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[[File:Tyrannis03Small.jpg|300px|thumb|Planetary interaction was introduced in May 2010 with the Tyrannis expansion]] | |||
'''Planetary Interaction''' ('''PI''') was introduced in May 2010 with the Tyrannis expansion.<ref name="Tyrannis">[http://www.eveonline.com/expansions/tyrannis/ Tyrannis 26 May 2010]</ref> It allows pilots to create industrial colonies on just about any planet in the EVE universe. The aim of this is producing NPC Trade Goods from processing Raw Materials extracted from the planet in a method similar to that of manufacturing goods in Starbases. Planetary Interaction can produce a range of commodities. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in blueprints to create POS and T2 components. | |||
==Introduction== | |||
To engage in Planetary Interaction, Pilots can purchase Command Centers from the market, and site these on their chosen planet. Once this is done, it is possible to construct raw mineral extractors to collect the various raw materials the planet has to offer. | To engage in Planetary Interaction, Pilots can purchase Command Centers from the market, and site these on their chosen planet. Once this is done, it is possible to construct raw mineral extractors to collect the various raw materials the planet has to offer. | ||
Once these raw materials have been collected, they can be taken off planet for processing in a manufacturing facility, sent to the planetary Customs Office or processed on-planet into basic or advanced goods, which can then be sold for profit. This provides a source of income to players who invest in the necessary skills. You can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while. | Once these raw materials have been collected, they can be taken off planet for processing in a manufacturing facility, sent to the planetary Customs Office or processed on-planet into basic or advanced goods, which can then be sold for profit. This provides a source of income to players who invest in the necessary skills. You can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while. | ||
Currently the facilities are invulnerable. You may compete with others over specific nearby resources. Retrieving the | Currently the facilities are invulnerable. You may compete with others over specific nearby resources. Retrieving the valuable products from planets are another matter altogether, as pilots experience the typical risks of transporting valuables. | ||
Once Planet Interaction is integrated with DUST 514, it | Once Planet Interaction is integrated with [[DUST 514]], it may allow pilots to hire mercenaries to protect their planetary installations. | ||
Planetary interaction can be performed in highsec, lowsec, NPC 0.0 space, Wormholes, unclaimed 0.0 space and 0.0 space where your alliance has sovereignty. | Planetary interaction can be performed in highsec, lowsec, NPC 0.0 space, Wormholes, unclaimed 0.0 space and 0.0 space where your alliance has sovereignty. | ||
== Quick Start Video == | == Quick Start Video == | ||
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== Skills == | == Skills == | ||
[[File:SkillBook.png| | [[File:SkillBook.png|thumb|Skills!]] | ||
None of the skills related to PI are technically required to try it out. However, you'll be limited to a single command center (and thus 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 1. Thus, you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first. | |||
Click each skill link for more details | Click each skill link for more details | ||
* (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on up to 6 | * (Planet Management) [[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] - Increases the number of planets you can install command centers on up to 6 | ||
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== Planets == | == Planets == | ||
[[File:PlanetOfficeStar.png|thumb|All these planets are Yours]] | |||
[[File:PlanetOfficeStar.png| | ''For more details, see [[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). | ||
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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 [[Good Planets]] for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you ''cannot'' colonize planets in territory claimed by an alliance other than your own. | At first you are limited to a single planet, so ideally you need to initially figure out what you're interested in harvesting and/or producing, pick the planet most appropriate for that activity, and then look for an example with the right resources in abundance. Note that planets in lower security systems are richer overall -- see [[Good 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| | [[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. | |||
You can also select planets from several other different views -- via your MapBrowser, 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 [[Skills:Planet_Management#Remote_Sensing|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. | You can also select planets from several other different views -- via your MapBrowser (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 [[Skills:Planet_Management#Remote_Sensing|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 == | ||
