first time I did this, I opened up EVEMon to see an empty training queue on one of my mains. That was painful.)
  
You'll notice that after your racial Industrial training, you could technically start PI farming, and you should. The rest of the skills are the icing on the cake that will speed you up and make you feel a little safer flying through space with a cargo full of goods that sell for millions.  
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Also, keep in mind that just because you aren't training your main doesn't mean you can't play with your main. Get out there and be useful, as your new character may need some more scratch to get good colonies set up. Anyway, back to your new PI alt ...
  
If you are particularly strapped for isk, start with one planet. After making 5-6 million isk worth of materials, export them and sell them on the market. This will give you the money to set up your second planet. A planet with two basic industrial facilities, one advanced industrial facility, a launchpad, two extractors, and a command center with a level four upgrade (the max you'll be able to upgrade with this character), will cost between 5-6 million isk, which does account for upgrading to the highest level of skill (IV). You'll note also that taxes are quite high, but when you finally sell a month's worth of goods, it won't be so bad.
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You'll notice that after your racial Hauler training, you could technically start PI farming, and you should. The rest of the skills are the icing on the cake that will speed you up and make you feel a little safer flying through space with a cargo full of goods that sell for millions.
  
Once you have enough money, you can simply set up all five planets and let them go nuts. A P1/P2 manufacturing plan will yield somewhere between 2500-3500 units of P2 material a month (3,600 units if you run it perfectly, assuming 30-day months). If you have set up your planets to extract balanced amounts of P0 materials, then your advanced facility should be able to run non-stop all day, every day. This isn't terribly easy, however, as you will need to occasionally tweak your extractors to not gather an over- or under-abundance of one P0 material, and not run out of a P1 product and hold up production. Regardless, the goal is to keep your advanced facility running at all times, and then sell your processed P2 materials (like Coolant, for example) once or twice a month. If you live in nullsec or wormholes, you may have to export more often due to having more resources to extract and process (I honestly don't know, I haven't lived in nullsec or WHs yet). This doesn't mean you can't make more advanced materials, like Hazmat Detection Subsystems. The plan simply considers export only and to not have to spend more isk on imports for the more advanced products. That is a financial decision you must make.
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If you are particularly strapped for ISK, start with one planet. After making 5-6 million ISK worth of materials, export them and sell them on the market. This will give you the money to set up your second planet. A planet with two basic industrial facilities, one advanced industrial facility, a launchpad, two extractors, and a command center with a level four upgrade (the max you'll be able to upgrade with this character), will cost between 5-6 million ISK, which does account for upgrading to the highest level of skill (IV). You'll note also that taxes are quite high, but when you finally sell a month's worth of goods, it won't be so bad.
  
'''
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Once you have enough money, you can simply set up all five planets and let them go nuts. A P1/P2 manufacturing plan will yield somewhere between 2500-3500 units of P2 material a month (3,600 units if you run it perfectly, assuming 30-day months). If you have set up your planets to extract balanced amounts of P0 materials, then your advanced facility should be able to run non-stop all day, every day. This isn't terribly easy, however, as you will need to occasionally tweak your extractors to not gather an over- or under-abundance of one P0 material, and not run out of a P1 product and hold up production. Regardless, the goal is to keep your advanced facility running at all times, and then sell your processed P2 materials (like Coolant, for example) once or twice a month. If you live in nullsec or wormholes, you may have to export more often due to having more resources to extract and process (I honestly don't know, I haven't lived in nullsec or WHs yet). This doesn't mean you ''can't'' make more advanced materials, like Hazmat Detection Subsystems. The plan simply considers export only and to not have to spend more ISK on imports for the more advanced products. That is a financial decision you must make.
  
 
== The Dollars and Cents ==
 
== The Dollars and Cents ==
'''
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[[File:LaunchFromCC.png|thumb|Pending Launch from CC]]
 
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As stated earlier, this is a plan for quickly creating a character able to contribute to your overall budget needs. And what can you reasonably expect? Well, based on rough estimates of the current EVE market in late 2020, P2 products go for around 8,000-11,000 ISK/unit. So, if you were to export approximately 3,000 units of P2 products from each planet that averaged 9,500 ISK on the market, then you would see the following results, assuming 10% taxes from exporting initially:
As stated earlier, this is a plan for quickly creating a character able to contribute to your overall budget needs. And what can you reasonably expect? Well, based on rough estimates of the current Eve market in early 2012, P2 products go for around 7000-9000 isk/unit. So, if you were to export approximately 3,000 units of P2 products from each planet that averaged 8,000 isk on the market, then you would see the following results, assuming 10% taxes from exporting initially:
 
