Difference between revisions of "User talk:Braden fanguard"

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Some more advanced video guides are also available:
 
Some more advanced video guides are also available:
* Single-Planet P3 Production - note that with Incursion it is no longer possible to do 'perfect' P3 production on any planet, as no command center can support four ECU's and the factories needed to achieve continuous P3 production.
+
* Single-Planet P3 Production - note that with Incursion it is no longer possible to do 'perfect' P3 production on any planet, as no command center can support four Extractor Control Units's and the factories needed to achieve continuous P3 production.
 
** [http://www.youtube.com/watch?v=KWdqDYL91fk E-UNI Planetary Interaction: Single-Planet P3 Guide, part 1 (YouTube)]
 
** [http://www.youtube.com/watch?v=KWdqDYL91fk E-UNI Planetary Interaction: Single-Planet P3 Guide, part 1 (YouTube)]
 
** [http://www.youtube.com/watch?v=FbKonAzhe2E E-UNI Planetary Interaction: Single-Planet P3 Guide, part 2 (YouTube)]
 
** [http://www.youtube.com/watch?v=FbKonAzhe2E E-UNI Planetary Interaction: Single-Planet P3 Guide, part 2 (YouTube)]

Revision as of 14:55, 2 April 2014


I am currently trying to clean up this article.



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Planetary interaction was introduced in May 2010 with the Tyrannis expansion

Planetary Interaction (PI) was introduced in May 2010 with the Tyrannis expansion.[1] It allows pilots to create industrial colonies on just about any planet in the EVE universe. The aim of this is producing NPC Trade Goods from processing Raw Materials extracted from the planet in a method similar to that of manufacturing goods in Starbases. Planetary Interaction can produce a range of commodities. Some commodities can be used immediately, such as Oxygen for POS fuel, while others can be used in blueprints to create POS and T2 components.

Introduction

To engage in Planetary Interaction, Pilots can purchase Command Centers from the market, and site these on their chosen planet. Once this is done, it is possible to construct raw mineral extractors to collect the various raw materials the planet has to offer.

Once these raw materials have been collected, they can be processed on-planet into basic or advanced goods, or taken off-planet for further processing or sale. This provides a source of income to players who invest in the necessary skills. You can manage a colony as often as you like. from as often as an hour at a time, or for up to two weeks with little micromanagement. Retrieving the valuable products from planets are another matter altogether, as pilots experience the typical risks of transporting valuables.


Currently pilots cannot destroy other pilots infrastructure; However further integration with DUST 514 may allow pilots to hire mercenaries to attack and defend planetary installations. Planetary interaction can be performed in HighSec, LowSec, NPC 0.0 space, Wormholes, unclaimed 0.0 space, and 0.0 space where your alliance has sovereignty.

Quick Start Videos

The videos below explain the basics of Planetary Interaction. CCP released a very good Planetary Interaction video guide (updated for Incursion), which you can find here (YouTube) and below. Unfortunately, videos cannot be downloaded or viewed in the in-game browser.


Some more advanced video guides are also available:

An older (pre-Incursion) E-UNI guide can be found here: Streaming (YouTube) (HD) or Download (Eve-Files) (1280x720 HD).

Also, a transition guide for players adapting to the changes in Incursion can be found here: (YouTube)

Skills

Skills!

None of the skills related to PI are technically 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. Additionally, unless you want to place your Extractors blind, you'll want to train Remote Sensing to at least level 1. Thus, you're most likely to get the best use out of training that plus Interplanetary Consolidation and Command Center Upgrades first.

Click each skill link for more details

  • Interplanetary Consolidation - Increases the number of planets you can install command centers on up to 6.
  • Command Center Upgrades - Allows you to upgrade the CPU and Power Grid of your command centers.
  • Remote Sensing - Allows a player to scan planets remotely, each skill level increases the distance at which it’s possible to scan up to 9 ly away. Requires level 1 to scan at all.
  • Planetology - Increases the precision when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource.
  • Advanced Planetology - Further increases the precision when scanning planets for resources.

