Difference between revisions of "Planetary Interaction"

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(Add building section + misc, rename Colonies to Colony Management, try to split Industry vs Colonies better)
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** You cannot attack another player's on-planet assets.  
 
** You cannot attack another player's on-planet assets.  
 
* What do you get out of investing time in PI
 
* What do you get out of investing time in PI
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== Skills ==  
 
== Skills ==  
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* [[Skills:Science#Planetology|Planetology]] - ''? Effect ?''
 
* [[Skills:Science#Planetology|Planetology]] - ''? Effect ?''
 
* [[Skills:Science#Advanced Planetology|Advanced Planetology]] - ''? Effect ?''
 
* [[Skills:Science#Advanced Planetology|Advanced Planetology]] - ''? Effect ?''
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== Planets ==
 
== Planets ==
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Needs tables and correlation to the [[Planets]] info.
 
Needs tables and correlation to the [[Planets]] info.
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== Planetary Buildings ==
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''For more details, see [[Planetary Buildings]]''
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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. At a glance, the following structures exist:
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* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit. Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.
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* [[Planetary Buildings#Extractors|Extractors]] - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel 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.
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* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.
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* [[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.
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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.
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* [[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.
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== Industry ==
 
== Industry ==
  
 
''For more details, see [[Planetary Industry]]''
 
''For more details, see [[Planetary Industry]]''
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''Industry should focus on describing how buildings are united in the quest to produce stuff. In other words, how to simply make one planet do stuff''
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Due to the complexity of the combination process a basic command center will be of very limited use. An improved command center is recommended as a minimum starting point.
  
 
* What aspects of the economy are effected by PI
 
* What aspects of the economy are effected by PI
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== Colonies ==
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== Colony Management ==
  
''For building details, see [[Planetary Buildings]]. For example colonies, see [[Colony Gallery]].''
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''See [[Colony Management]] for details'' - likely rename the [[Colony]] page, may still want to segregate very heavy-screenshot examples of colonies on its own page?
  
''This section should describe at a high level which common colony types new players may be interested in. Building details and stats go to its sub page, and a gallery of colonies with screenshots go on a different sub page.''
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''While Industry should explain the "how" to use individual planets to create stuff, this section should describe at a high level which common colony types new players may be interested in and how to use multiple planets, other players, or the market to organize your planetary assets''
  
* General concept
 
** Setting up Command Centers, building off them
 
 
Command centers exist for the eight different planet types and come in six different qualities, ranging from basic to elite. The better the command center, the more stuff you can build.
 
 
The Command Center Upgrades skill is a Charisma and Intelligence skill with a x4 multiplier. It will be slow for any Eve player who has not started working on charisma.  Anyone wishing to get in to this should train Charisma before launch.
 
 
Due to the complexity of the combination process a basic command center will be of very limited use. An improved command center is recommended as a minimum starting point.
 
  
 
* Colony setups
 
* Colony setups
 
** Efficiently placing your building to maximize CPU/powergrid use and profit
 
** Efficiently placing your building to maximize CPU/powergrid use and profit
 
** Ratios of Extractors/Production Buildings/Links/Storage that a Command Center can handle at any one time
 
** Ratios of Extractors/Production Buildings/Links/Storage that a Command Center can handle at any one time
**Storage (Surface, orbital cargo links, classic station hangars, ect)
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** Storage (Surface, orbital cargo links, classic station hangars, ect)
  
*Managing multiple colonies
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* Managing multiple colonies
**Up to 6 colonies
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** Up to 6 colonies
**Resource gathering colonies/production colonies
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** Resource gathering colonies/production colonies
**Hauling between colonies
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** Hauling between colonies
  
  
== Getting Stuff On and Off Planets ==
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=== Interplanetary Logistics ===
  
 
You do not have to setup your entire production chain on the one planet.  You can purchase missing products on the market or produce them on other planets.  However, then you need to get them down to the surface.  In addition, ultimately you will want to get the fruits of your slave ..er "colonists'" labour to market.
 
