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The aim of this is producing goods from raw materials extracted from the planet. Planetary Industry can produce a range of commodities which can be used in blueprints to create [[POS Structures]] and [[POS_Setup#Fuel_Blocks|Fuel Blocks]], [[Sovereignty#Sovereignty_Structures|Sovereignty structures]], [[Medical boosters|Boosters]], [[Overheating|Nanite Repair Paste]], and [[Production#T2_Production|T2 components]]. | The aim of this is producing goods from raw materials extracted from the planet. Planetary Industry can produce a range of commodities which can be used in blueprints to create [[POS Structures]] and [[POS_Setup#Fuel_Blocks|Fuel Blocks]], [[Sovereignty#Sovereignty_Structures|Sovereignty structures]], [[Medical boosters|Boosters]], [[Overheating|Nanite Repair Paste]], and [[Production#T2_Production|T2 components]]. | ||
==Introduction== | == Introduction == | ||
To engage in Planetary Industry, pilots need to purchase the correct [[Planetary_Buildings#Command_Centers|Command Center]] for their chosen planet from the market. There are eight types of Command Centers (one for each type of planet). Once the correct Command Center is placed on a planet other facilities such as extractors and processors may be placed. As the correct Command Center needs to be deployed before beginning any extraction, it is good to survey and select your chosen planet(s) prior to purchase. | To engage in Planetary Industry, pilots need to purchase the correct [[Planetary_Buildings#Command_Centers|Command Center]] for their chosen planet from the market. There are eight types of Command Centers (one for each type of planet). Once the correct Command Center is placed on a planet other facilities such as extractors and processors may be placed. As the correct Command Center needs to be deployed before beginning any extraction, it is good to survey and select your chosen planet(s) prior to purchase. | ||
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{| | {| | ||
| | | style="width: 8em;" | | ||
* Amarr | * Amarr | ||
* Arnon | * Arnon | ||
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* Balginia | * Balginia | ||
* Dodixie | * Dodixie | ||
| style="width: 8em;" | | |||
* Fricoure | * Fricoure | ||
* Ichoriya | * Ichoriya | ||
* Irjunen | * Irjunen | ||
* Isaziwa | * Isaziwa | ||
* Isinokka | * Isinokka | ||
* Jita | * Jita | ||
| style="width: 8em;" | | |||
* Lustrevik | * Lustrevik | ||
* Motsu | * Motsu | ||
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The following videos explain the basics of Planetary Industry. For more details you should consult the [[Setting up a planetary colony]] page. | The following videos explain the basics of Planetary Industry. For more details you should consult the [[Setting up a planetary colony]] page. | ||
CCP made an older video | CCP made an older video [https://www.youtube.com/watch?v=XKnObxB9XCs Planetary Interaction Tutorial] (post-Incursion, April 2011). | ||
An even older | An even older E-UNI [https://www.youtube.com/watch?v=slslQMplcf0 Planetary Interaction Quick Start Guide] (pre-Incursion, May 2010). | ||
A transition guide for players adapting to the changes in Incursion is here: [https://www.youtube.com/watch?v=_WjWZU4ebbs ( | A transition guide for players adapting to the changes in Incursion is here: [https://www.youtube.com/watch?v=_WjWZU4ebbs The New Incursion Planetary Interaction Tutorial] (January 2011). | ||
Some more advanced video guides are also available: | Some more advanced video guides are also available: | ||
* Single-Planet P3 Production - note that with Incursion it is no longer possible to do 'perfect' P3 production on any planet, as no command center can support four ECU's and the factories needed to achieve continuous P3 production. However the video is still helpful as it gives an excellent overview of setting up from start to final production. | * Single-Planet P3 Production - note that with Incursion it is no longer possible to do 'perfect' P3 production on any planet, as no command center can support four ECU's and the factories needed to achieve continuous P3 production. However the video is still helpful as it gives an excellent overview of setting up from start to final production. | ||
** [https://www.youtube.com/watch?v=KWdqDYL91fk E-UNI Planetary Industry: Single-Planet P3 Guide, part 1 (YouTube)] | ** [https://www.youtube.com/watch?v=KWdqDYL91fk E-UNI Planetary Industry: Single-Planet P3 Guide, part 1 (YouTube)] (May 2010) | ||
** [https://www.youtube.com/watch?v=FbKonAzhe2E E-UNI Planetary Industry: Single-Planet P3 Guide, part 2 (YouTube)] | ** [https://www.youtube.com/watch?v=FbKonAzhe2E E-UNI Planetary Industry: Single-Planet P3 Guide, part 2 (YouTube)] (May 2010) | ||
* POS Fuel Production Guide | * POS Fuel Production Guide | ||
