Difference between revisions of "Planetary Industry at the NSC"
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| valign="top" | [[File:Gallente fuel block.png|56px]] | | valign="top" | [[File:Gallente fuel block.png|56px]] | ||
− | | valign="middle" | Coolant, Enriched Uranium, Mechanical Parts, Oxygen and Robotics are all used to produce Fuel Blocks and are therefore always in constant demand. This means they also sell well locally and there is no requirement to ship them to Jita. For those who want to go the extra mile, there is also an Ice Belt in AK-QBU which | + | | valign="middle" | Coolant (P2), Enriched Uranium (P2), Mechanical Parts (P2), Oxygen (P1) and Robotics (P3) are all used to produce Fuel Blocks and are therefore always in constant demand. This means they also sell well locally and there is no requirement to ship them to Jita. For those who want to go the extra mile, there is also an Ice Belt in [https://evemaps.dotlan.net/system/AK-QBU AK-QBU] which provides the Ice-related materials needed to produce Oxygen Fuel Blocks. |
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| valign="top" | [[File:Silicate glass.png|56px]] | | valign="top" | [[File:Silicate glass.png|56px]] | ||
− | | valign="middle" | Microfiber Shielding, Polyaramids and Silicate Glass are all P2 products that cannot be manufactured on a single planet. They require P1 materials to be imported from | + | | valign="middle" | Microfiber Shielding (P2), Polyaramids (P2) and Silicate Glass (P2) are all P2 products that cannot be manufactured on a single planet. They require P1 materials need to be imported from separate planets. As the majority of players want minimal involvement with PI once set up, these are generally under-produced and therefore can bring excellent margins for players willing to put in the extra effort. |
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| valign="top" | [[File:Structure market network.png|56px]] | | valign="top" | [[File:Structure market network.png|56px]] | ||
− | | valign="middle" | All the P4 commodities are required for the production of | + | | valign="middle" | All the P4 commodities are required for the production of a variety of high-end production such as [[Upwell Structures]], certain [[Implants]] sets, [[Capital_ships|Capital ships]] and their modules and more. They are therefore always in high demand and provide a very solid return. They do require the use of a P2>P4 or a P1+P2>P4 factory planet to manufacture, which again requires more effort than the average capsuleer is willing to put into PI. |
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− | To make the most | + | To make the most ISK from PI, you should look at both the local market and the Jita market, then compare what items are selling fast with the items that are selling for more ISK. If you find something that is both quick selling and for a higher than the normal amount, that is the product to manufacture. |
+ | If you want to support EVE University's [[Production_Department|Production Department]], keep an eye on EVE University's Discord channel: #buy-or-sell, where the Production Manager keeps an updated list of PI material in high demand by our Production Department. | ||
== Where to Manufacture? == | == Where to Manufacture? == |
Revision as of 12:52, 1 September 2023
This page's intent is to provide information on the the history of EVE University. The information on this page is no longer current. |
Null Security Staging |
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General |
NSC Activities |
Preparations |
Campus Services |
Guides |
NSC Activities |
Planetary Industry |
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Introduction to PI |
The Basics |
Advanced |
Other Resources |
Why you should do PI
- Main article: Planetary Industry
Planetary Industry is a very simple way to generate (near) passive income in EVE with very little investment of both skills and ISK. There are a number of different ways to go about PI but in short, it is the process of setting up a combination of extractors and factories on a planet that will extract resources. Resources and their density are dependent on the type of planet. PI products are used in a variety of activities across EVE, including T2 production, Fuel production, Upwell structure production and charges such as Nanite Repair Paste.
The abundance of resources available on a planet depends on two factors.
- The System Security will affect how abundant resources are on a planet. The lower the security, the higher the resources abundance.
- The number of extractors operating on a planet will reduce the amount of resources available on a planet. If there is too many extractors, the regeneration of resources might end up being lower than the total amount extracted on the planet. There seems to be a lower ceiling of how many resources are available however, meaning a planet will never run out of resources.
The combination of these two factors can lead newer players to believe that PI just isn't worth the hassle. However, this holds only true for PI in High-Sec. As planets in High-Sec already have poor resources density to begin with due to the higher System Security, as well as a significantly higher number of actual players being set up to extract resources per planet, the profit available through PI in High-Sec is often very low. On top of that comes the 10% NPC tax for import/export that is specific to High-Sec and comes on top of the tax charged by the corporation owning the Customs Office of each planet. While this NPC tax can be lowered with the Customs Code Expertise skill, we do not recommend training this skill or setting up Planetary Industry in High-Sec except for learning purposes.
If you are considering Planetary Industry as a serious income source, we recommend considering setting up your PI in EVE University's Null-Sec staging area of PC9-AY. The resources available on a wide variety of planets in the NPC Null-Sec staging area of EVE University are rich and the local traffic of hostiles is relatively low, meaning you can easily turn a great profit for very little effort. Depending on the markets, very simple P0>P2 extraction planets can generate between 3-5M ISK a day. If you are running 5 planets, that is roughly 15-25M ISK or a fully fit T1 Cruiser, per day.
