Difference between revisions of "Setting up a planetary colony"

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(Remove commodities from industry since Commodities page is here to stay. Also move new stuff to top)
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''Note: [[Planetary Commodities]] page has been introduced to hold the main tables with Resources and Products, the tables below that overlap with that page will be used to fill the Commodities page. This page should focus on how to connect Extractor A to Processor B via Storage C to produce product D, the best way to organize links, routes, exploit deposits, and so on''
 
''Note: [[Planetary Commodities]] page has been introduced to hold the main tables with Resources and Products, the tables below that overlap with that page will be used to fill the Commodities page. This page should focus on how to connect Extractor A to Processor B via Storage C to produce product D, the best way to organize links, routes, exploit deposits, and so on''
  
=Raw Resources=
 
Each [[Planet]] has a set of 5 raw resources available to it, which in turn each produce one base good when processed by a planetside production plant. These resources and baseline products are as follows:
 
  
{| border="1" cellpadding="1" cellspacing="1" align="center"
+
= Connecting It Together =
! Resource
 
! Planet Types
 
|-
 
|Autotrophs
 
|Temperate
 
|-
 
|Aqueous Liquids
 
|Barren, Gas, Ice, Oceanic, Storm, Temperate
 
|-
 
|Base Metals
 
|Barren, Gas, Lava, Plasma, Storm
 
|-
 
|Carbon Compounds
 
|Barren, Oceanic, Temperate
 
|-
 
|Complex Organisms
 
|Oceanic, Temperate
 
|-
 
|Felsic Magma
 
|Lava
 
|-
 
|Heavy Metals
 
|Ice, Lava, Plasma
 
|-
 
|Ionic Solutions
 
|Gas, Storm
 
|-
 
|Micro Organisms
 
|Barren, Ice, Oceanic, Temperate
 
|-
 
|Noble Gas
 
|Gas, Storm
 
|-
 
|Noble Metals
 
|Barren, Ice, Plasma
 
|-
 
|Non-CS Crystals
 
|Lava, Plasma
 
|-
 
|Planktic Colonies
 
|Ice, Oceanic
 
|-
 
|Reactive Gas
 
|Gas
 
|-
 
|Suspended Plasma
 
|Lava, Plasma, Storm
 
|-
 
  
|}
+
Insert text about hooking up buildings together. 
  
 +
To setup an outgoing route for products from a storage facility (Command Center, Launch Pad, or Storage Facility), you can wait for product to build up in the facility and route up to the amount of product current in storage, or you can click on one of the incoming routes and send that amount to the destination (eg Processor).
  
 +
If you hook the extractor directly to the processor, you might end up throwing away resources if there is an uneven lot when it fills up (Processors accumulate resources until they have an even lot of input product (eg P1 would be 6000), and then start processing.  If the buffer has 5950 in it, and the extractor delivers 210, then 160 units are lost.  If there is inputs in the buffer when you change the schematic, they are lost.  You can buffer with a storage facility or just live with the loss.  If you are living with the loss, you can reduce it somewhat by staggering your extractors' cycles to minimize the chance that two extractors deliver at the same time.
  
=Products=
 
  
This chart shows the relationship of different resources and products required to build higher-level products: http://www.autopilotdisabled.com/downloads/PI_Industry_Tree.pdf
+
== Your First Colony ==
  
==Processed Materials==
+
By way of introducing you you the user interface, let us install a colony.
  
{| border="1" cellpadding="1" cellspacing="1" align="center"
+
Buy a "XXX Command Center" on the market. (We are going to a Temperate Planet, so I bought a Limited Command Center).  Fly to the system with the command center in your cargo, and sit in space cloaked (I am doing this in 0.0, stealing resources from The Syndicate who might object, but since they an NPC corp, their sovereignty is not blocking my deployment).
! Product (0.08 m³) (P1)
 
!
 