  
3000 units*8,000 isk*0.9 (for export taxes) = ~21,600,000 isk
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3,000 units* ( 9,500 ISK - 7,200 ISK * 0.1 (for export taxes) ) = ~26,340,000 ISK
  
With sales fees and taxes, this number will be closer to 20,952,000 isk. The nice thing is, this is for one planet:
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With sales fees and taxes, this number will be closer to 25,550,000 ISK. The nice thing is, this is for one planet:
  
20,952,000*5 planets = 104,760,000 isk per month
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24,880,500*5 planets = 127,750,500 ISK per month
  
If you choose to consolidate your manufactured goods with a main who has good trading skills, this number will increase slightly. If you decide to take the time to train your second alt character as well, then you can expect to double this number. If you choose to train your main as well, then you could see over 314 million isk a month (please note: these are estimates only, based on current prices and personal experience).  
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If you choose to consolidate your manufactured goods with a main who has good trading skills, this number will increase slightly. If you decide to take the time to train your second alt character as well, then you can expect to double this number. If you choose to train your main as well, then you could see over 373 million ISK a month (please note: these are estimates only, based on late 2020 prices and personal experience).
  
It should be noted that these numbers will be lower due to colony reorganization, including deleting and moving extractors to the best resources, adding storage and basic production units, and clicking "accidents."  
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It should be noted that these numbers will be lower due to colony reorganization, including deleting and moving extractors to the best resources, adding storage and basic production units, and clicking "accidents."
  
'''
 
 
== The Price of Greed ==
 
== The Price of Greed ==
'''
 
  
"So how much will this cost me?" you ask? Not much, in my opinion, and it also depends. Five million isk will pay for all the skill books and leave enough left over to buy your command centers (81,000 isk at last check) and that indy hauler (which you'll need because the Command Centers are massive, at 1,000m3 a center), with some change left for the actual colony building, which runs about five million a planet (yep, that's more than five million, I'll explain in a second). If you are willing to start small, you can finance your own operation by using the sales of your first planet's materials to fund more advanced operations, and additional planets (this is starting slow, but a perfectly good plan that will be maxed in no time).  
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"So how much will this cost me?" you may ask. Not much, in my opinion, and it also depends. Five million ISK will pay for all the skill books and leave enough left over to buy your command centers (81,000 to 87,000 ISK in April 2019) and a hauler that is needed to haul the massive Command Centers (1,000 {{m3}} each). This leaves a little left over for building the colony, which costs an additional five million a planet. If you are willing to start small, you can finance your own operation by using the sales of your first planet's materials to fund more advanced operations and additional planets (this is starting slow, but a perfectly good plan that will be maxed in no time).
  
Financing is also available either by doing the tutorials, which nets about 4-5 million isk (too much work), or use your main to pay for the alt character's training by simply looking your alt up with your main, right clicking the character's icon, and choosing Give Money. If your main has 30 million isk to give to your alt, you'll fully fund your alt's training and operations, and the investment will pay itself off rather quickly once all five planets are up and running. And, of course, you can have your alt run distribution missions, as you'll have them piloting a nice flying cargohold.
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Financing is also available either by doing the tutorials or use your main character to pay for the alt character's training. The tutorials can provide about 4-5 million ISK and a couple industrial ships but can be time consuming. Transferring funds from your main character is faster, simply locate your alt using the Contacts tool, right click the character's icon, and choose "Give Money". If your main has 30 million ISK to give to your alt, you'll fully fund your alt's training and initial operations, and the investment will pay itself off rather quickly once all five planets are up and running. And, of course, you can have your alt run distribution missions, as you'll have them piloting a nice flying cargohold.
  
 
Of course, there are an infinite number of ways to set up planets, including factory planets, which I haven't tried and would be vastly more expensive. This plan, however, calls for a simple P2 production plan. Be sure to adjust your numbers accordingly, based on how you operate.
 
Of course, there are an infinite number of ways to set up planets, including factory planets, which I haven't tried and would be vastly more expensive. This plan, however, calls for a simple P2 production plan. Be sure to adjust your numbers accordingly, based on how you operate.
  