** [https://www.youtube.com/watch?v=KSIn8g-K3-Y E-UNI Planetary Industry: POS Fuel Production Guide, part 1 (YouTube)] | ** [https://www.youtube.com/watch?v=KSIn8g-K3-Y E-UNI Planetary Industry: POS Fuel Production Guide, part 1 (YouTube)] (June 2010) | ||
** [https://www.youtube.com/watch?v=u6h-nECuf_A E-UNI Planetary Industry: POS Fuel Production Guide, part 2 (YouTube)] | ** [https://www.youtube.com/watch?v=u6h-nECuf_A E-UNI Planetary Industry: POS Fuel Production Guide, part 2 (YouTube)] (June 2010) | ||
== Skills == | == Skills == | ||
[[File:SkillBook.png|thumb|Skills!]] | [[File:SkillBook.png|thumb|Skills!]] | ||
None of the [[Skills:Planet Management|skills related to PI]] are technically required to try it out. However, you'll be limited to a single Command Center (and thus a single planet) of the lowest quality until you do some initial training. Additionally, unless you want to place your extractors blind, you'll want to train Remote Sensing to at least level | None of the [[Skills:Planet Management|skills related to PI]] are technically required to try it out. However, you'll be limited to a single Command Center (and thus a single planet) of the lowest quality until you do some initial training. Additionally, unless you want to place your extractors blind, you'll want to train Remote Sensing to at least level I. Thus, you're most likely to get the best use out of training that first, then Interplanetary Consolidation and Command Center Upgrades. | ||
Click each skill link for more details | Click each skill link for more details | ||
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== Planets == | == Planets == | ||
[[File:PlanetOfficeStar.png|thumb|All these planets are Yours]] | [[File:PlanetOfficeStar.png|thumb|All these planets are Yours]] | ||
{{Main|Planets}} | |||
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). | 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 [[ | 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 actually 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 really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view. | To actually 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 really 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 | 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 actually 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 == | ||
{{Main|Planetary Commodities}} | |||
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) | ||
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{| style="color: black; font-weight: bold; width: 100%" | {| style="color: black; font-weight: bold; width: 100%" | ||
| | | style="background: khaki;" | Resources (R0) | ||
| style="background: lightgreen;" | Tier 1 Products (P1) | |||
| style="background: aqua;" | Tier 2 Products (P2) | |||
| style="background: steelblue;" | Tier 3 Products (P3) | |||
| style="background: pink;" | Tier 4 Products (P4) | |||
|} | |} | ||
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== Planetary Buildings == | == 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-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;" | |||
|- | |||
! scope="col" style="width: 16em;" | Type | |||
! scope="col" style="width: 65em;" | Description | |||
|- | |||
! scope="row" style="background: #333333" | [[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. | |||
|- | |||
! scope="row" style="background: #333333" | [[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. | |||
|- | |||
! scope="row" style="background: #333333" | [[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. | |||
|- | |||
! scope="row" style="background: #333333" | [[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. | |||
|- | |||
! scope="row" style="background: #333333" | [[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. | |||
|- | |||
! scope="row" style="background: #333333" | [[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. | |||
|- | |||
! scope="row" style="background: #333333" | [[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. | |||
|} | |||
==Setting Up a New Colony== | == Setting Up a New Colony == | ||
''For more details including a step-by-step pictorial guide of setting up a colony, see [[Setting up a planetary colony]]'' | ''For more details including a step-by-step pictorial guide of setting up a colony, see [[Setting up a planetary colony]]'' | ||
=== Planet Scanning === | === Planet Scanning === | ||
[[File:PI-AlteredHeatMap.jpg|thumb|right|Example of a planet scan]] | [[File:PI-AlteredHeatMap.jpg|thumb|right|Example of a planet scan]] | ||
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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. | ||
{{example|'''Big note:''' Scan accuracy varies heavily by range to the system. While scanning at your max range may give you an idea of a planets usefulness without travelling there (spotting two rich resources near each other), be sure to rescan when you're in the system for best accuracy. In-system | {{example|'''Big note:''' Scan accuracy varies heavily by range to the system. While scanning at your max range may give you an idea of a planets usefulness without travelling there (spotting two rich resources near each other), be sure to rescan when you're in the system for best accuracy. In-system versus in-orbit makes no difference. You can scan your ''existing'' colonies at any range and seemingly at in-system accuracy - which makes sense, since you've already got "equipment" there. So don't worry about range if you need to rearrange your extractors.}} | ||