! Resource (0.02 m³) (R)
 
|-
 
| Industrial Fibers
 
| <---
 
| Autotrophs
 
|-
 
| Water
 
| <---
 
| Aqueous Liquids
 
|-
 
| Reactive Metals
 
| <---
 
| Base Metals
 
|-
 
| Biofuels
 
| <---
 
| Carbon Compounds
 
|-
 
| Proteins
 
| <---
 
| Complex Organisms
 
|-
 
| Silicon
 
| <---
 
| Felsic Magma
 
|-
 
| Toxic Metals
 
| <---
 
| Heavy Metals
 
|-
 
| Electrolytes
 
| <---
 
| Ionic Solutions
 
|-
 
| Bacteria
 
| <---
 
| Micro Organisms
 
|-
 
| Oxygen
 
| <---
 
| Noble Gas
 
|-
 
| Precious Metals
 
| <---
 
| Noble Metals
 
|-
 
| Chiral Structures
 
| <---
 
| Non-CS Crystals
 
|-
 
| Biomass
 
| <---
 
| Planktic Colonies
 
|-
 
| Oxidizing Compound
 
| <---
 
| Reactive Gas
 
|-
 
| Plasmoids
 
| <---
 
| Suspended Plasma
 
|-
 
| 20 units
 
| <---
 
| 6000 units
 
  
|}
+
(There are pictures coming.)
  
''Note: Oxygen is now 1.00 m3/unit and not 0.08 m3/unit.  Water is now 0.25 m3/unit''
+
* Select Planet in Overview [[File:PI_YFC-SelectPlanet.png]]
 
+
* Enter Planet Mode
==Refined Commodities==
+
* Survey for Resources (Scan, adjust resource level sliders, pick favourite spot).
Several products used for Player Owned Structure (POS) fuel.
+
* Place Command Center  [[File:PI_YFC-PlaceCmdCtr.png|200px|frameless]]
 
+
* Submit [[File:PI_YFC-CmdCntrPlaced.png|200px|frameless]]
<br/>
+
* Place Extractor [[File:PI_YFC-PlaceExtractor.png|350px|frameless]]  Under the Build Tab, choose Extractors, select the type of extractor that matches the desired resource, then click in the location you wish to place it on the map.  Below the edit tab, you will see the edits pending, the change in PG and CPU that will result and the cost of these upgrades.  You can make a number of changes and then submit or cancel the changes. 
{| border="1" cellpadding="1" cellspacing="1" align="center"
+
* Place More Extractor
! Output Product (1.0 m³) (P2)
+
* Create Links
! Input Product 1 (P1)
+
* Place Processor
! Input Product 2 (P1)
+
* Choose Schematic
|-
+
* Place Launch Pad
|Biocells
+
* Create Links
|Biofuels
+
* Submit.  You will not be able to survey until your extractors are placed permanently, ie you must commit your changes.
|Precious Metals
+
* Survey Extractors
|-
+
* Create Routes to Launchpad
|Construction Blocks
+
* Create Route Launchpad to Processor
|Reactive Metals
+
* Upgrade links
|Toxic Metals
+
* Submit
|-
+
* Wait 15 minutes
|Consumer Electronics
+
* Had a little bit of power/CPU left, so add 2 more extractors, Submit
|Toxic Metals
+
* Check out the Competition
|Chiral Structures
+
* Check on Processor Buffer
|-
+
* Wait 15 minutes
|Coolant
+
* Processor Starts
|Electrolytes
+
* Wait 30 minutes
|Water
+
* Horray! Product.  Now you can move to Interplanetary Logistics to get your stuff off planet.
|-
+
* Observe that this is in really good deposit, and will be building up a backlog for the first 24 hours, and then work on that backlog over the next little while waiting for you to come back to and re-survey the extractors.
|Enriched Uranium
+
* Teardown colony
|Precious Metals
 