Planets

All these planets are Yours

For more details, see Planets

Planets come in all sorts of shapes and sizes, and accordingly provide different materials. There are 8 types of planets that players can exploit. Barren, Gas, Ice, Lava, Oceanic, Plasma, Storm, and Temperate. There are also Shattered planets, but these are very rare and provide no resources. Each planet provides five resources. However, Autotrophs (Temperate), Felsic Magma (Lava), and Reactive Gas (Gas) are three unique resources that only exist on their respective planet types.

At first you will be limited to a single planet, so initially you need to 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. Note that planets in lower security systems are richer overall -- see Good Planets for some analysis. While you can colonize planets in unclaimed or NPC nullsec (even wormhole space!) you cannot colonize planets in territory claimed by an alliance other than your own.

View in Planet Mode

To actually look for a planet you can use several different methods. You can fly to planets and click them, select the planet from your overview, or use the map by selecting planets from the Orbital Bodies tab on the Solar system information window. Regardless of how you select your planet, you'll want to use the "View in Planet Mode" option to zoom in on the planet.

You can see a planet's overall resource abundance from anywhere, but the planet must be within your Remote Sensing skill range for you to actually perform a Scan operation for a specific resource (i.e. show its "heat" map). You can manage a planet you've already colonized from anywhere using the Science and Industry window in the NeoCom by selecting the "planets" tab.

Resources and Products

For more details, see Planetary Commodities

The items involved in Planetary Interaction are known as Resources (extracted from Planets) and Products (produced from Resources or other Products on planets)

Raw materials are considered Tier Zero (T0) and each level of processing increases the tier by one. You get Tier 1 products (P1) by processing raw materials (T0), Tier 2 Products (P2) from combining two different P1s, and so on. Processing items from one tier to the next happens in a Processor on the surface of a planet.

Raw Materials (T0) Tier 1 Products (P1) Tier 2 Products (P2) Tier 3 Products (P3) Tier 4 Products (P4)

The actual Product combinations are performed as per "schematics" that are instructions for a Processor. Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them all the way to Tier 4. At any point, you can supplement your colonies with resources purchased from the market, or sell your goods instead.

Aside from leading to higher tiers of planetary Products, some PI goods can be used for T2 blueprints, Starbase / Sov structures, nanite paste, or POS fuel. For more information on the involved items, see Planetary Commodities.


Planet Scanning

Example of a planet scan

After you've familiarized yourself with planets and resources, It's time to pick a planet and start production. Finding a planet that is abundant in a resource you want is only the first step. Now you need to figure out where to build your colony on the planet's surface. Right-click the planet you want to colonize and select "view in planet mode." This will bring up a 3D model of the planet. On the left of the screen you will see two tabs, "Build" and "scan." Select the scan tab to view the planets avaliable resources. clicking on any of the five resources will generate a heat map of that resource on the planet. You can adjust the heat map by sliding either end of the contrast bar (the rainbow bar directly below the scan and builds tabs) either left or right. Sliding it to the left will make regions of abundance more pronounced, while sliding it to the right will cut out regions of low abunance. Remember that the colors are relative to the contrast bars settings - two white spots for the same resource, on different planets, with different contrast bar settings, are not equal. You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot. To remove the heat overlay click the "NO FILTER" bar.

Scan accuracy varies heavily as your distance in AU increases from the planet you are trying to scan. While scanning at your maximum range will give you an idea of a planets resource distribution without travelling there, be sure to rescan when you're in the system for best accuracy. As long as you are in the same system as the planet your scanning, you will get the most accurate scans that your skills will allow.