=== Deploying a Command Center === | === Deploying a Command Center === | ||
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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 actually 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. | 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 actually 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 ( | 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). | ||
After your CC has been deployed and you have submitted changes, further build options will become available. There seems to be a bug whereby sometimes these new options remain greyed out and are not selectable after deploying your CC. If this happens, simply leave planetary industry mode (click "exit") and then go back into it. Build options should now appear correctly allowing you to continue building your colony. | After your CC has been deployed and you have submitted changes, further build options will become available. There seems to be a bug whereby sometimes these new options remain greyed out and are not selectable after deploying your CC. If this happens, simply leave planetary industry mode (click "exit") and then go back into it. Build options should now appear correctly allowing you to continue building your colony. | ||
You can upgrade your CC as needed once placed, up to your maximum | You can upgrade your CC as needed once placed, up to your maximum {{Sk|Command Center Upgrades}} skill level. | ||
=== Surveying with an Extractor Control Unit === | === Surveying with an Extractor Control Unit === | ||
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[https://www.youtube.com/watch?v=_WjWZU4ebbs (YouTube)] | [https://www.youtube.com/watch?v=_WjWZU4ebbs (YouTube)] | ||
When you return to refresh your extraction programs, you may notice that the actual amount of materials extracted may be different (usually less) than the amount you expected. This inaccuracy may be mitigated by training | When you return to refresh your extraction programs, you may notice that the actual amount of materials extracted may be different (usually less) than the amount you expected. This inaccuracy may be mitigated by training {{Sk|Planetology}} and {{Sk|Advanced Planetology}}, but even at high skill levels the difference can be significant. To further reduce the inaccuracy, after you move your extractor heads and click start, DO NOT submit yet. Instead, click on the "Install Program" button again, and look at the updated extraction amount. If this is very different from what you expected, stop the program, move the heads, and try again until you have what you need. | ||
=== Links and Routes === | === Links and Routes === | ||
[[File:CreateLink.png|thumb|Creating a Link]] | [[File:CreateLink.png|thumb|Creating a Link]] | ||
Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost Powergrid and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors. The [[Good_Planets#Planet_Radius| | Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost Powergrid and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors. The [[Good_Planets#Planet_Radius|Planet Radius]] plays a significant role in PG cost of links so be mindful of this when placing them. | ||
There are multiple ways to get started making links, {{button|CTRL}} -clicking any building being the easiest. After your Link is started simply click (without {{button|CTRL}}) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other. | There are multiple ways to get started making links, {{button|CTRL}} -clicking any building being the easiest. After your Link is started simply click (without {{button|CTRL}}) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a [[Planetary Buildings#Launchpad|Launchpad]] is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other. | ||
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== Colony Management == | == Colony Management == | ||
[[File:PI-ScienceNIndustry.jpg|thumb | [[File:PI-ScienceNIndustry.jpg|thumb|Viewing your Planets]] | ||
{{Main|Colony management}} | |||
Now that you have built your first colony, you're on your way! After training | Now that you have built your first colony, you're on your way! After training {{Sk|Interplanetary Consolidation}} you can have multiple colonies, one per skill level, plus the initial one, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each. | ||
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 | 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. It's likely that 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 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. | 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. It's likely that 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 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. | ||