|Toxic Metals
 
|-
 
|Fertilizer
 
|Bacteria
 
|Proteins
 
|-
 
|Gen. Enhanced Livestock
 
|Proteins
 
|Biomass
 
|-
 
|Livestock
 
|Proteins
 
|Biofuel
 
|-
 
|Mechanical Parts
 
|Reactive Metals
 
|Precious Metals
 
|-
 
|Microfiber Shielding
 
|Industrial Fibers
 
|Silicon
 
|-
 
|Miniature Electronics
 
|Chiral Structures
 
|Silicon
 
|-
 
|Nanites
 
|Bacteria
 
|Reactive Metals
 
|-
 
|Oxides
 
|Oxidizing Compound
 
|Oxygen
 
|-
 
|Polyaramids
 
|Oxidizing Compound
 
|Industrial Fibers
 
|-
 
|Polytextiles
 
|Biofuels
 
|Industrial Fibers
 
|-
 
|Rocket Fuel
 
|Plasmoids
 
|Electrolytes
 
|-
 
|Silicate Glass
 
|Oxidizing Compound
 
|Silicon
 
|-
 
|Superconductors
 
|Plasmoids
 
|Water
 
|-
 
|Supertensile Plastics
 
|Oxygen
 
|Biomass
 
|-
 
|Synthetic Oil
 
|Electrolytes
 
|Oxygen
 
|-
 
|Test Cultures
 
|Bacteria
 
|Water
 
|-
 
|Transmitter
 
|Plasmoids
 
|Chiral Structures
 
|-
 
|Viral Agent
 
|Bacteria
 
|Biomass
 
|-
 
|Water-Cooled CPU
 
|Reactive Metals
 
|Water
 
|-
 
|5 units (3600s)
 
|40 units
 
|40 units
 
 
 
|}
 
 
 
''Note: Coolant is 1.00 m3 on Sisi, but 2.00 m3 on the live server''
 
  
==Advanced Commodities==
 
  
{| border="1" cellpadding="1" cellspacing="1" align="center"
+
= Manufactured Goods =
! Output Product (2.0 m³) (P3)
 
! Input Product 1 (P2)
 
! Input Product 2 (P2)
 
! Input Product 3 (P2)
 
|-
 
|Biotech Research Reports
 
|Nanites
 
|Livestock
 
|Construction Blocks
 
|-
 
|Camera Drones
 
|Silicate Glass
 
|Rocket Fuel
 
|
 
|-
 
|Condensates
 
|Oxides
 
|Coolant
 
|
 
|-
 
|Cryoprotectant Solutions
 
|Test Cultures
 
|Synthetic Oil
 
|Fertilizer
 
|-
 
|Data Chips
 
|Supertensile Plastics
 
|Microfiber Shielding
 
|
 
|-
 
|Gel-Matrix Biopaste
 
|Oxides
 
|Biocells
 
|Super Conductors
 
|-
 
|Guidance Systems
 
|Water-Cooled CPU
 
|Transmitter
 
|
 
|-
 
|Hazmat Detection Systems
 
|Polytextiles
 
|Viral Agent
 
|Transmitter
 
|-
 
|Hermetic Membranes
 
|Polyaramids
 
|Gen. Enhanced Livestock
 
|
 
|-
 
|High-Tech Transmitters
 
|Polyaramids
 
|Transmitter
 
|
 
|-
 
|Industrial Explosives
 
|Fertilizer
 
|Polytextiles
 
|
 
|-
 
|Neocoms
 
|Biocells
 
|Silicate Glass
 
|
 
|-
 
|Nuclear Reactors
 
|Microfiber Shielding
 
|Enriched Uranium
 
|
 
|-
 
|Planetary Vehicles
 
|Supertensile Plastics
 
|Mechanical Parts
 
|Miniature Electronics
 
|-
 
|Robotics
 
|Mechanical Parts
 
|Consumer Electronics
 
|
 
|-
 
|Smartfab Units
 
|Construction Blocks
 
|Miniature Electronics
 
|
 
|-
 
|Supercomputers
 
|Water-Cooled CPU
 
|Coolant
 
|Consumer Electronics
 
|-
 
|Synthetic Synapses
 
|Supertensile Plastics
 
|Test Cultures
 
|
 
|-
 
|Transcranial Microcontroller
 
|Biocells
 
|Nanites
 
|
 
|-
 
|Ukomi Super Conductor
 
|Synthetic Oil
 
|Superconductors
 
|
 
|-
 
|Vaccines
 
|Livestock
 
|Viral Agent
 
|
 
|-
 
|3 units (3600s)
 
|10 units
 
|10 units
 
|10 units
 
  
|}
+
Most of these goods are manufactured normally in space, away from [[Planets]], but rely heavily on [[Planetary Commodities]]
  
==Specialized Commodities==
 
* High-Tech Production Plants can only be placed on Temperate or Barren planets. Products will be used for manufacturing POS and other structures which were previously npc seeded.
 
