Difference between revisions of "Planetary buildings"

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=== High Tech Production Plant ===
 
=== High Tech Production Plant ===
  
[[File:Hp2.jpg|left|thumb|High Tech Production Plant]]Produces the final tier of products. High-Tech Production Plants can only be placed on Temperate or Barren planets.<br style="clear: both" />
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[[File:Hp2.jpg|left|thumb|High Tech Production Plant Icon]]Produces the final tier of products. High-Tech Production Plants can only be placed on Temperate or Barren planets.<br style="clear: both" />
  
 
== Storage Facilities ==
 
== Storage Facilities ==

Revision as of 20:55, 13 May 2010


Overview

All planetary structures are placed directly on a planet via Planet Mode. A Command Center of the appropriate type for the target planet must first be deployed while you have it available in the cargo hold of a ship present and undocked in the target system. While you can technically issue a docking command and then bring up planet view before you dock, you will be unable to deploy a Command Center that way (you will get an error about not being within range)

After you've deployed your Command Center you can then build any other structure, already customized for the planet type. You can build structures while docked.

The following table summarizes the available structures, with further details in the next sections. You need one level of the Command Center Upgrades skill to use the Command Center versions beyond Basic.

Building Type CPU Power Storage Cost (isk)
Basic Command Center 1007+ 5373+ 500 ?
Limited Command Center 6616+ 8322+ 500 ?
Standard Command Center 12002+ 11121+ 500 ?
Improved Command Center 17530+ 13995+ 500 ?
Advanced Command Center 23057+ 16868+ 500 ?
Elite Command Center 28037+ 19368+ 500 ?
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 5000 600000
Launchpad 1600 600 10000 1125000
Link* 10 5 0 0
  • = see the Link section for the additional distance cost associated with links

Command Centers

Command Center Icon

Command Center is the first building to be deployed and provides the CPU and Powergrid for the colony. It has a small storage capacity. The cost of exporting products from Command Center is 50% greater than Launchpad. If Command Center is decommissioned, all other buildings in colony will be lost.

Extractors

Extractor Icon

Draws raw resources out of the ground and then routes them to either storage or a first level processor.

Processors

Processors, also known as factories, are used to convert one type of planetary resource or product into a different product.


Basic Industry Facility

Basic Industry Facility Icon

Turns basic planetary resources into the first level materials.

Advanced Industry Facility

Turns first level materials into second level materials.


High Tech Production Plant

High Tech Production Plant Icon

Produces the final tier of products. High-Tech Production Plants can only be placed on Temperate or Barren planets.

Storage Facilities

Storage Facilities Icon

Used as a buffer to hold resources or product prior to being converted or shipped to orbit.

Launchpad

An alternative to using your Planetary Command Center (PCC) as a launching point. Launchpads have more storage than PCCs and are less expensive for moving goods to orbit (they also beat Storage Facilities in storage as of May 8th - expect changes). They connect with a Cargo Link / Customs Office in orbit around the planet, which is essentially a hangar with private slots for all users. This is the only way to move material down to the planet surface. There will only ever be a single orbital point, so it could make for a dangerous ambush spot. You can shift items to and from orbit via your launchpad controls, even from great range, but must be present in orbit to transfer items to and from your ship.

Insert link to the eventual resting spot for the orbital logistics howto

Planetary Links

Links are used to connect planetary buildings together so that you can route goods between them.

In addition to the base rate to build a link (10 PG+15 CPU), it also costs 0.20 cpu and 0.15 power per kilometer. This means links can be more expensive on larger planets. A handy table is available to estimate your cost.

Links also have a set capacity and can be upgraded. More details pending


Link cost by distance

Link Distance (km) CPU (tf) Power (MW)
2.5 16 11
10 18 12
20 20 14
50 26 18
100 36 26
200 56 41
500 116 86
1000 215 160
2000 416 311
5000 1016 761
40000 8016 6001

Link Upgrade costs

Data on relative costs of upgrading the link capacity (uses a link that is 500km as a base):

 2010-May-11 Changes to links today.  All capacities,  CPU and PG is updated.


Link Level Link Capacity (m3) CPU (tf) Power (MW)
0 250 116 86
1 500 280 183
2 1000 481 291
3 2000 713 407
4 4000 968 528
5 8000 1245 655
6 16000 1542 786
7 32000 1855 921
8 64000 2185 1059
9 128000 2530 1200
10 256000 2889 1344

The increase in capacity adds 50% over the previous level.

Notice that as you upgrade the link to higher levels, the CPU usage scales faster than powergrid usage. (2010-04-29 upgrade costs no ISK, unclear whether it will stay that way.) The CPU and PG penalty declines as the level goes higher. Looking at the CPU, level 1 adds a 162% increase in CPU usage over the previous level, but going from level 9 to 10 adds only 14% increase (though level 10 is 28.5 times greater than level 0 link cost). Level 1 power grid adds a 128% increase, from level 9 to 10 adds 12% increase, and level 10 is 17.5 times the level 0 link cost.

However, in a high sec planet, you will be hard-pressed to use up the level 0 capacity of 250 m3 on most links, though depending on your layout, you might have to upgrade the occasional by 1-2 levels.

TODO: Process this

TODO: Come up with a nice template/approach on how to store this level of detail and integrate it into the rest of the page. Originally added to the Colony page


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)
0 250 0.20/km 0.15/km 0
1 375 (+ 50% of previous level) 0.39/km?? (0.20 * 2.63??) 0.34/km?? (0.15 * 2.28??) 0