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 on-site and cost ISK to build. Each building also requires a set amount of Powergrid (PG) and CPU to build, which is supplied by your Command Center. At a glance, the following structures exist:

  • Command Centers - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Only a basic command center can be bought from the market. Command centers can be upgraded after built in ranges from basic to elite, providing more CPU and Powergrid per level. They can also store a small amount of material (500m3) and offers a simple rocket launch mechanism by which you can ship said materials to orbit.
  • Extractor Control Units - Extractor Control Units (ECUs) allow installation of extraction programs and the building of extraction heads. Each Extractor Control Unit can only extract one type of material at a time, and can do so over a duration of time up to 14 days non stop. They must be linked to, and have their output routed to a storage facility, command center, or launchpad, to store the extracted materials, lest they be lost.
  • Extractor Heads - Extraction of resources is done by extractor heads that are installed via Extractor Control Units. The heads can be placed anywhere within the Extractors sphere of influence, and can be moved by dragging and dropping them to resource hot-spots.
  • 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. It is worth noting that High Tech Processors can only be built on Barren and Temperate planets.
  • 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 Customs office in orbit above the planet, from where the owner can import and export goods. Customs offices however, are owned by either and NPC faction of player Corperations and have a tax on anything imported and exported (unless the owner has the the tax to 0%). Larger and more valuable imports & exports will have higher tax costs.
  • Planetary Links - These can essentially be thought of as railroads, connecting different structures. they do cost some powergrid and CPU to build, and have a maximum capcity in m3/hr (depending on the length and volume of the materials to pe transported), but can be upgraded at the cost of some ISK. Links are nessesary to route materials from extractors to storage areas, and to processors. A colony cannot function without them.

Deploying a Command Center

Placing a Plasma CC

To get started on building stuff you need to first deploy a Command Center of the right type to your target planet (ex. Lava Command Center on a lava planet).

Consider first which resources you're targeting and where they are on the planet, and place your Command Center at some ideal spot near them. Depending on the planet type, some resource might be grouped close together, opposite from each other, exist in bands, etc. See Planet for more details.

With the Build menu up, select the "Command Centers" menu and the appropriate Command Center will be lit up, ready to be placed. If it is greyed out, make sure you put the correct Command Center in your cargo hold, that you are undocked, and that you are not at your colony cap (Interplanetary Consolidation skill). Drop the Command Center down wherever you want your colony to be. Once you are sure it is where you want it, be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can make multipule changes before submitting them.

After your Command Center has been deployed, and you have submitted changes, further build options will become available. There seems to be a bug whereby sometimes these new options remain greyed out and are not selectable after deploying your Command Center. If this happens, simply leave planet mode (click "exit") and then re-enter it. The build options should now appear correctly allowing you to continue building your colony.

You can upgrade your Command center as needed once placed, up to your maximum skill (For more details, see Command Center Upgrades) by clicking on your Command Center and selecting the circle icon with a plus sign on it.

Surveying with an Extractor Control Unit

File:Surveying.png
Surveying window

Placing other buildings is just like placing a Command Center, though you'll want to keep consulting your Scan tab to make sure your Extractor Control Units are close enough to a resource so that the Extractor Heads can reach them. After you've placed an Extractor Control Unit (ECU), you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor Head. To perform a survey simply select an Extractor and click the left-most button (it looks like and arrow pointing down towards a circle).

You will be presented with another window, and the first thing you want to do is to select the type of resource you wish to extract from the list in the top right corner. This will also activate a heat map for the selected resource. Next, move the "Extraction are size" slider in the bottom left corner of the window to set the desired program duration. This is how often you will have to come back to re-activate your extractors (ranges from 1 hour to 14 days). Next, under the label "Extractor Head Units" click the blue circles to create extractor heads you like up to a maximum of ten (or until you max out you colonies CPU and Powergrid). You can now move this new Extractor Head around within the sphere of influence of the Extraction Control Unit (outlined in grey) and, using the heat map and the graph displayed in the middle of the window to select the ideal location for the extractor head. be aware that overlaping extractor heads causes the extractor to get confused and give off false readings, so be careful not to overlap extractor heads. The Extraction Area Size/Duration is a trade-off of varying total amount, cycle time (15 min for short program duration to 4 hours for long program duration), per-cycle yield, and total lifespan. in other words, the shorter the program time, the more resources extracted per hour, but the more often you will have to check adn re-active your extractors. While a longer program will cut down on the baby-sitting, your resources per hour will suffer. Depending on the time you have availible to to you, you should set you extractors accordingly.