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=== Planet Scanning === | === Planet Scanning === | ||
[[File:PI-AlteredHeatMap.jpg|thumb|right|Example of a planet scan]]After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant. | [[File:PI-AlteredHeatMap.jpg|thumb|right|Example of a planet scan]] | ||
After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on the "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant. | |||
The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are. Remember that the colors are relative to the contrast bar setting - two white spots for the same resource on different planets with different contrast bar settings are ''not'' equal! | The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if your contrast is off. There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map (if you move it right poorer areas will disappear), and the right one will determine how rich a resource have to be to show as white (if you move it left poorer resources will show more distinctly). Ideally you'll want a balance where you can clearly see where the richer parts of the planet are. Remember that the colors are relative to the contrast bar setting - two white spots for the same resource on different planets with different contrast bar settings are ''not'' equal! | ||
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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. | ||
'''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 vs. 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. | '''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 vs. 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. | ||
== Planetary Buildings == | == Planetary Buildings == | ||
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* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however. | * [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however. | ||
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual 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. | * [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual 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. | ||
=== Deploying a Command Center === | === Deploying a Command Center === | ||
[[File:PlacingPlasmaCC.png|thumb|Placing a Plasma CC]] | |||
To get started on building stuff you need to first deploy a Command Center (CC) of the right type to your target planet. | |||
Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. 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 first which resources you're targeting and where they are, placing your CC at some ideal spot near them. 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. | ||
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=== Surveying with an Extractor Control Unit === | === Surveying with an Extractor Control Unit === | ||
[[File:Surveying.png|thumb|Surveying window]] | |||
Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get the Extractor Heads in a rich spots, and the Extractor Control Unit in an area that can reach out to rich spots. After you've placed an Extractor Control Unit (ECU), you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor Head. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot. | |||
You will be presented with another window (in the bottom half of the screenshot). First select the type of resource you wish to extract. Second move the "Extractor Area Size" slider until you have the desired program duration (how often you will have to come back to resurvey your extractors (ranges from 1 hour to 14 days)). Next, click on the first "Extractor Head Units" circle to create an Extractor Head. You can now move this new Extractor Head around within the radius of influence of the Extraction Control Unit (the grey circle you saw when placing the ECU) and watch the graph of extraction amount to see where a good deposit appears. The Extraction Area Size/Duration is a trade-off of varying total amount, cycle time (15 min for short program duration to 4 hours for long program duration), per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors. | You will be presented with another window (in the bottom half of the screenshot). First select the type of resource you wish to extract. Second move the "Extractor Area Size" slider until you have the desired program duration (how often you will have to come back to resurvey your extractors (ranges from 1 hour to 14 days)). Next, click on the first "Extractor Head Units" circle to create an Extractor Head. You can now move this new Extractor Head around within the radius of influence of the Extraction Control Unit (the grey circle you saw when placing the ECU) and watch the graph of extraction amount to see where a good deposit appears. The Extraction Area Size/Duration is a trade-off of varying total amount, cycle time (15 min for short program duration to 4 hours for long program duration), per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors. | ||