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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. | ||
==Profit!== | == Profit! == | ||
[[File:LaunchFromCC.png|thumb|A pending Launch from a command center]] | [[File:LaunchFromCC.png|thumb|A pending Launch from a command center]] | ||
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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. | ||
===Base Costs=== | === Base Costs === | ||
Commodities cost a percentage of a set taxable value '''per unit''' to export or import, based on the commodity's tier in the industry chain. | Commodities cost a percentage of a set taxable value '''per unit''' to export or import, based on the commodity's tier in the industry chain. | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
|Commodity level | | Commodity level | ||
| Base Cost | | Base Cost (ISK) | ||
|- | |- | ||
|R0 | |R0 | ||
| 5 | | 5 | ||
|- | |- | ||
|[[Planetary_Commodities#Tier_1_-_Processed_Materials_.28P1.29 | P1]] | | [[Planetary_Commodities#Tier_1_-_Processed_Materials_.28P1.29 | P1]] | ||
| 400 | | 400 | ||
|- | |- | ||
|[[Planetary_Commodities#Tier_2_-_Refined_Commodities_.28P2.29 | P2]] | | [[Planetary_Commodities#Tier_2_-_Refined_Commodities_.28P2.29 | P2]] | ||
|7,200 | | 7,200 | ||
|- | |- | ||
|[[Planetary_Commodities#Tier_3_-_Specialized_Commodities_.28P3.29 | P3]] | | [[Planetary_Commodities#Tier_3_-_Specialized_Commodities_.28P3.29 | P3]] | ||
|60,000 | | 60,000 | ||
|- | |- | ||
|[[Planetary_Commodities#Tier_4_-_Advanced_Commodities_.28P4.29 | P4]] | | [[Planetary_Commodities#Tier_4_-_Advanced_Commodities_.28P4.29 | P4]] | ||
|1,200,000 | | 1,200,000 | ||
|} | |} | ||
However, due to the above taxable values being per unit, and because of the compression that occurs as the PI product is refined to higher tiers, some tiers are cheaper to export/import than others: | However, due to the above taxable values being per unit, and because of the compression that occurs as the PI product is refined to higher tiers, some tiers are cheaper to export/import than others: | ||
* A 30-minute Basic Industrial Facility cycle uses | * A 30-minute Basic Industrial Facility cycle uses 3,000 units of R0 to make 20 units of P1, for taxable values of (3,000*5=) 15,000 ISK before vs. (20*400=) 8,000 ISK after, a 47% reduction in taxable value, in addition to the volume being reduced to about 25% of the original. | ||
* A 1-hour P1 to P2 cycle uses a total of (2*40=) 80 units of P1 to make 5 units of P2, for taxable values of (80*400=) | * A 1-hour P1 to P2 cycle uses a total of (2*40=) 80 units of P1 to make 5 units of P2, for taxable values of (80*400=) 32,000 ISK before vs. (5*7,200 =) 36,000 ISK after, an increase of 12.5% during this cycle but still a net reduction from R0. Due to planetary colony CPU/PG restrictions, production of P3 or higher products on a single planet isn't possible, so you'll have to export at this stage at the latest, usually. Volume compression is still about 4-fold, from 30.4m³ to 7.5m³. | ||
* A 1-hour P2 to P3 cycle uses 20 or 30 units of P2 to make 3 units of P3, for taxable values of (20* | * A 1-hour P2 to P3 cycle uses 20 or 30 units of P2 to make 3 units of P3, for taxable values of (20*7,200=) 144,000 ISK / (30*7,200=) 216,000 ISK before vs. (3*60,000=) 180,000 ISK after, i.e. either an increase of 25% or a decrease of 16.7%. Volume reduction is to 60% or 40% respectively. | ||
* Finally, a P3 to P4 cycle uses either: | * Finally, a P3 to P4 cycle uses either: | ||
** a total of 18 units (3 different types) of P3 to produce 1 unit of P4, for taxable values of (18* | ** a total of 18 units (3 different types) of P3 to produce 1 unit of P4, for taxable values of (18*60,000=) 1,080,000 ISK before vs. 1,200,000 ISK after, or | ||
** a total of 12 units (2 different types of P3 and 40 units of P1 to produce 1 unit of P4, for taxable values of (12* | ** a total of 12 units (2 different types of P3 and 40 units of P1 to produce 1 unit of P4, for taxable values of (12*60,000+40*400=) 736,000 ISK before vs. 1,200,000 ISK after | ||
** 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. | ||
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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 definitely 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. | 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 definitely 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 === | ||
High-sec Player-Owned Customs Offices have a 10% NPC tax rate, in addition to the tax rate set by the POCO owner, which can vary according to your standings towards the owning corp. Corporations who own Customs Offices can charge as much as they please. | High-sec Player-Owned Customs Offices(POCO) have a 10% NPC tax rate, in addition to the tax rate set by the POCO owner, which can vary according to your standings towards the owning corp. Corporations who own Customs Offices can charge as much as they please. | ||