You do not have to setup your entire production chain on the one planet.  You can purchase missing products on the market or produce them on other planets.  However, then you need to get them down to the surface.  In addition, ultimately you will want to get the fruits of your slave ..er "colonists'" labour to market.
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== Profit! ==
 
== Profit! ==
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''This section could provide an initial layer of hints on how to optimize your PI work - about as advanced as the main guide page is likely to be. Or perhaps that should still be left on detail pages...''
  
 
* Cultivating your colony
 
* Cultivating your colony
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* General guide to goods prices (post launch)
 
* General guide to goods prices (post launch)
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==FAQ==
 
==FAQ==

Revision as of 04:52, 5 May 2010


Overview

  • What can you do with PI
  • What Can't you do with PI
    • You cannot attack another player's on-planet assets.
  • What do you get out of investing time in PI


Skills

None of the skills related to PI are 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. Thus you're most likely to get the best use out of training Interplanetary Consolidation and Command Center Upgrades first.

Click each skill link for more details


Planets

For more details, see Planets

Planets come in all sorts of shapes and sizes, and accordingly provides differing materials. Each planet provides five resources, but a few unique resources only exist on a single planet. The unique resources include fill in the blanks here

At first you are limited to a single planet, so ideally you need to first 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. general pointers for how abundant planets get in hisec goes here


Resources

For more details, see Planetary Resources

Put simple lists of resources of differing levels here, then the details and numbers on the detail page

  • Raw Materials/uses
    • T1 Goods/uses
    • T2 Goods/uses
    • T3 Goods/uses

Needs tables and correlation to the Planets info.


Planetary Buildings

For more details, see 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. At a glance, the following structures exist:


  • Command Centers - The first building you must construct, deployed from orbit. Ranges in quality from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.
  • Extractors - Just as the name implies this structure extracts a resource from the planet it is on. You have to pick the resource type for the extractor as you build it, and must provide a route for the raw material to travel 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.
  • Processors- These come in three different types, Basic, Advanced, and High Tech. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.
  • 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.
  • 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 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.


Industry

For more details, see Planetary Industry

Industry should focus on describing how buildings are united in the quest to produce stuff. In other words, how to simply make one planet do stuff

Due to the complexity of the combination process a basic command center will be of very limited use. An improved command center is recommended as a minimum starting point.

  • What aspects of the economy are effected by PI
    • NPC Seeded Goods/Production materials
    • POS fuel, ect
  • What ways are there to make money?
    • Strip mining/Extractors only
    • Low Level Production
    • High Level Production/Running multiple colonies that feed eachother/Buying goods off the market to feed production


Colony Management

See Colony Management for details - likely rename the Colony page, may still want to segregate very heavy-screenshot examples of colonies on its own page?

While Industry should explain the "how" to use individual planets to create stuff, this section should describe at a high level which common colony types new players may be interested in and how to use multiple planets, other players, or the market to organize your planetary assets


  • Colony setups
    • Efficiently placing your building to maximize CPU/powergrid use and profit
    • Ratios of Extractors/Production Buildings/Links/Storage that a Command Center can handle at any one time
    • Storage (Surface, orbital cargo links, classic station hangars, ect)
  • Managing multiple colonies
    • Up to 6 colonies
    • Resource gathering colonies/production colonies
    • Hauling between colonies


Interplanetary Logistics

You do not have to setup your entire production chain on the one planet. You can purchase missing products on the market or produce them on other planets. However, then you need to get them down to the surface. In addition, ultimately you will want to get the fruits of your slave ..er "colonists'" labour to market.

These operations must be done in the system, and this exposes you to risk. Many of these operations are done near the "(Planet Name)'s Cargo Link", which you will have to add to your overview. The Cargo Link is like any other container, in that you must be within 2500m to transfer things into and out of it. However (needs verification) it is like your personal hanger in that things placed in it can only be seen by you.

The Customs Office window is accessed either by right clicking on the Cargo Link, and choosing Access Customs Office, or from the rocket icon on a Launch Pad.