After you select a deposit of your choice be sure to hit the "Install" button to activate the program. The next thing you will need to do is route the Extractors product to a storage unit of some kind. To access the routing menu, click on your extractor and select the button that looks like two arrows going through a circle. Select the resource being extracted and click the "Create Route" buttoKeep in mind that when the cycle runs it course and you "deplete" the resource, you can rescan in the same place (with the same extractor) to begin the cycle again (or you can change the resource and move your Extractor Heads around again). But before you can route, you must link! And that brings us to the topic of Industry.

Incursion Change (already reflected above): Extractors now come with an extractor head, and individual extractors up to 10. Each additional extractor adds an amount of CPU (110) and power (550), but can be moved around within the radius of the extractor head. This means you can run one program with one resource and then move them around for another program with a different resource. You can adjust the length of the extraction by changing the Extraction Area Size from (1 hour, 15 min cycle) to (14 days, 4 hour cycle) in 15 min increments. Cycle length doubles at 25 hours (1d1h) to 30 min, 50 hours (2d2h) to 1hr, 4d4h to 2hr, 8d8h to 4hr. (Resolution of the end time doubles also.)

Here is a video that shows how Extractor Heads are deployed (YouTube)

Industry

File:ProcessorSchematics.png
Barren Basic Processor with Schematics sub menu active

For more details, see Planetary Industry

You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear.

First step after extracting Resources is turning them into the first tier of Products - P1. Consult Planetary Commodities to find out what P1 item the resources you are extracting turn into, and then place a Basic Processor somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first.

Anyway, that's the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes 3000 units of Micro Organisms and turns them into 20 units of Bacteria. You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient(s) needed will be routable there.

Beyond turning Resources into P1 look at the Planetary Commodities page again for more combinations including those for Advanced Industry Facilities and High Tech Production Plants.

Now what's all that about links and routes? Read on!

Links and Routes

Creating a Link

Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost PG and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.

There are multiple ways to get started making links, CTRL-clicking any building being the easiest. After your Link is started simply click (without CTRL) your target structure and your Link is ready to build next you hit "Submit". You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all (generally a Launchpad is superior). Routes will connect through multiple "hops" (intervening structures) up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.

After a Link is planned (no need to hit "Submit" yet) you can finally make Routes! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu (this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors), click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize.

At this point your Extractor will route its output to your CC, where it'll build up until routed during production, the Command Center is full or the Extractor finishes its Deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working. Again, you might be tempted to route straight to the Processor, but resist! You'll waste precious material that way.

Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes. But wait! Lastly make a route the same way from the Processor back to your CC (or other storage). Like the extractor if it isn't stored it is lost. Finally hit "Submit" again and congratulations, you now have a working colony!

For more information on Links and Routing see Intraplanetary Logistics. To learn about what to do next, keep reading!

Colony Management

Viewing your Planets

For more details, see Colony Management

Now that you have built your first colony, you're on your way! After training Interplanetary Consolidation you can have multiple colonies, one per skill level, plus the initial one, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.

While building each colony is a topic within the scope of Planetary Industry actually making them work together to be more than the sum of the parts, and moving stuff back and forward, is a topic for Colony Management. It might also be something to start making some money from some of this, eh?

Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch (in other words, without importing goods) on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Interaction. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next section

For more information on how to deal with getting goods between colonies, see Interplanetary Logistics. In short, to build one unit of a P4 item you'll have to at least deal with two planets, launching your lower tier Products into orbit via a CC or Launchpad, then importing it via a Customs Office on another planet for further processing. You will have to repeat this process multiple times for some P4s, and likely that effort requirement will make the more involved products more profitable.

incursion update: With the new extractors it is no longer possible to do 'perfect' P3 production on any planet. That is, continuously producing a P3 item at maximum output. You can extract one resource and another resource the next day, but no command center can support four ECU's and the factories needed to achieve continuous P3 production. This means if you are looking to maximise production, P3 production will always require at least 2 planets

Profit!