The NPC portion of the tax rate can be reduced by the | The NPC portion of the tax rate can be reduced by the {{Sk|Customs Code Expertise}} skill added with Rubicon. | ||
The tax rate show in the description of a specific high-sec Customs Office is equal to: | The tax rate show in the description of a specific high-sec Customs Office is equal to: | ||
< | : <math> \displaystyle 10 \% + \% \text{Player tax} - ( 1 \% \times \text{Custom Code Expertise level} )</math> | ||
10% + % Player | |||
</ | |||
===Low Sec, Null Sec, and Wormhole Space=== | === Low Sec, Null Sec, and Wormhole Space === | ||
NPC-owned Customs Offices outside of high-sec (if any remain, which is unlikely) charge 17%. That rate cannot be reduced (The skill Customs Code Expertise does not affect this). | NPC-owned Customs Offices outside of high-sec (if any remain, which is unlikely) charge 17%. That rate cannot be reduced (The skill Customs Code Expertise does not affect this). | ||
For Player-Owned Customs Offices outside of high-sec, there is no NPC tax component, so the whole tax rate is '''exactly''' what the owning corp sets it at. Again, Customs Code Expertise does not affect these rates. | For Player-Owned Customs Offices outside of high-sec, there is no NPC tax component, so the whole tax rate is '''exactly''' what the owning corp sets it at. Again, Customs Code Expertise does not affect these rates. | ||
===Import/Export | === Import/Export formulas === | ||
< | |||
Export fee = Base cost | : <math> \displaystyle \text{Export fee} = \text{Base cost} \times \text{tax rate } ( \times 1.5^ \text{ if launched via CC})</math> | ||
Import fee = Base cost | : <math> \displaystyle \text{Import fee} = \text{Base cost} \times \text{tax rate} \times 0.5</math> | ||
</ | |||
{{example|Example: Exporting a unit of Biomass (P1) using a Launchpad from a low-sec planet with a 10% Player Tax will cost will cost 40 ISK (400 * 10% * 1 ) <br> | {{example|Example: Exporting a unit of Biomass (P1) using a Launchpad from a low-sec planet with a 10% Player Tax will cost will cost 40 ISK (400 * 10% * 1 ) <br> | ||
Importing that unit of Biomass to a high-sec factory planet will cost at minimum an additional 20 ISK (400 * (10% + % Player Tax) * 0.5 )}} | Importing that unit of Biomass to a high-sec factory planet will cost at minimum an additional 20 ISK (400 * (10% + % Player Tax) * 0.5 )}} | ||
===Transport: Two | === Transport: Two options === | ||
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. | You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a [[Planetary Buildings#Launchpad|Launchpad]] on your colony (rather expensive) and using it to interact with an orbiting [[Colony Management#Interplanetary Logistics|Customs Office]]. | ||
=====Launchpad===== | ===== Launchpad ===== | ||
The Launchpad has the greater cost up front, but is far superior to the CC and exports for 2/3 of the fee of a CC. It can also launch far larger amounts, and is the only way to import stuff on to the planet. However, keep in mind that you are charged 50% of the export fee to import items to your launchpad. Consider the costs carefully before setting up a multi-planet production chain. It is now be possible for player corporations to take over High Sec customs offices and set any tax rate they wish, if you have an large factory system making Level 4 items and need to import and export this also needs to be kept in mind. | The Launchpad has the greater cost up front, but is far superior to the CC and exports for 2/3 of the fee of a CC. It can also launch far larger amounts, and is the only way to import stuff on to the planet. However, keep in mind that you are charged 50% of the export fee to import items to your launchpad. Consider the costs carefully before setting up a multi-planet production chain. It is now be possible for player corporations to take over High Sec customs offices and set any tax rate they wish, if you have an 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 ( | 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 to 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! | 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 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. | ||
==FAQ== | == FAQ == | ||
*Q: Can I colonize planets in wormholes? | * Q: Can I colonize planets in wormholes? | ||
:: A: Yes you can. | |||
*Q: Can I attack another player's colony? | * Q: Can I attack another player's colony? | ||
:: A: No. | |||
*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, 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? | ||
:: A: The Command Center (CC) creates a special bookmark in space for the products. The bookmark can be found in your journal, under the "Planetary Launches" tab. You can warp to it like a normal bookmark. | |||
*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 actually 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? | ||