'''
 
 
== Thinking Big ==
 
== Thinking Big ==
'''
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[[File:TemperateLarge.png|thumb]]
 
 
So, do you go for it or not?
 
So, do you go for it or not?
  
 
There are some definite advantages and disadvantages to having a PI alt. On the one hand, you will be providing yourself with a significant increase in isk, especially as a newer player. Also, if you or someone in your corp is an industrialist, you could be supplying you or your corp with free or cheap POS fuel, ship building components, etc. In fact, a single player running this system with all three characters could easily fuel his or her own POS! If you run more than one account, you can potentially be making enough to pay for PLEXs, thus keeping your accounts paying for themselves. Finally, once the plan is complete and your alt is producing, you can get back to more interesting activities.
 
There are some definite advantages and disadvantages to having a PI alt. On the one hand, you will be providing yourself with a significant increase in isk, especially as a newer player. Also, if you or someone in your corp is an industrialist, you could be supplying you or your corp with free or cheap POS fuel, ship building components, etc. In fact, a single player running this system with all three characters could easily fuel his or her own POS! If you run more than one account, you can potentially be making enough to pay for PLEXs, thus keeping your accounts paying for themselves. Finally, once the plan is complete and your alt is producing, you can get back to more interesting activities.
  
On the other hand, there are drawbacks. PI can be difficult to maintain and keep an interest in. All that clicking and strategizing can get tiring pretty quickly, and more than one industrialist has let their struggling colonies die due to boredom. If, like me, you have multiple accounts, and each character has multiple planet skills, you can spend a lot of time managing something in game that isn't very satisfying from a game play point of view. (I have to space out my activity so I only have to check 15 planets every other day). Finally, highsec PI is the least lucrative PI, as the taxes are so high. Sure the numbers look nice, but you could be making a lot more in wormhole space or nullsec PI, and honestly, this plan will give you a character that a strong gust of wind could kill.
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On the other hand, there are drawbacks. PI can be difficult to maintain and keep an interest in. All that clicking and strategizing can get tiring pretty quickly, and more than one industrialist has let their struggling colonies die due to boredom. If you have multiple accounts, and each character has multiple planet skills, you can spend a lot of time managing something in game that isn't very satisfying from a game play point of view. You may want to space out your activity so you only have to check a dozen planets every other day. Finally, highsec PI is the least lucrative PI, since the taxes are so high. A lot more ISK could be made in wormhole space or nullsec PI, but this training plan gives you a character that could be easily killed outside of highsec space.
  
A final consideration should be added, which is Dust 514 wil have an impact on PI. As of this writing, there isn't anything definitive to be found, although it looks like PI in lowsec and nullsec might be riskier.
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=== Summary of reasons to consider creating a PI alt ===
  
I will respond to these issues by summarizing my reasons for considering a PI alt:
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# PI can make you a lot of money with little effort.
 +
# Once you complete training on one or two characters, you never have to do it again and will always have extra money coming in. You can never have enough ISK.
 +
# All the clicking gets pretty quick once you figure out the game mechanics.
 +
# 10% tax on 20 million isn't too terrible if you want to balance risk vs. reward.
 +
# The training plan is very quick, and relatively painless.
  
1. PI can make you a lot of money with little effort.
+
== Conclusion and Final Thoughts ==
2. Once you complete training on one or two characters, you never have to do it again and will always have extra money coming in. You can never have enough isk.
 
3. All the clicking gets pretty quick once you figure out the game mechanics.
 
4. 10% tax on 20 million isn't too terrible if you want to balance risk vs. reward.
 
5. The training plan is very quick, and relatively painless.
 
6. There is no six.
 
7. Dust 514 might be pretty cool.
 
  
 +
PI can be a great way to make some extra money. The training plan explained above takes less than half a month. The ability to run five extra planets per character can benefit in both ISK and industrial mats that can be used in manufacturing. The process of setting up colonies and running them is pretty low. The risk in high sec is very low. The potential of running lucrative planets in lowsec or nullsec is very high, if dangerous. The more characters you have running planets, the more ISK you'll make. Like any other job in EVE, it isn't perfect, but the plan is as efficient as I can make it.
  