<br/>
 
  
{| border="1" cellpadding="1" cellspacing="1" align="center"
+
== POS Fuels ==
! Output Product (100.0 m³) (P4)
 
! Input Product 1 (P3)
 
! Input Product 2 (P3)
 
! Input Product 3 (P3 or P1)
 
|-
 
|Broadcast Node
 
|Data Chip
 
|High-Tech Transmitters
 
|Neocoms
 
|-
 
|Integrity Response Drones
 
|Gel-Matrix Biopaste
 
|Hazmat Detection Systems
 
|Planetary Vehicles
 
|-
 
|Nano-Factory
 
|Industrial Explosives
 
|Ukomi Super Conductors
 
|Reactive Metals *
 
|-
 
|Organic Mortar Applications
 
|Condensates
 
|Robotics
 
|Bacteria *
 
|-
 
|Recursive Computing Module
 
|Guidance Systems
 
|Synthetic Synapses
 
|Transcranial Microcontrollers
 
|-
 
|Self-Harmonizing Power Core
 
|Camera Drones
 
|Hermetic Membranes
 
|Nuclear Reactors
 
|-
 
|Sterile Conduits
 
|Smartfab Units
 
|Vaccines
 
|Water *
 
|-
 
|Wetware Mainframe
 
|Biotech Research Reports
 
|Cryoprotectant Solution
 
|Supercomputers
 
|-
 
|1 unit
 
|6 units
 
|6 units
 
|6 units (* 40 units)
 
|-
 
  
|}
+
Not actually manufactured, but an intermediate planetary product. Usable immediately as POS fuel
  
=Manufactured Goods=
 
==POS Fuels==
 
 
*Coolant
 
*Coolant
 
*Enriched Uranium
 
*Enriched Uranium
Line 441: Line 69:
 
*Robotics
 
*Robotics
  
==T2 parts==
+
 
 +
== T2 parts ==
 +
 
 
''Most T2 manufacturing uses a PI good. Mainly P2 and P3.''  
 
''Most T2 manufacturing uses a PI good. Mainly P2 and P3.''  
 
*Construction Blocks
 
*Construction Blocks
Line 451: Line 81:
 
*Super Conductor
 
*Super Conductor
  
==Miscellaneous==
+
 
 +
== Miscellaneous ==
 +
 
 
''Created with Blueprint and PI products''
 
''Created with Blueprint and PI products''
 
*Nanite Repair Paste
 
*Nanite Repair Paste
  
==Sovereignty Structures==
+
 
 +
== Sovereignty Structures ==
 +
 
 
''Created with Blueprints and P4 products.''
 
''Created with Blueprints and P4 products.''
 
*Infrastructure Hub
 
*Infrastructure Hub
Line 461: Line 95:
 
*Territorial Claim Unit
 
*Territorial Claim Unit
  
==Starbase Structures==
+
 
 +
== Starbase Structures ==
 +
 
 
''Created with Blueprints and P4 products.''
 
''Created with Blueprints and P4 products.''
 
*Assembly Array
 
*Assembly Array
Line 484: Line 120:
 
*System Scanning Arrays
 
*System Scanning Arrays
  
=Production Ratios=
 
  
Output Product Cycle = Input Product 1 + Input Product 2 + Input Product 3
+
= Production Ratios =
 +
 
 +
''Note: These values are inaccurate but should likely be redone somewhere as the overall numbers could be useful. Maybe add to bottom of [[Planetary Commodities]]''
  
  
 +
Output Product Cycle = Input Product 1 + Input Product 2 + Input Product 3
  
  
Line 576: Line 214:
  
 
1 P4 = 108000 R
 
1 P4 = 108000 R
 
 
= Connecting It Together =
 
 
Insert text about hooking up buildings together. 
 
 
To setup an outgoing route for products from a storage facility (Command Center, Launch Pad, or Storage Facility), you can wait for product to build up in the facility and route up to the amount of product current in storage, or you can click on one of the incoming routes and send that amount to the destination (eg Processor).
 
 
If you hook the extractor directly to the processor, you might end up throwing away resources if there is an uneven lot when it fills up (Processors accumulate resources until they have an even lot of input product (eg P1 would be 6000), and then start processing.  If the buffer has 5950 in it, and the extractor delivers 210, then 160 units are lost.  If there is inputs in the buffer when you change the schematic, they are lost.  You can buffer with a storage facility or just live with the loss.  If you are living with the loss, you can reduce it somewhat by staggering your extractors' cycles to minimize the chance that two extractors deliver at the same time.
 
 
 
== Your First Colony ==
 
 
By way of introducing you you the user interface, let us install a colony.
 