:: A: You can deploy CCs and manage your colonies from a freighter, and you can transfer items to and from a Customs Office. As of the Retribution Patch, you can pick up materials launched into orbit from the CC (because a Planetary Launch Container behaves like a jetcan). An industrial ship (such as the [[Epithal]]) may be a more appropriate ship for planetary transport tasks, as these ships are cheaper and faster than freighters, in addition since march 2022 the Epithal has a specific bay for up to 6 command center. | |||
*Q: Is Planetary Industry limited to system security status? | * Q: Is Planetary Industry limited to system security status? | ||
:: A: No. A few special systems are off-limits due to high traffic or storyline reasons, but all other systems are available, including systems in wormhole space and sovereign nullsec. (Prior to the Hyperion Patch, planets in sovereign null could only be colonized by the alliance holding sovereignty.) | |||
*Q: Can you remotely access colonies? [[File:Neocom_PI.png|200px|thumb|right|Location of the Planetary Colonies icon in the Neocom menu.]] | * Q: Can you remotely access colonies? [[File:Neocom_PI.png|200px|thumb|right|Location of the Planetary Colonies icon in the Neocom menu.]] | ||
:: A: Yes. They can be accessed through the Planetary Colonies icon in the Business folder of the Neocom Menu. (The icon can be dragged onto the main Neocom bar for easy access.) Then, double-click on the colony you want to view. The only limitation of accessing a colony remotely is that you can't scan it unless it's within your Remote Sensing range. | |||
== Term list == | == Term list == | ||
The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Industry. Note that some terms defined here may have alternative meanings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. | |||
; Planet Mode : the view you enter to interact with a planet | |||
; Scan : the act of searching a planet for a particular resource (brings up a heat map) | |||
; Survey : the act of locating deposits available to an extractor | |||
; Deposit : a "seam" of minerals or other resources that is exploitable by an extractor | |||
; Resources : the various raw materials you can extract from planets. | |||
; Products : actual items manufactured from Resources or other Products (tier 1 and beyond) | |||
; Commodities : - any PI material (Resources + Products) | |||
; Tiers (P0, P1, etc) :- raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level | |||
== Tips == | == Tips == | ||
* Starting off small can help, check the local region for prices and make enough to cover your costs. Building large installations that cost a lot to start with can place you worse off. With something as new and as detailed as PI, playing it safe is usually your best bet. | * Starting off small can help, check the local region for prices and make enough to cover your costs. Building large installations that cost a lot to start with can place you worse off. With something as new and as detailed as PI, playing it safe is usually your best bet. | ||
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A quick spreadsheet or hand written notes about the sell/buy prices of the commodities in question are required for profit, the equation looks like: | A quick spreadsheet or hand written notes about the sell/buy prices of the commodities in question are required for profit, the equation looks like: | ||
: <math> \displaystyle \text{P2 (buy)} - (( \text{P1 a (Sell)} + \text{P1 b (Sell)} ) \times 8) - ( \text{Import/Export Tax of } 1.5 \times \text{tax rate} ) = \text{Profit per unit} </math> | |||
Advanced Processors can also be used to produce P3 products from P1 and P2 commodities. For these, the calculations become somewhat more complicated, because the taxes vary depending on whether the ingredients are P1 or P2. | Advanced Processors can also be used to produce P3 products from P1 and P2 commodities. For these, the calculations become somewhat more complicated, because the taxes vary depending on whether the ingredients are P1 or P2. | ||
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== References == | == References == | ||
PI was introduced in May 2010 with the [[Expansions#Tyrannis|Tyrannis expansion]] and received some UI changes and a new name in 2018 with the [[Expansions#Into The Abyss|Into The Abyss expansion]]. | |||
PI was introduced in May 2010 with the [[Expansions# | |||
# [[Creating a Planetary Industry Alt]] | # [[Creating a Planetary Industry Alt]] | ||
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# [https://evehelper.tk/ PI commodities relations, prices and planner] | # [https://evehelper.tk/ PI commodities relations, prices and planner] | ||
# [https://www.adam4eve.eu/pi_rank.php Adam4EVE's PI profitability ranking] | # [https://www.adam4eve.eu/pi_rank.php Adam4EVE's PI profitability ranking] | ||
# [https://forum.eveuniversity.org/viewtopic.php?f=310&t=125226 E-Uni Low Tax Pocos] | # [https://forum.eveuniversity.org/viewtopic.php?f=310&t=125226 E-Uni Low Tax Pocos] (Members only) | ||
[[Category:Industry]] | [[Category:Industry]] | ||
[[Category:Planetary Industry]] | [[Category:Planetary Industry]] | ||