== Conclusion and Final Thoughts ==
+
== See also ==
 
+
* [[Planetary Industry]]
 +
* [[Setting up a planetary colony]]
 +
* [[Creating an Alt Hauler]]
 +
* [[Creating an Alt Miner]]
  
PI can be a great way to make some extra money. The training plan explained above takes less than half a month. The ability to run five extra planets per character can benefit in both isk and industrial mats that can be used in manufacturing. The process of setting up colonies and running them is pretty low. The risk in high sec is very low. The potential of running lucrative planets in lowsec or nullsec is very high, if dangerous. The more characters you have running planets, the more isk you'll make. Like any other job in Eve, it isn't perfect, but the plan is as efficient as I can make it.
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[[Category:Guides]]
 +
[[Category:Getting Started]]
 +
[[Category:Planetary Industry]]
 +
[[Category:Accounts]]

Latest revision as of 05:59, 17 April 2024

This page should be updated due to game changes.
Reason: Major overhaul needed.
Main article: Alternate characters

This is a guide for skilling and maintaining a Planetary Industry (PI) alt character for your main account in about 12 days with the goal of earning semi-passive, low-risk income in high security space to support your more exciting activities in EVE Online. This guide will provide the skill plan to follow, estimated amount of money needed to start, and estimates of how much money you can expect to make. Although this guide will not cover the actual way to conduct PI, the Uniwiki has some well-written pages on how to get started and set up your planets. Additionally, Seamus Donohue of EVE University has made some wonderful training videos on YouTube, which I encourage you to watch to learn the process.

Introduction

Planetary Industry is an excellent way to make money since the skills required are relatively easy to attain and the startup costs aren't very high. There are three character slots on every EVE account and it is a missed opportunity to not do something useful with all of them. Since only one character can be trained at a time per account, you must forfeit training time on your main--unless you purchase PLEX to enable multiple characters to train concurrently. The most challenging part of PI is the actual process, which, like most everything else in EVE, can have a steep learning curve. However, once you've developed a good technique for maintaining your planetary colonies, making a decent income from them becomes routine and fairly simple.

This plan will provide you with a character capable of the following in 12-1/2 days with attribute remaps:

  1. A PI character that can run five planets with basic scanning and decent upgrade abilities
  2. Gallente hauler pilot skill to three (III) to haul your delicious goods to market
  3. Basic navigation skills so you can fly around a little quicker
  4. Basic trade skills to sell several orders with slightly fewer taxes to "the Man"

What's The Big Idea?

The general concept of this plan is intended to:

  1. Manufacture enough materials from your planets to provide an income for your main character to spend as you see fit (or with wild abandon!).
  2. Pay for itself and still make money for your main character. The cost of PI is pretty high in high-sec, but will turn a profit; this plan gets even more lucrative if you can safely run your colonies in lowsec or nullsec.
  3. Be over quickly. The training plan is 12 days for a reason, which is that your main is losing time waiting. This is a bare minimum plan that gives your alt only what it needs to serve its main character.

The Alt PI Training Plan

Skills!

Alright, so you've randomized your way through the character creator, and have a fat wad of cash in your new alt's account (see financing below). Now it's time to be careful and patient. This plan is predicated on using both remaps you'll have available. Scary, yes, but remember this alt is just for PI, nothing more. If you do decide to train this character further, you'll be maxed on Intelligence, which isn't too terrible. You certainly don't have to remap, either, it will just take about 14-1/2 days instead of 12.

Purchase the following skill books:

  1. Command Center Upgrades
  2. Interplanetary Consolidation
  3. Remote Sensing
  4. Planetology
  5. Capacitor Systems Operation
  6. Capacitor Management
  7. Energy Grid Upgrades
  8. Electronics Upgrades
  9. Long Range Targeting
  10. Target Management
  11. Signature Analysis
  12. Evasive Maneuvering
  13. Warp Drive Operation
  14. Hull Upgrades
  15. Shield Management
  16. Afterburner
  17. Fuel Conservation
  18. Trade
  19. Retail
  20. Broker Relations
  21. Racial Hauler (get your character's race, as you will already have the Frigate prerequisite for that ship type to level II)

Once you have these skill books, it's time to queue up! The following plan is based on two remaps, which will result in a completed plan in ~10 days and some hours (you'll already have Science III and Racial Frigate II):


LavaLarge.png

First Remap

Maximize Charisma and put the rest into Intelligence
Expand this box to view a Skill queue to use in-game

Command Center Upgrades I 
Command Center Upgrades II
Command Center Upgrades III
Command Center Upgrades IV
Interplanetary Consolidation I 
Interplanetary Consolidation II
Interplanetary Consolidation III
Interplanetary Consolidation IV