After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu (second button on the ECU Menu Window), from where you can route your extracted Resource somewhere. Keep in mind that when the cycle runs it course and you "deplete" the resource, you can rescan in the same place (with the same extractor) to begin the cycle again (or you can change the resource and move your Extractor Heads around again). But before you can route, you must link! And that brings us to the topic of Industry. | After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product sub menu (second button on the ECU Menu Window), from where you can route your extracted Resource somewhere. Keep in mind that when the cycle runs it course and you "deplete" the resource, you can rescan in the same place (with the same extractor) to begin the cycle again (or you can change the resource and move your Extractor Heads around again). But before you can route, you must link! And that brings us to the topic of Industry. | ||
''Incursion Change'' (already reflected above): Extractors now come with an extractor head, and individual extractors up to 10. Each additional extractor adds an amount of CPU (110) and power (550), but can be moved around within the radius of the extractor head. This means you can run one program with one resource and then move them around for another program with a different resource. You can adjust the length of the extraction by changing the Extraction Area Size from (1 hour, 15 min cycle) to (14 days, 4 hour cycle) in 15 min increments. Cycle length doubles at 25 hours (1d1h) to 30 min, 50 hours (2d2h) to 1hr, 4d4h to 2hr, 8d8h to 4hr. (Resolution of the end time doubles also.) | ''Incursion Change'' (already reflected above): Extractors now come with an extractor head, and individual extractors up to 10. Each additional extractor adds an amount of CPU (110) and power (550), but can be moved around within the radius of the extractor head. This means you can run one program with one resource and then move them around for another program with a different resource. You can adjust the length of the extraction by changing the Extraction Area Size from (1 hour, 15 min cycle) to (14 days, 4 hour cycle) in 15 min increments. Cycle length doubles at 25 hours (1d1h) to 30 min, 50 hours (2d2h) to 1hr, 4d4h to 2hr, 8d8h to 4hr. (Resolution of the end time doubles also.) | ||
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== Industry == | == Industry == | ||
[[File:ProcessorSchematics.png|thumb|Barren Basic Processor with Schematics sub menu active]] | |||
''For more details, see [[Planetary Industry]]'' | |||
You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear. | You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear. | ||
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=== Links and Routes === | === Links and Routes === | ||
[[File:CreateLink.png| | [[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 PG 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. | |||
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without 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, CTRL-clicking any building being the easiest. After your Link is started simply click (without 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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At this point your Extractor will route its output to your CC, where it'll build up until routed during production, the Command Center is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working. Again, you might be tempted to route straight to the Processor, but resist! You'll waste precious material that way. | At this point your Extractor will route its output to your CC, where it'll build up until routed during production, the Command Center is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working. Again, you might be tempted to route straight to the Processor, but resist! You'll waste precious material that way. | ||
Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes. But wait! Lastly make a route the same way from the Processor back to your CC (or other storage). Like the extractor if it isn't stored it is lost. Finally hit "Submit" again and congratulations, you now have a working colony! | Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes. But wait! Lastly make a route the same way from the Processor back to your CC (or other storage). Like the extractor if it isn't stored it is lost. Finally hit "Submit" again and congratulations, you now have a working colony! | ||
For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading! | For more information on Links and Routing see [[Planetary Industry#Intraplanetary Logistics|Intraplanetary Logistics]]. To learn about what to do next, keep reading! | ||
== Colony Management == | == Colony Management == | ||
[[File:PI-ScienceNIndustry.jpg|thumb|right|Viewing your Planets]] | |||
[[File:PI-ScienceNIndustry.jpg|right|Viewing your Planets]]''For more details, see [[Colony Management]]'' | ''For more details, see [[Colony Management]]'' | ||
Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|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. | Now that you have built your first colony, you're on your way! After training [[Skills:Planet Management#Interplanetary Consolidation|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. | ||