A pending Launch from a command center

Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. At a minimum it seems reasonable to recommend processing your Resources into P1 goods before trying to sell them, as doing so shrinks the volume they take up to about 25% of the original. Even better would be going for P2 for another drop to 25% of the original, or a tiny 6.25% total of the volume in plain Resources.

You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a Launchpad on your colony (rather expensive) and using it to interact with an orbiting Customs Office. The Launchpad has the greater cost up front, but is far superior to the CC and exports for 2/3rds of the fee of a CC. It can also launch far larger amounts, and is the only way to import stuff on to the planet. However, keep in mind that you are charged 50% of the export fee to import items to your launchpad. Consider the costs carefully before setting up a multi-planet production chain.

The screen capture here shows the easier option - a launch prepared from your CC, accessed via the Rocket-looking icon. Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button (not to be mistaken for the more yummy "Go for lunch" button) and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup!

Taxes are paid on all items imported and exported. The percentages will be set at the planets customs office. High sec customs offices are always 10% tax. NPC low/null sec is 17% and player owned customs offices can be set to anything, and can be set to different levels for depending on your status with the owner.

  • R0 = 5 isk base cost
  • P1 = 500 isk base cost
  • P2 = 9,000 isk base cost
  • P3 = 70,000 isk base cost
  • P4 = 1,350,000 isk base cost
  • Export fee = Base cost * tax rate (*1.5 if launched via CC)
  • Import fee = Base cost * tax rate * 0.5

For example, exporting a unit of Biomass (P1) from a high sec planet using a launch pad will cost will cost 50 isk (500 * 10% * 1) Importing that unit of biomass to a high sec factory planet will cost an additional 25 isk (500 * 10% * 0.5)

After you do pick up your items you simply go drop them on the market like you would anything else. Easy money! Hard part is picking what Commodity to focus on.

FAQ

  • Q: Can I colonize planets in wormholes?
    • A: Yes you can.
  • Q: Can I attack another player's colony?
    • A: No, not yet.
  • Q: Can a trial account participate in PI?
    • A: Yes, but you are limited to a single command center of the weakest kind. For best results, colonize a planet with a small radius.
  • Q: Where do the products go when I launch them from the Command center?
    • A: Check your journal, under "Planetary Launches" and select warp to.
  • Q: Can you deploy, manage or collect resources while cloaked?
    • A: Most. You can scan, deploy a CC, manage your colony, and launch items from a CC without decloaking. You cannot access the Customs Office or prepare a transfer from a Launchpad while cloaked. Additionally, you can not actually transfer items to a ship while cloaked.
  • Q: Can you deploy, manage or collect resources from a freighter?
    • A: You can deploy CCs and manage your colonies from a freighter, and you can transfer items to and from a Customs Office. And as of the Retribution Patch, you can pick up materials launched into orbit from the CC (because a Planetary Launch Container behaves similar to a jetcan). An Industrial may be a more appropriate ship for planetary transport tasks, because it is both cheaper and faster.
  • Q: Is Planetary Interaction limited to system security status?
    • A: No. A few special systems are off-limits due to high traffic or storyline reasons. You can create colonies in wormhole space and nullsec, but only an owning alliance can colonize claimed space. However - you can place colonies in unclaimed nullsec and maintain control over them after any alliance claims Sov! So you can ninja-colonize unstable systems ;-)

Term list

The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined here may have alternative meanings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets. Terms particularly likely to be ambiguous are listed in bold print.