Importing: To import items to the planet, you must have a Launchpad (found Under Space Port in your list of buildings.) Having built this, the operation is to place the items in the Cargo Link in orbit. Next, right click on the Cargo Link and Access Customs Office. You can then move (or shift-drag to break up stacks) from the Planetary Customs Office pane on the left, to the To Be Transferred Pane in the middle. When you have everything setup to your desire, click on "Import To Planet". The items will arrive in your Launch Pad, and can then be transported elsewhere through Expedited Transfer or Routing. There is a cost of (quantify whether this is based on weight, volume, count or value. To transfer 400 Reactive Metals it cost 2000 ISK). (5 isk Import Tax per item)

(insert picture)

For Export, you have two options: Launch or Export. Export is performed in the same way as Import, by Accessing the Customs Office, and clicking on the Export radio button in the upper right corner. This swaps the positions of the Customs Office and Launchpad such that the Launchpad(s) is/are over on the left. Add items to the shipment, or drag them to the centre "To Be Transferred" pane. When everything is to your satisfaction, click on Export From Planet. There is a cost of ( weight/volume/value/count? 4000 ISK to transfer 400 Reactive Metals). (10 isk Export Tax per item)

(insert picture)

Alternatively, you can launch your products into orbit. This is performed from the Command Center's storage, and so each launch is limited to 500 m3. Click on the rocket icon in the Command Center (insert picture), which brings up the launch drop-panel(?), where you can pick whole stacks to go into the rocket by selecting it and then clicking on the Add button. Once you are satisfied, you can click on launch. It will then launch a package into orbit for you to pickup within the next 5 days. You can find your package and warp to it in your Journal, under the Planetary Launches tab. There is a cost of ( weight/volume/count? 6000 ISK for 400 Reactive Metals). (15 isk Export Tax per item)

Launch Setup.jpg

(insert video clip? or series of pictures)

Profit!

This section could provide an initial layer of hints on how to optimize your PI work - about as advanced as the main guide page is likely to be. Or perhaps that should still be left on detail pages...

  • Cultivating your colony
    • Keeping tabs on Extractors and relocating them or surveying for new resources when your current vein is depleted
    • Launching your goods for sale on the market
    • Restructuring a colony to meet current needs
    • Not forgetting it's there

To Help rember where you havesters are located place a can inside a station and label it with the planet and resource your working on. It will be easily visible from your assests page you can use teh search function to list all cans to sort if from your other stuff if you have especially crowded hangers.


  • General guide to goods prices (post launch)


FAQ

  • Q: Can I colonize planets in wormholes?
    • A: Yes you can.
  • Q: Can I attack another player's colony?
    • A: No you cannot.
  • Q: Can you deploy, manage or collect resources while cloaked?
    • A: No. You can open the the cargo link while cloaked, but can not transfer. You can open the Customs Office from anywhere in the system, and setup the whole transfer while cloaked, but can not complete the transaction while cloaked. When considering this note also the danger that if your opponent found your colony on a particular planet, then sees you enter the system, they know which cargo link to sit on. (Just a note on the tricky operation of staying between 2050m and 2450m of the cargo link. In two tries, I was successful once, and the second time something decloaked me as I was creaping up to it, and it was not another player. It might be the sticky-out things problem that cloakies have with stations. Your opponent can guarantee it by orbiting at 2000m.)
  • Q: Can you deploy, manage or collect resources from a freighter?
    • A:

Unsorted

  • Tips

Planets may be managed from anywhere in range (depending on skills). Even while in warp. Planets can be managed from insided a station using the science and industry tool and clicking on the Planets tab.

  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 menue box in the left corner.  
  By switching solarsytems 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.  
  You cannot deploy command centers while docked how ever you do not need to be at the planet however you must be in system.

http://www.eve-icsc.com/jumptools/jumpplanner.php use this link you calculate LY range to see what systems will be in range of your abilities it will help with planning.

    • Struggles they may come up against, ect.


Related Links