With that in mind, your profits can be significantly higher or lower, depending on the markets, which PI you chose to produce and how often you are willing to reset your extractors or micromanage your setup.
Recommended Skills
- Main article: Creating a Planetary Industry Alt
These are the recommended skills for successfully conducting PI at the NSC. You will only need the recommended skills, however the advanced skills are definitely worth the train in the long run. The recommended PI skills will allow you to build 5 P0>P2 planets in the NSC backpocket, while the advanced PI skills will allow for a 6th planet, and the required upgraded Command Center, that can be used for a P4 production planet. The recommended ship skills will allow you to fly the standard E-UNI WH/Null-Sec Epithal fit. The Epithal is the preferred PI industrial due to its unique planetary commodities cargo hold. The advanced ship skills will increase the survivability of the Epithal and the numer of PI materials that it can carry.
Recommended PI Skills | Recommended Ship skills | Advanced PI Skills | Advanced Ship Skills |
---|---|---|---|
~ 12 days and 22 hours | ~ 6 days and 1 hour | ~ 40 days and 8 hours | ~ 9 days and 14 hours |
Remote Sensing III |
Cloaking III |
Command Center Upgrade V |
Acceleration Control III |
The Epithal
- Main article: Epithal
The Epithal is a specialist Gallente Industrial Ship, similar to the Miasmos, with unique cargo bays that can hold very large amounts of planetary commodities and command centers.
At Gallente Industrial IV, the Planetary Commodoties Hold can hold 63,000 m³. |
Fitted cheaply and with only basic skills needed to fly it, it makes for the perfect PI hauler in Null-Sec. Additionally, it has a 6000 m³ Command Center Hold, which is sufficient for hauling 6 command centers, making it the allround PI industrial.
Improved Cloaking Device II
Interdiction Nullifier I
Multispectrum Shield Hardener II
EM Shield Hardener II
Medium Shield Extender II
50MN Y-T8 Compact Microwarpdrive
Warp Core Stabilizer II
Inertial Stabilizers II
Inertial Stabilizers II
Inertial Stabilizers II
Medium Ancillary Current Router I
Medium Hyperspatial Velocity Optimizer I
Medium Core Defense Field Extender I
What to Manufacture?
- Main article: Planetary Commodities
Now that we have the required skills and an Epithal for moving our goods around, we need to choose what to produce with our PI planets. When it comes to what to produce, there is no single right or wrong answer. The markets and the demand for certain goods do change, however three broadbrush groups of PI commodities do turn a solid profit.
Coolant (P2), Enriched Uranium (P2), Mechanical Parts (P2), Oxygen (P1) and Robotics (P3) are all used to produce Fuel Blocks and are therefore always in constant demand. This means they also sell well locally and there is no requirement to ship them to Jita. For those who want to go the extra mile, there is also an Ice Belt in AK-QBU which provides the Ice-related materials needed to produce Oxygen Fuel Blocks. |
All the P4 commodities are required for the production of a variety of high-end production such as Upwell Structures, certain Implants sets, Capital ships and their modules and more. They are therefore always in high demand and provide a very solid return. They do require the use of a P2>P4 or a P1+P2>P4 factory planet to manufacture, which again requires more effort than the average capsuleer is willing to put into PI. |
To make the most ISK from PI, you should look at both the local market and the Jita market, then compare what items are selling fast with the items that are selling for more ISK. If you find something that is both quick selling and for a higher than the normal amount, that is the product to manufacture. If you want to support EVE University's Production Department, keep an eye on EVE University's Discord channel: #buy-or-sell, where the Production Manager keeps an updated list of PI material in high demand by our Production Department.
Where to Manufacture?
- Main article: Good Planets
One of, if not the most dangerous places to be in Null-Sec, is on a Gate. Where possible, it is better to limit all your PI production to one system and ideally a system that also has a Station or a Citadel blue to the Uni. The tables below show all the planets and systems within the NSC backpocket and also what PI commodities can be produced completed within each system. One other factor to be aware of is the further into the pocket you go, the safer you should be due to the increased warning of Neutrals entering PC9-AY. Again, you are never safe in Null-Sec and should not get complacent. Neutrals do log off in the backpocket and there are often wormholes that bring visitors. Always pay attention to local and dock up/go safe if you see anyone not blue.
Here you can find a screenshot of the resource bars of every planet in the NSC And here you can find abundances for all the P0 materials in every planet in the NSC in percents
T22-QI
Note, as of 2021-05-31, this system's POCOs have between 1.5% and 3.5% tax rate.
- T22-QI IV - Moon 8 - Trust Partners Warehouse
- T22-QI V - Moon 14 - Intaki Syndicate Academy
- T22-QI VI - Moon 6 - Intaki Syndicate Academy
- T22-QI VI - Moon 9 - Intaki Space Police Testing Facility (NSC Industry hub)
- T22-QI VI - Moon 12 - Intaki Syndicate Academy
- T22-QI VI - Moon 13 - Trust Partners Warehouse
X-PYH5
Note, as of 2021-05-18, this system's POCOs have a 1.5% tax rate.