  • Planet Mode - the view you enter to interact with a planet
  • Scan - the act of scanning a planet for a particular resource (brings up a heat map)
  • Survey - the act of surveying for deposits available to an extractor
  • Deposit - a "seam" of minerals or other resources that is exploitable by an extractor
  • Resources - the various raw materials you can extract from planets. Nickname: Planet Goo
  • Products - actual items manufactured from Resources or other Products (tier 1 and beyond)
  • Commodities - any PI material (Resources + Products)
  • Tiers / numbered products (P0, P1, etc) - raw materials (resources) are 0, then each level beyond that is a new set of products taking one manufacturing process per level

Tips

  • Starting off small can help, check the local region for prices and make enough to cover your costs. Building large installations that cost a lot to start with can place you worse off. With something as new and as detailed as PI, playing it safe is usually your best bet.
  • Planets may be managed from anywhere in range, though resource scanning will be limited in range depending on your Remote Sensing skill. Even works while in warp. Planets can be managed from inside 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 menu box in the left corner.
    • By switching solar systems 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, but you do not need to be at the planet as long as you're in the same system
  • Until you click the "submit" button, no actual changes are made to your colony. This allows you to experiment with different setups without committing to them (for example arranging buildings and links to make best use of the available powergrid and CPU). If you do not want to make your changes, simply click "cancel" and the colony will revert back to how it was.
  • Doubleclicking various structures makes starting or adjusting production much faster. When you doubleclick factory it opens the schematics list, doubleclicking a schematic of your choosing opens the routing screen where you can doubleclick the product to enable the create route function and finally doubleclick the destination to create the route. Doubleclicking a silo opens also the routing screen.
  • At schematics selection screen you can press the first letter of the schematic you are looking for to instantly move the selection window to the products starting with the letter you just pressed (need to click on the window first to activate the function).

Power Efficient Harvesting

A Coolant Producing Gas Planet

You will want to maximize efficiency to maximize your profits. The layout of your facilities will help save power grid through optimization of your planetary links. This image represents an efficient method of resource harvesting, with some industry facilities.

On this Gas planet, 2 extractors feed into warehouses which buffer excess resources for basic industry facilities. 4 basic industry facilities produce water and electrolytes, which are then stored in the launchpad until 2 advanced industry facilities produce coolant. The coolant will eventually fill the launchpad, ready to fuel a POS or be shipped to an industry intensive planet in Organic Mortar Applicators.

Having several basic harvesting planets and a few high sec industrial planets, a pilot can make valuable goods that are space efficient, increasing the isk you make for the haul you take.

Using Poor Worlds (High Security Space)

A Factory for P2 assembly

Some people find the clicking excessive in PI while others aren't impressed with the income they can gain using local resources. There is another way to utilize PI for reasonable income.

For example of the solution I offer the Factory World.

Using 20 Advanced Processors and 2 Launchpads it processes 28,800 total (2 or more varieties) P1 tier commodities into P2 tier commodities in 18 hours. It is as click intensive as fueling a POS.

A quick spreadsheet or hand written notes about the sell/buy prices of the commodities in question are required for profit, the equation looks like:

  • P2 (Buy) - ((P1 a (Sell)+ P1 b (Sell))*8) - (Import/Export Tax of 15.08) = Profit per unit

Advanced Processors can also be used to produce P3 products from P1 and P2 commodities. For these, the calculations become somewhat more complicated, because the taxes vary depending on whether the ingredients are P1 or P2.

Planetary Interaction During War (Uni only!)

There are things you can still do with planets while the Uni is at war:

  • Day-to-Day Management: Resurvey your extractors, route products in your colony
  • Build/tear-down non-Command Center structures
  • Launch containers from your CC if you really want, if you have no other storage (they'll last 5 days in orbit - difficult but maybe not impossible to pick up via alt + directional scanner, but certainly silly high effort to income)
  • Decommission your entire colony
  • For extended war periods, you may want to consider adding additional storage to planets.

These are things you can do while the Uni is at war but you must take extreme precautions with:

  • Deploy Command Center on a new planet
  • Export/Import to/from orbital Customs Centers (requires you to be in space in the same system)
  • Pick up launch containers (yourself)
  • Fly to within (skill-based) light years to scan for deposits

War targets love to watch for lone Unistas who are vulnerable and solo doing activities such as PI in space. Take all precautions and don't risk an embarrassing industrial or other ship loss. Make sure you conduct these activities when war targets are not active or at least active near where you are doing PI activities. Use alts whenever possible.