Notes:
  • Command Center Upgrades IV allows you to set the second highest upgrade tier for your command center
  • Interplanetary Consolidation IV allows you to run five planets
PlasmaLarge.png


Second Remap

Maximize Intelligence, add one point to Memory, and the rest into Perception
Expand this box to view a Skill queue to use in-game

Remote Sensing I 
Remote Sensing II
Remote Sensing III
Planetology I 
Planetology II
Planetology III
Energy Grid Upgrades II 
Signature Analysis III
Evasive Maneuvering II 
Evasive Maneuvering III
Mechanics III
Shield Management II 
Shield Management III
Fuel Conservation I 
Fuel Conservation II
Retail I
Retail II
Broker Relations I 
Broker Relations II


Notes:
  • Remote Sensing III allows for scanning planets outside your system
  • Planetology III gives very basic scan resolution of resources; the one skill to take higher on your main
  • You may already have Mechanics III if you started as Amarr, Gallente or Minmatar


In addition to the above skills you should train the skill for the Gallente Epithal because it is the only hauler that has a hold specifically for PI materials, and at Gallente Hauler I it will hold at 49,500 m3, much more than any other T1 hauler. From the patch 20.03 you can also carry up to six Command Centers in a Command Center only hold.

Tyrannis


Gallente Hauler

Expand this box to view a Skill queue to use in-game

Gallente Hauler I
Gallente Hauler II
Spaceship Command III


You may note that Target Management, Signature Analysis, and Long Range Targeting aren't necessarily required, as well as Retail. The skill plan was based on using EVEMon and selecting a Core Basic Certificate and Basic Trade Certificate so your character could mount the Expanded Cargohold IIs, some basic shields, and have enough slots on the market to buy and sell a bit. It's up to you whether you want to train those skills. As the plan is so amazingly short, I left them there in the event I decided to use my alt as a spy and trading alt. You could (and probably should) replace them with Shield Operations, if you're so inclined. If you are more concerned with speed, this plan can certainly be tweaked with High Speed Maneuvering and Acceleration Control to level II, but try to keep it under 13 days, otherwise your main may start to feel neglected, and you'll have missed the point!

How To Use Your New Character

Placing a Plasma CC

If you've followed this plan, you just spent between 8-10 days training up your alt. So, first things first: Restart training your main character! (The first time I did this, I opened up EVEMon to see an empty training queue on one of my mains. That was painful.)

Also, keep in mind that just because you aren't training your main doesn't mean you can't play with your main. Get out there and be useful, as your new character may need some more scratch to get good colonies set up. Anyway, back to your new PI alt ...

You'll notice that after your racial Hauler training, you could technically start PI farming, and you should. The rest of the skills are the icing on the cake that will speed you up and make you feel a little safer flying through space with a cargo full of goods that sell for millions.

If you are particularly strapped for ISK, start with one planet. After making 5-6 million ISK worth of materials, export them and sell them on the market. This will give you the money to set up your second planet. A planet with two basic industrial facilities, one advanced industrial facility, a launchpad, two extractors, and a command center with a level four upgrade (the max you'll be able to upgrade with this character), will cost between 5-6 million ISK, which does account for upgrading to the highest level of skill (IV). You'll note also that taxes are quite high, but when you finally sell a month's worth of goods, it won't be so bad.

Once you have enough money, you can simply set up all five planets and let them go nuts. A P1/P2 manufacturing plan will yield somewhere between 2500-3500 units of P2 material a month (3,600 units if you run it perfectly, assuming 30-day months). If you have set up your planets to extract balanced amounts of P0 materials, then your advanced facility should be able to run non-stop all day, every day. This isn't terribly easy, however, as you will need to occasionally tweak your extractors to not gather an over- or under-abundance of one P0 material, and not run out of a P1 product and hold up production. Regardless, the goal is to keep your advanced facility running at all times, and then sell your processed P2 materials (like Coolant, for example) once or twice a month. If you live in nullsec or wormholes, you may have to export more often due to having more resources to extract and process (I honestly don't know, I haven't lived in nullsec or WHs yet). This doesn't mean you can't make more advanced materials, like Hazmat Detection Subsystems. The plan simply considers export only and to not have to spend more ISK on imports for the more advanced products. That is a financial decision you must make.