 
Buy a "XXX Command Center" on the market.  (We are going to a Temperate Planet, so I bought a Limited Command Center).  Fly to the system with the command center in your cargo, and sit in space cloaked (I am doing this in 0.0, stealing resources from The Syndicate who might object, but since they an NPC corp, their sovereignty is not blocking my deployment).
 
 
(There are pictures coming.)
 
 
* Select Planet in Overview [[File:PI_YFC-SelectPlanet.png]]
 
* Enter Planet Mode
 
* Survey for Resources (Scan, adjust resource level sliders, pick favourite spot).
 
* Place Command Center  [[File:PI_YFC-PlaceCmdCtr.png|200px|frameless]]
 
* Submit [[File:PI_YFC-CmdCntrPlaced.png|200px|frameless]]
 
* Place Extractor [[File:PI_YFC-PlaceExtractor.png|350px|frameless]]  Under the Build Tab, choose Extractors, select the type of extractor that matches the desired resource, then click in the location you wish to place it on the map.  Below the edit tab, you will see the edits pending, the change in PG and CPU that will result and the cost of these upgrades.  You can make a number of changes and then submit or cancel the changes. 
 
* Place More Extractor
 
* Create Links
 
* Place Processor
 
* Choose Schematic
 
* Place Launch Pad
 
* Create Links
 
* Submit.  You will not be able to survey until your extractors are placed permanently, ie you must commit your changes.
 
* Survey Extractors
 
* Create Routes to Launchpad
 
* Create Route Launchpad to Processor
 
* Upgrade links
 
* Submit
 
* Wait 15 minutes
 
* Had a little bit of power/CPU left, so add 2 more extractors, Submit
 
* Check out the Competition
 
* Check on Processor Buffer
 
* Wait 15 minutes
 
* Processor Starts
 
* Wait 30 minutes
 
* Horray! Product.  Now you can move to Interplanetary Logistics to get your stuff off planet.
 
* Observe that this is in really good deposit, and will be building up a backlog for the first 24 hours, and then work on that backlog over the next little while waiting for you to come back to and re-survey the extractors.
 
* Teardown colony
 

Revision as of 03:56, 13 May 2010

The Planetary Interaction feature of the Tyrannis expansion allows players to utilize planetary industries. Below is a general overview of what can be exploited with this new feature.

Note: Planetary Commodities page has been introduced to hold the main tables with Resources and Products, the tables below that overlap with that page will be used to fill the Commodities page. This page should focus on how to connect Extractor A to Processor B via Storage C to produce product D, the best way to organize links, routes, exploit deposits, and so on


Connecting It Together

Insert text about hooking up buildings together.

To setup an outgoing route for products from a storage facility (Command Center, Launch Pad, or Storage Facility), you can wait for product to build up in the facility and route up to the amount of product current in storage, or you can click on one of the incoming routes and send that amount to the destination (eg Processor).

If you hook the extractor directly to the processor, you might end up throwing away resources if there is an uneven lot when it fills up (Processors accumulate resources until they have an even lot of input product (eg P1 would be 6000), and then start processing. If the buffer has 5950 in it, and the extractor delivers 210, then 160 units are lost. If there is inputs in the buffer when you change the schematic, they are lost. You can buffer with a storage facility or just live with the loss. If you are living with the loss, you can reduce it somewhat by staggering your extractors' cycles to minimize the chance that two extractors deliver at the same time.


Your First Colony

By way of introducing you you the user interface, let us install a colony.

Buy a "XXX Command Center" on the market. (We are going to a Temperate Planet, so I bought a Limited Command Center). Fly to the system with the command center in your cargo, and sit in space cloaked (I am doing this in 0.0, stealing resources from The Syndicate who might object, but since they an NPC corp, their sovereignty is not blocking my deployment).

(There are pictures coming.)