Changes to PI in Incursion 1.1.0

This information has to be merged into the whole article. But to get your installations running again here a quick list of changes made with the January 2011 release of the Incursion 1.1:

  • Command Centers can now be upgraded.
    • Basic command centers are bought from the market.
    • Colonies are then upgraded inside colony management, even remotely.
  • Extraction has been totally changed
    • Old extractors have been removed. They will finish the cycle they have installed and then go offline forever. Their value will be reimbursed when they are deleted.
    • The new system is extractor control units (ECU) which have extractor heads instead. This creates a central control point with up to 10 heads for the extraction (each head requires power/CPU).
  • Extractor Control Unit
    • The number of extractor heads can be varied for free, then moved around for better yield.
    • They allow the installation (and stopping!) of extraction programs any time.
    • The extraction time period can be varied as well, with longer time-frames providing more potential ease-of-use, at the cost of reduced yield.
    • The extracted material can be changed each cycle, allowing one ECU to harvest anything on the planet, one at a time. Though resource distribution may affect the feasibility of switching
    • Each ECU has a maximum range for its extractor heads. The heads may be moved freely within this area, with penalties for any overlapping extraction areas. Head distance from ECU may affect extraction amount.
    • The ECU does not need to be within areas of high resource concentration itself, as the heads move freely.
  • Extractor heads
    • The length of the extraction program is represented in the area of effect of the heads. Longer extraction programs create larger areas.
    • Overlapping extraction areas get a penalty to extraction amount and will be displayed as a red number in the extraction areas.
    • Yield is affected by the length of the cycle, the amount of resources under the heads, the position of the heads and the depletion of the resource over time.
    • Play around a bit with the positioning to get the most out of extraction programs before their installation. (Though any mistakes can be immediately rectified.)

Here is a video highlighting how the changes work

Changes to PI in Crucible

The November 2011 Crucible expansion introduced the Player Owned Customs Office (POCO).

Patch notes:

  • Player owned Customs Offices will be introduced to Planetary Interaction. This new feature allows players to make planetary taxation a profitable business. In order to become a proud owner of a Customs Office you need to erect a Customs Office structure in orbit of a planet. Full details can be found in the blog Player Owned Customs Offices and Player Owned Customs Offices: An update by CCP Omen.
  • All high security Customs Offices are transferred to CONCORD who will charge doubled import and export taxes.
  • Ownership of all low security, 0.0 and wormhole Customs Offices is transferred to NPC corporation “Interbus”.
  • The Interbus Customs Offices can be used for Planetary Interaction or shot down without standing or security penalty.
  • Interbus Customs Offices will not be de-spawned and will remain until destroyed.
  • The Interbus Corporation will charge slightly more tax than CONCORD and we will monitor the tax rates for both CONCORD and Interbus to ensure that they are working correctly.
  • The Customs Office Gantry is a 7600 m3 compact structure that is manufactured in assembly lines in stations.
  • Blueprint copies of the Customs Office Gantry will be available from the CONCORD loyalty point store for 6000 LP and 20,000,000.00 ISK.
  • Blueprint copies are also available from the Factional Warfare loyalty point stores for 3000 LP and 10,000,000.00 ISK. As a reminder these will be the stores of the 24th Imperial Crusade, Sate Protectorate, Federal Defense Union and Tribal Liberation Force.
  • A Customs Office can only be owned by a player corporation and only players with Station Manager role can edit the settings of an operational Customs Office. A player with the role "Config Equipment" can perform the upgrade from Gantry to Customs Office.
  • Custom tax rates can be set for your corporation, your alliance and friendly corporations or alliances.
  • Customs Office ownership can be transferred to any player corporations.
  • Notifications will be sent to the corporation if the Customs Office is attacked.
  • Player owned Customs Offices will generate a killmail when destroyed.
  • We have boosted the bandwidth of links to be five times bigger to deal with the hassle of constantly upgrading them.
  • Storage facilities have been increased from 5k m3 to 12k m3 (better alternative to the 5k Spaceport)

References

See also

External Links