The Dollars and Cents

Pending Launch from CC

As stated earlier, this is a plan for quickly creating a character able to contribute to your overall budget needs. And what can you reasonably expect? Well, based on rough estimates of the current EVE market in late 2020, P2 products go for around 8,000-11,000 ISK/unit. So, if you were to export approximately 3,000 units of P2 products from each planet that averaged 9,500 ISK on the market, then you would see the following results, assuming 10% taxes from exporting initially:

3,000 units* ( 9,500 ISK - 7,200 ISK * 0.1 (for export taxes) ) = ~26,340,000 ISK

With sales fees and taxes, this number will be closer to 25,550,000 ISK. The nice thing is, this is for one planet:

24,880,500*5 planets = 127,750,500 ISK per month

If you choose to consolidate your manufactured goods with a main who has good trading skills, this number will increase slightly. If you decide to take the time to train your second alt character as well, then you can expect to double this number. If you choose to train your main as well, then you could see over 373 million ISK a month (please note: these are estimates only, based on late 2020 prices and personal experience).

It should be noted that these numbers will be lower due to colony reorganization, including deleting and moving extractors to the best resources, adding storage and basic production units, and clicking "accidents."

The Price of Greed

"So how much will this cost me?" you may ask. Not much, in my opinion, and it also depends. Five million ISK will pay for all the skill books and leave enough left over to buy your command centers (81,000 to 87,000 ISK in April 2019) and a hauler that is needed to haul the massive Command Centers (1,000  m3 each). This leaves a little left over for building the colony, which costs an additional five million a planet. If you are willing to start small, you can finance your own operation by using the sales of your first planet's materials to fund more advanced operations and additional planets (this is starting slow, but a perfectly good plan that will be maxed in no time).

Financing is also available either by doing the tutorials or use your main character to pay for the alt character's training. The tutorials can provide about 4-5 million ISK and a couple industrial ships but can be time consuming. Transferring funds from your main character is faster, simply locate your alt using the Contacts tool, right click the character's icon, and choose "Give Money". If your main has 30 million ISK to give to your alt, you'll fully fund your alt's training and initial operations, and the investment will pay itself off rather quickly once all five planets are up and running. And, of course, you can have your alt run distribution missions, as you'll have them piloting a nice flying cargohold.

Of course, there are an infinite number of ways to set up planets, including factory planets, which I haven't tried and would be vastly more expensive. This plan, however, calls for a simple P2 production plan. Be sure to adjust your numbers accordingly, based on how you operate.

Thinking Big

TemperateLarge.png

So, do you go for it or not?

There are some definite advantages and disadvantages to having a PI alt. On the one hand, you will be providing yourself with a significant increase in isk, especially as a newer player. Also, if you or someone in your corp is an industrialist, you could be supplying you or your corp with free or cheap POS fuel, ship building components, etc. In fact, a single player running this system with all three characters could easily fuel his or her own POS! If you run more than one account, you can potentially be making enough to pay for PLEXs, thus keeping your accounts paying for themselves. Finally, once the plan is complete and your alt is producing, you can get back to more interesting activities.

On the other hand, there are drawbacks. PI can be difficult to maintain and keep an interest in. All that clicking and strategizing can get tiring pretty quickly, and more than one industrialist has let their struggling colonies die due to boredom. If you have multiple accounts, and each character has multiple planet skills, you can spend a lot of time managing something in game that isn't very satisfying from a game play point of view. You may want to space out your activity so you only have to check a dozen planets every other day. Finally, highsec PI is the least lucrative PI, since the taxes are so high. A lot more ISK could be made in wormhole space or nullsec PI, but this training plan gives you a character that could be easily killed outside of highsec space.

Summary of reasons to consider creating a PI alt

  1. PI can make you a lot of money with little effort.
  2. Once you complete training on one or two characters, you never have to do it again and will always have extra money coming in. You can never have enough ISK.
  3. All the clicking gets pretty quick once you figure out the game mechanics.
  4. 10% tax on 20 million isn't too terrible if you want to balance risk vs. reward.
  5. The training plan is very quick, and relatively painless.

Conclusion and Final Thoughts

PI can be a great way to make some extra money. The training plan explained above takes less than half a month. The ability to run five extra planets per character can benefit in both ISK and industrial mats that can be used in manufacturing. The process of setting up colonies and running them is pretty low. The risk in high sec is very low. The potential of running lucrative planets in lowsec or nullsec is very high, if dangerous. The more characters you have running planets, the more ISK you'll make. Like any other job in EVE, it isn't perfect, but the plan is as efficient as I can make it.

See also