  • Select Planet in Overview File:PI YFC-SelectPlanet.png
  • Enter Planet Mode
  • Survey for Resources (Scan, adjust resource level sliders, pick favourite spot).
  • Place Command Center 200px
  • Submit 200px
  • Place Extractor 350px Under the Build Tab, choose Extractors, select the type of extractor that matches the desired resource, then click in the location you wish to place it on the map. Below the edit tab, you will see the edits pending, the change in PG and CPU that will result and the cost of these upgrades. You can make a number of changes and then submit or cancel the changes.
  • Place More Extractor
  • Create Links
  • Place Processor
  • Choose Schematic
  • Place Launch Pad
  • Create Links
  • Submit. You will not be able to survey until your extractors are placed permanently, ie you must commit your changes.
  • Survey Extractors
  • Create Routes to Launchpad
  • Create Route Launchpad to Processor
  • Upgrade links
  • Submit
  • Wait 15 minutes
  • Had a little bit of power/CPU left, so add 2 more extractors, Submit
  • Check out the Competition
  • Check on Processor Buffer
  • Wait 15 minutes
  • Processor Starts
  • Wait 30 minutes
  • Horray! Product. Now you can move to Interplanetary Logistics to get your stuff off planet.
  • Observe that this is in really good deposit, and will be building up a backlog for the first 24 hours, and then work on that backlog over the next little while waiting for you to come back to and re-survey the extractors.
  • Teardown colony


Manufactured Goods

Most of these goods are manufactured normally in space, away from Planets, but rely heavily on Planetary Commodities


POS Fuels

Not actually manufactured, but an intermediate planetary product. Usable immediately as POS fuel

  • Coolant
  • Enriched Uranium
  • Mechanical Parts
  • Oxygen
  • Robotics


T2 parts

Most T2 manufacturing uses a PI good. Mainly P2 and P3.

  • Construction Blocks
  • Consumer Electronics
  • Transmitter
  • Guidance Systems
  • Robotics
  • Miniature Electronics
  • Super Conductor


Miscellaneous

Created with Blueprint and PI products

  • Nanite Repair Paste


Sovereignty Structures

Created with Blueprints and P4 products.

  • Infrastructure Hub
  • Sovereignty Blockade Unit
  • Territorial Claim Unit


Starbase Structures

Created with Blueprints and P4 products.

  • Assembly Array
  • Control Towers
  • Corporate Hangar Array
  • Cynosural Generator Array
  • Cynosural System Jammer
  • Electronic Warfare Batteries
  • Energy Neutralizing Array
  • Hybrid Turret Batteries
  • Jump Bridges
  • Laser Turret Batteries
  • Missile Batteries
  • Mobile Laboratory
  • Moon Harvesting Array
  • Projectile Turret Batteries
  • Reactors
  • Refining Arrays
  • Shield Hardening Arrays
  • Ship Maintenance Arrays
  • Silos
  • System Scanning Arrays


Production Ratios

Note: These values are inaccurate but should likely be redone somewhere as the overall numbers could be useful. Maybe add to bottom of Planetary Commodities


Output Product Cycle = Input Product 1 + Input Product 2 + Input Product 3


20 P1 = 6000 R


5 P2 = 40 P11 + 40 P12

5 P2 = 12000 R1 + 12000 R2


3 P3 = 10 P21 + 10 P22 + 10 P23

3 P3 = 80 P11 + 80 P12 + 80 P13

3 P3 = 24000 R1 + 24000 R2 + 24000 R3


1 P4 = 6 P31 + 6 P32 + 6 P33

1 P4 = 20 P21 + 20 P22 + 20 P23

1 P4 = 160 P11 + 160 P12 + 160 P13

1 P4 = 48000 R1 + 48000 R2 + 48000 R3


or


1 P4 = 6 P31 + 6 P32 + 40 P13

1 P4 = 6 P31 + 6 P32 + 12000 R3

1 P4 = 20 P21 + 20 P22 + 40 P13

1 P4 = 20 P21 + 20 P22 + 12000 R3

1 P4 = 160 P11 + 160 P12 + 40 P13

1 P4 = 160 P11 + 160 P12 + 12000 R3

1 P4 = 48000 R1 + 48000 R2 + 12000 R3


At a glance:


20 P1 = 6000 R


5 P2 = 80 P1

5 P2 = 24000 R


3 P3 = 30 P2

3 P3 = 240 P1

3 P3 = 72000 R


1 P4 = 18 P3

1 P4 = 60 P2

1 P4 = 480 P1

1 P4 = 144000 R


or


1 P4 = 12 P3 + 40 P1

1 P4 = 12 P3 + 12000 R

1 P4 = 40 P2 + 40 P1

1 P4 = 40 P2 + 12000 R

1 P4 = 360 P1

1 P4 = 320 P1 + 12000 R

1 P4 = 108000 R