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''incursion update'': With the new extractors 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 and another resource the next day, but no command center can support four ECU's and the factories needed to achieve continuous P3 production. This means if you are looking to maximise production, P3 production will always require at least 2 planets | ''incursion update'': With the new extractors 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 and another resource the next day, but no command center can support four ECU's and the factories needed to achieve continuous P3 production. This means if you are looking to maximise production, P3 production will always require at least 2 planets | ||
=== Profit! === | === Profit! === | ||
[[File:LaunchFromCC.png|thumb|A pending Launch from a command center]] | |||
Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources. | |||
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]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for 2/3rds 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. | 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]]. The Launchpad has the greater cost up front, but is far superior to the CC and exports for 2/3rds 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. | ||
The | 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 journal for its location, and a timer - don't worry too much, it can last several days before pickup! | ||
Taxes are paid on all items imported and exported. The percentages will be set at the planets customs office. High sec customs offices are always 10% tax. NPC low/ | Taxes are paid on all items imported and exported. The percentages will be set at the planets customs office. High sec customs offices are always 10% tax. NPC low/null sec is 17% and player owned customs offices can be set to anything, and can be set to different levels for depending on your status with the owner. | ||
R0 = 5 isk base cost | *R0 = 5 isk base cost | ||
P1 = 500 isk base cost | *P1 = 500 isk base cost | ||
P2 = 9,000 isk base cost | *P2 = 9,000 isk base cost | ||
P3 = 70,000 isk base cost | *P3 = 70,000 isk base cost | ||
P4 = 1,350,000 isk base cost | *P4 = 1,350,000 isk base cost | ||
Export fee = Base cost * tax rate (*1.5 if launched via CC)<br> | *Export fee = Base cost * tax rate (*1.5 if launched via CC)<br> | ||
Import fee = Base cost * tax rate * 0.5 | *Import fee = Base cost * tax rate * 0.5 | ||
For example, exporting a unit of Biomass (P1) from a high sec planet using a launch pad will cost will cost 50 isk (500 * 10% * 1) | For example, exporting a unit of Biomass (P1) from a high sec planet using a launch pad will cost will cost 50 isk (500 * 10% * 1) | ||
Importing that unit of biomass to a high sec factory planet will cost an additional 25 isk (500 * 10% * 0.5) | Importing that unit of biomass to a high sec factory planet will cost an additional 25 isk (500 * 10% * 0.5) | ||
After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on. | After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! 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. | **A: Yes you can. | ||
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== 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 Interaction. 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. Terms particularly likely to be ambiguous | 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 Interaction. 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. Terms particularly likely to be ambiguous are listed in bold print. | ||
* Planet Mode - the view you enter to interact with a planet | * Planet Mode - the view you enter to interact with a planet | ||
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* To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menu box in the left corner. | * To open the planet over view from anywhere Press F11 and in the side pannel you can use the bottem window to select planet view by right clicking the menu box in the left corner. | ||
** By switching | ** By switching solar systems or regions in the above boxes you can scan planets in regions as far as your abilities allow. | ||
* In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. | * In the solar system box you can use show info under each solar system and look at orbital bodies to get a list of planet type rather than look at them one at a time. You can also view planet directly from the list. | ||
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=== Power Efficient Harvesting === | === Power Efficient Harvesting === | ||
[[File:EfficientPI.png|thumb|A Coolant Producing Gas Planet]] | |||
[[File:EfficientPI.png|thumb| | |||
You will want to maximize efficiency to maximize your profits. The layout of your facilities will help save power grid through optimization of your planetary links. This image represents an efficient method of resource harvesting, with some industry facilities. | You will want to maximize efficiency to maximize your profits. The layout of your facilities will help save power grid through optimization of your planetary links. This image represents an efficient method of resource harvesting, with some industry facilities. | ||
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Having several basic harvesting planets and a few high sec industrial planets, a pilot can make valuable goods that are space efficient, increasing the isk you make for the haul you take. | Having several basic harvesting planets and a few high sec industrial planets, a pilot can make valuable goods that are space efficient, increasing the isk you make for the haul you take. | ||
