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= Planetary Interaction =
 
Apart from life as a Senior Personnel Officer for the Uni I spend my time in game working on Planetary Interaction installations. It's a relatively complex area and one which I've gained a lot of experience with. In this little corner of the Uniwiki that I call my own I'm going to try and capture some of that knowledge for two reasons. Firstly so that I don't forget it and secondly because others might find it useful. I also want to put together a training programme for potential PI entrepreneurs.
 
  
== Benefits ==
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I'm working on a full description of my PI setup in the NSC back-pocket. I have 5 alts working down there, producing P4 Broadcast Nodes which is reasonably profitable and doesn't take a lot of effort to do. I thought I had better write it up before I forget all the reasons I did it this way.
So why would anyone want to spend the time on PI?
 
  
<big>Answer: ''ISK!''</big>
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== [[NSC Back-Pocket PI|NSC Back-Pocket PI]] ==
  
To expand on that answer a little. As with anything in EVE the more you put in, the more you get out. You could set up a few P2 factories that you spend 15 mins on per week that produce commodities you can sell for 20-30mil ISK. That might be enough to fund your PvP habit nicely. At the other end of the spectrum you could run several accounts with many alts tending to an extensive PI empire and generate 7-8 PLEX per month. Obviously there are many degrees of effort in between and the returns reflect it.
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The key phrase with PI is "Semi-passive income". It's not like exploration or mining where you have to be actively engaged in those activities to make any money out of them. PI is different. You have brief, but regular periods of involvement and then the rest of the time you get back to doing something else.
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Below you're going to find lots of strategies for setting up your own PI installation. Don't take this as gospel, or the only way it can be done. This is a very personal take on the subject matter but I have devoted rather a lot of (some would say too much) time on building little factories on planets and hauling around their produce.
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= Products =
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* P0 - These are the raw materials that extractors produce. They are huge and you pretty much never want to export these from a planet. If you do though, because they are not worth very much, the taxation on them is negligible.
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:e.g. stuff (TODO)
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* P1
 
* P2
 
* P3
 
* P4
 
 
 
= Extractors =
 
 
 
Extractors are the critical component in P0 production. In fact apart from buying P0 that someone else has extracted there is no other way of getting hold of the stuff. I've come to the conclusion that the most important factor when configuring extractors is to ensure balance and understand the consequences of that decision.
 
 
 
== Routing the raw material
 
 
 
First off let me give you a rule - "Always extract into a silo or a launchpad" - never forget this rule because it's important. For the sake of argument I refer to this initial building that the extractor routes into as the "hopper".
 
 
 
You could extract into the command center as is has a small capacity but I wouldn't advise it on the basis that the command center will not necessarily be in the location that you are extracting. I tend to put a command center down on a planet roughly near where I tend to extract first but over time as resources move I may have to move the operation. The only planetary structure that cannot cheaply be moved is the command center due to the upgrade costs. So I avoid using the command center for either storage or routing.
 
 
 
Whether you route to a silo or a launchpad depends on what else you are routing into that facility, and that depends on whether you intend to over or under produce.
 
 
 
== Over-production ==
 
 
 
When you are extracting more P0 than your factories can process then your extractor is set to Over-Produce. That means over time that the hopper will fill up and eventually get full. This will give you the option at some point in the future to decide not to full your extractor and your downstream factories will continue to run by using up the excess built up in the hopper.
 
 
 
== Under-production ==
 
 
 
The alternative is to set your extractors to produce slightly less that your factories can handle and that means your extractors Under-Produce. The effect here is that the hopper will always be empty at the end of a cycle. Remember though that extractors always produce more at the start of their cycle than at the end so the hopper will fill up a little to start with. Once your extractor finishes its cycle you factories will quickly run dry because the hopper will be empty.
 
 
 
== Which production strategy to choose ==
 
 
 
Which of these strategies you choose is totally up to you. I closely manage by extractors so I tend to under-produce. I find that cleaner because I don't end up with raw material buffering up in the hoppers. On the other hand I do see the benefit of having spare raw material in the hopper and being able to run the facility when the extractors have expired. As mentioned earlier, I closely manage my extractors so I usually under-produce.
 

Latest revision as of 17:26, 20 October 2022

I'm working on a full description of my PI setup in the NSC back-pocket. I have 5 alts working down there, producing P4 Broadcast Nodes which is reasonably profitable and doesn't take a lot of effort to do. I thought I had better write it up before I forget all the reasons I did it this way.

NSC Back-Pocket PI

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Marn Vermuldir.jpg Marn Vermuldir.jpg Marn Vermuldir.jpg Marn Vermuldir.jpg Marn Vermuldir.jpg Marn Vermuldir.jpg