X-PYH5 - Planets | |||||
---|---|---|---|---|---|
X-PYH5 I |
X-PYH5 II |
X-PYH5 III |
X-PYH5 IV |
X-PYH5 V |
X-PYH5 VI |
ZN0-SR
Note, as of 2019-05-31, this system's POCOs have a 5% tax rate.
- ZN0-SR III - Intaki Bank Depository
- ZN0-SR V - Moon 7 - Intanki Bank Depository
- ZN0-SR VI - Moon 4 - Intaki Space Police Assembly Plant
5-DSFH
Note, as of 2019-03-19, this system's POCOs have a 0% tax rate.
AK-QBU
Note, as of 2019-05-31, this system's POCOs have a 5% tax rate.
How to Manufacture
- Main article: Colony Management
One Planet P0>P2 - Commander Center Upgrades IV
The most common setup used by people to make passive PI income with minimal effort will be the product of P2 commodities on a single planet, with Command Centers IV trained. At maximum efficiency, each planet will be able to produce 240 P2 commodities in a 24hr period.
- Use the scanner to highlight the two highest density areas of resources on the planet. Use the scan slider until you only have one white spot left. This will be the highest density resource spot.
- Drop the Command Center somewhere roughly between the two. It doesn't need to be exact, the only use the Command Center has in this setup is to center the camera when we open Planet Mode. When you are happy with its position, hit submit.
- Open up the Command Center, upgrade it to level IV and hit submit again.
- Place an Extractor Control Unit on the boundary of the first resource hotspot.
- Do the same on the second resource hotspot.
- Place a Launch Pad in the center between the two Extractor Control Units.
- Place 2 Basic Industrial Facilities, 1 Advanced Industrial Facility and 1 Storage Facility, in that order, in a line towards the first Extractor Control Unit.
- Do the same in the other direction, towards the second Extractor Control Unit. Once you are happy with the layout, hit submit.
- Using Planetary Links, link each part of your factory together in one long line. There is no need to link the Commander Center.
- Install the correct Schematics for the commodities that you wish to build in each Industrial Facility. Basic Industrial Facilities produce P1 while Advance Industrial Facilities produce P2.
- Open up the Extractor Control Unit. What we need to achieve here is a program output higher than 12,000 Units per hour to achieve maximum efficiency. You longer that you set the Extraction Area Size (This is the amount of time that the planet will run for) the less the per hour output will be. The more Extractor Head Units that you use, the higher the per hour output will be. Do this for both Extractor Control Units, making sure you are extracting the required P0 resource. Play around here, see what works, but generally 4 Extractor Heads and a 1 day Extraction Area Size should be more than enough to achieve maximum efficiency in Null-Sec. Always try to aim for as much as you can per hour though, as this will leave a surplus supply of P0 resources in your Storage Facilities that will allow the planet to continue to produce P2 if you are a couple of hours late to reset it, or just forget entirely.
- Now is the tricky bit. We need to create routes to ensure that our products flow correctly between the various Industry Facilities and up as P2 commodities in our Launchpad. Unfortunately, this cannot be shown with images.
- Route each P0 resource from the Extractor Control Unit to the closest Storage Facility
- Route each P0 from the Storage Facilities to the two Basic Industrial Facility that requires that product (You should have already installed the correct Schematics for the Basic Industrial Facilities earlier)
- Route the output P1 material from all Basic Industrial Facilities to the Launchpad
- Route one of each type of P1 material in the Launchpad (You will see four listed if done right, two of each P1) to both Advanced Industrial Facilities
- Route the P2 output from both Advanced Industrial Facilities back to the launch pad
- Hit submit one last time to turn the whole process on. If you wait a few hours, you can check your Launchpad to see if there is a nice pile of P2 commodities there. If you did, the Planet is set up correctly. The only interaction that you need to have with the whole setup is to re-start the Extractor Control Units to ensure that you maintain that magic number of 12,000 Units per Day.
One Planet P0>P2 - Commander Center Upgrades V
We will assume that, after setting up the above 5 times, that by the time someone has trained Commander Center Upgrades V that they have a solid understanding of how the process works. Command Center Upgrades V allows us to add 2 additional Basic Industry Facilities and one additional Advanced Industrial Facility. This will increase the productivity of the Planet by 33%. To achieve maximum efficiency, the Extractor Control Units will need to be running at 18,000 Units per Hour to keep up with the increased demand. You will likely need to drop to 3 Extractor Heads on one resource to have enough space to fit the Advanced Industrial Facility. With some repositioning of the Extractor Control Units closer to the main site, you can free up some fitting space by reducing the lengths of the links between the Extractor Control Units and the Storage Facility, which should allow you to place that fourths Extractor Head back out. It takes a little effort to get the positing right and can be fiddly, but at an increase of 33% it is worth it to get right.
- Place the two additional Basic Industrial Facility first, then the Advanced Industrial Facility so that the P0 resources do not run into the transit limit between structures.