=== Using Poor Worlds (High Security Space) === | === Using Poor Worlds (High Security Space) === | ||
[[File:P2Assembly.jpg|thumb|A Factory for P2 assembly]] | |||
Some people find the clicking excessive in PI | Some people find the clicking excessive in PI while others aren't impressed with the income they can gain using local resources. There is another way to utilize PI for reasonable income. | ||
For example of the solution I offer the Factory World. | For example of the solution I offer the Factory World. | ||
Using 20 Advanced Processors and 2 Launchpads it processes 28,800 total (2 or more varieties) P1 tier commodities into P2 tier commodities in 18 hours. It is as click intensive as fueling a POS. | Using 20 Advanced Processors and 2 Launchpads it processes 28,800 total (2 or more varieties) P1 tier commodities into P2 tier commodities in 18 hours. It is as click intensive as fueling a POS. | ||
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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: | ||
P2 (Buy) - ((P1 a (Sell)+ P1 b (Sell))*8) - (Import/Export Tax of 15.08) = Profit per unit | *P2 (Buy) - ((P1 a (Sell)+ P1 b (Sell))*8) - (Import/Export Tax of 15.08) = Profit per unit | ||
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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== Changes to PI in Incursion 1.1.0 == | == Changes to PI in Incursion 1.1.0 == | ||
This | This information has to be merged into the whole article. But to get your installations running again here a quick list of changes made with the January 2011 release of the Incursion 1.1: | ||
*Command Centers can now be upgraded. | *Command Centers can now be upgraded. | ||
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Here is a video highlighting how the changes work | Here is a video highlighting how the changes work | ||
[http://www.youtube.com/watch?v=_WjWZU4ebbs (YouTube)] | *[http://www.youtube.com/watch?v=_WjWZU4ebbs (YouTube)] | ||
== Changes to PI in Crucible == | == Changes to PI in Crucible == | ||
Crucible introduced the Player Owned Customs Office (POCO). | The November 2011 Crucible expansion introduced the Player Owned Customs Office (POCO). | ||
Patch notes: | |||
* Player owned Customs Offices will be introduced to Planetary Interaction. This new feature allows players to make planetary taxation a profitable business. In order to become a proud owner of a Customs Office you need to erect a Customs Office structure in orbit of a planet. Full details can be found in the blog Player Owned Customs Offices and Player Owned Customs Offices: An update by CCP Omen. | * Player owned Customs Offices will be introduced to Planetary Interaction. This new feature allows players to make planetary taxation a profitable business. In order to become a proud owner of a Customs Office you need to erect a Customs Office structure in orbit of a planet. Full details can be found in the blog Player Owned Customs Offices and Player Owned Customs Offices: An update by CCP Omen. | ||
* All high security Customs Offices are transferred to CONCORD who will charge doubled import and export taxes. | * All high security Customs Offices are transferred to CONCORD who will charge doubled import and export taxes. | ||
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* Storage facilities have been increased from 5k m3 to 12k m3 (better alternative to the 5k Spaceport) | * Storage facilities have been increased from 5k m3 to 12k m3 (better alternative to the 5k Spaceport) | ||
== | == References == | ||
<references/> | |||
== See also == | |||
* [[Planetary Interaction Taskforce]] - Central team organizing page | * [[Planetary Interaction Taskforce]] - Central team organizing page | ||
* [[Planets]] - Details on planets | * [[Planets]] - Details on planets | ||
* [[Planetary Industry]] - Details on PI production | * [[Planetary Industry]] - Details on PI production | ||
* [[Colony]] - Details on colonies | * [[Colony]] - Details on colonies | ||
== External Links == | |||
* EVE Online forum thread on PI http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1308696&page=4#102 | |||
* PI-Viewer: http://www.tetrr.com/pi | * PI-Viewer: http://www.tetrr.com/pi | ||
* PI manufacturing chart goods: http://www.hst-soft.de/korai/Eve_PI_Diagrams_v1_4.pdf | * PI manufacturing chart goods: http://www.hst-soft.de/korai/Eve_PI_Diagrams_v1_4.pdf | ||
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* E-UNI Planetary Interaction Taskforce WebTools: http://util.eveuniversity.org/PiBear/ | * E-UNI Planetary Interaction Taskforce WebTools: http://util.eveuniversity.org/PiBear/ | ||
* Planet Interaction Spreadsheet [https://docs.google.com/spreadsheet/ccc?key=0ArlHEr5t26lndDN3QVhBODJ3YnF5MWVMcUQ0bHdxQXc&hl=en#gid=14 link] | * Planet Interaction Spreadsheet [https://docs.google.com/spreadsheet/ccc?key=0ArlHEr5t26lndDN3QVhBODJ3YnF5MWVMcUQ0bHdxQXc&hl=en#gid=14 link] | ||
[[Category:WikiContest]] | [[Category:WikiContest]] | ||
[[Category:Guides]] | |||
[[Category:Industry]] | |||
[[Category:Planetary Interaction]] | |||