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Colony management: Difference between revisions

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Vordel (talk | contribs)
m reorganized some of the topics
Cervator (talk | contribs)
Flesh out colony types from Dys' initial thoughts plus new stuff
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== Colony Types ==
== Colony Types ==
===Strip Mines===
Purpose of colony is to extract as much resource as possible.


===First Tier Production===
Colonies at a high level can be grouped into a few different types, though by no means does this limit players to only aim for these setups. Experiment to your heart's content!
Purpose of colony is to import and process first tier production.


===Second Tier Production===
Purpose of colony is to import and process second tier production.


===Third Tier Production===
=== Strip Mine ===
Purpose of colony is to import and process third tier production.


The simplest and most straightforward of the industrial ideology, just a ton of extractors with 1 or 2 storage facilities and a command center. Requires the least micromanagement, but does require reorienting the extractors with new deposits when the current one runs dry, for each extractor. If you use the slower/longer deposits then this setup could run for at least day or two without attention.
Note: The output of this colony may (total stab in the dark - confirm / comment?) strain the capacity of your Command Center to launch rockets with the raw materials, due to the sheer quantity. A Launchpad would cut into productivity, however. This may make the pure Strip Mine colony a rarity versus the similar Mining Complex colony type.
=== Mining Complex ===
Generally the same as a Strip Mine, but with one or more level 1 production buildings thrown in. Hooks the extractors to storage or directly to processors and produces tier one products instead of exporting the raw materials directly. This can be done with a single colony on a single planet, and is probably what most non-dedicated PI-ers will go into, if they don't want to bother shuttling materials from colony to colony to further production. Requires the same attentiveness as a Strip Mine, with the added bonus of dealing with production plants, schematics, more complicated routing, and as such, giving it a tad steeper learning curve.
Since the goal is to convert most if not all raw material to tier one products, the quantity of goods to export is substantially lower than a plain strip mine, and the m3 is likewise lower. This way a Launchpad could likely be avoided. You may have to include storage facilities in the logistics chain to not waste materials due to occupied processors.
=== Factory Complex ===
This colony type relies on input from the market or other colonies and as such requires the inclusion of a Launchpad. It will likely be just one planet in a longer chain owned by a single player (or group of cooperating players), though it could also be a standalone turning one product made from market materials into a more profitable market product. Extractors could be added for additional profit, but may eat into the needs for the processors that make up the colony's primary purpose.
=== High-Tech Composite Plant ===
This colony is specific to tier four (and maybe five?) products that require both tier one and tier three products. To cut down on logistics, this colony is established on a barren or temperate planet with the raw material for the tier one product component of the desired target product abundantly available. Extractors feed tier one processors that produce that component in-place, and a Launchpad imports the required tier three components for the High-tech processor.
=== Full Chain System ===
Multiple colonies built expressly to complement each other make up a full production chain. There are many variations possible, but maybe some more interesting ones can be put here sometime.


== Building Types ==
== Building Types ==