Difference between revisions of "Colony management"

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Revision as of 00:16, 3 May 2010

Colonies are the method in which players interact with planets via Planetary Interaction. Colonies are established by procuring a Command Center the same type as the planet, and landing it on the planet. Doing so will allow you to build other buildings, and link them together for the purpose of mining the raw resources of the planet and producing goods from them.


Types of Colonies

Strip Mines

First Tier Production

Second Tier Production

Third Tier Production

Building Types

Building Type CPU Power Storage Cost (isk)
Basic Command Center 1007+ 5373+ 500 0
Limited Command Center 6616+ 8322+ 500 0
Standard Command Center 12002+ 11121+ 500 0
Improved Command Center 17530+ 13995+ 500 0
Advanced Command Center 23057+ 16868+ 500 0
Elite Command Center 28037+ 19368+ 500 0
Extractor 100 800 0 150000
Basic Industrial Facility 100 800 0 225000
Advanced Industrial Facility 300 600 0 450000
High Tech Production Plant 900 400 0 900000
Storage Facility 300 600 10000 600000
Launchpad 1600 600 10000 1125000
Link 10 5 0 0


In addition to the base rate to build a link, it also costs 0.15 cpu and power per kilometer. Here is a handy table to help estimate:

Link Distance (km) CPU (tf) Power (MW)
2.5 11 6
10 12 7
20 14 9
50 18 13
100 26 21
200 41 36
500 81 86
1000 156 161
2000 310 305
5000 761 756
40000 6005 6000


Detailed Information

Command Center


[Show info]

  • The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.

[Upgrades]

[Types]


Extractor


[Show info]

  • Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.

[Upgrades]

[Types]



Basic Industrial Facility


[Show info]

  • Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.

[Upgrades]

[Types]



Advanced Industrial Facility


[Show info]

  • Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.

[Upgrades]

[Types]



High Tech Production Plant


[Show info]

  • Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.

[Upgrades]

[Types]



Storage Facility


[Show info]

  • Terrestrial storage units require a great amount of technology to be reliable and effective. The super structure is made from adaptive materials designed to withstand a wide range of extreme weather conditions, as temperate planets tend to experience more pronounced seasonal changes. Likewise, each module of the structure is designed to store different states of matter, further compounding preservation and containment concerns.

[Upgrades]

[Types]



Launchpad


[Show info]

  • The terrestrial spaceport is able to send and receive payloads from orbit. Because of the relatively calm atmospheric conditions of most terrestrial planets, the primary focus of this facility is on interfacing effectively with adjacent facilities, allowing for passengers and commodities to be easily organized, scanned, and transported to the appropriate areas. The obvious importance of a centralized spaceport often leads to its becoming a focal point of local culture, including trade, entertainment, and even illegal activities.

[Upgrades]

[Types]



Link


[description]

[Upgrades]

Level Logistic Capacity CPU (tf) Power (MW) Cost (isk)
0 10000 0.15/km 0.15/km 0
1 15000 0.39/km (0.15 * 2.63) 0.34/km (0.15 * 2.28) 0

Colony Layouts

Post effective colony layouts here, with classification as to its goal, and, if possible, a cropped picture of the colony layout.

When designing the layouts, note that PINs in the arms can be linked together and only 1 link sent back to the main colony rather than needing to directly link to the destination PIN (eg having a bunch of extractors off away from the command center can be linked one to another, and then only one link goes to the command centre).

Also mention the trade-offs between building a link back to your main colony or eating the import/export taxes, CPU/power costs of a launchpad, and lack of automation if you have an isolated sub-colony over on the other side of a very large planet. This is of particular note for a pure mining colony where the export charge was a planned "sunk" cost that you have to pay either way.


  • Barren Planet Strip Mining Colony

File:Barrenext.jpg
This is a highsec Barren Planet. There are 18 extractors, 4 processors, 1 command center. 99.35% power grid usage. 5 extractors are for the 2 less abundant resources and 4 extractors are for the 2 more abundant resources. The extractors for a specific resources are separated from each other to reduce depletion of resources but they are group with 1 of each of the other resources to reduce the amount of links required. The extractor clusters are placed where resources overlap. All extractors route resources directly to processors, which are located next to the command center. The placement of extractors and links were designed so that all resources could reach processors without exceeding waypoint maximums. The processed materials are sent to Command Center for storage until they can be removed from planet. When surveying extractors, they are submitted one clusters at a time to stagger cycles by 1 minute. This is done to reduce any possible overflow of processors.