Eve Online Pi Planer
2021年11月26日Download here: http://gg.gg/x1nkf
Keep DOTLAN EveMaps running! Support it by donating or buying GTC from: API J: 04 Jul 03:44: K: 04 Jul 03:38: C: 04 Jul 04:01: A: 04 Jul 04:04: O: 04 Jun 11:15.
*Eve Online Pi Planets Setup
*Eve Online Pi SpreadsheetThis post is part of a series on looking at PI; this post looking at my new P4 factory planet. If you are after simple ISK; this is not the post you are looking for.
Jumpplanner 2.4.7. Ship: Panther Redeemer Sin Widow Rorqual Archon Chimera Nidhoggur Thanatos Moros Naglfar Phoenix Revelation Anshar Ark Nomad Rhea Aeon Hel Nyx Revenant Wyvern Avatar Erebus Leviathan Ragnarok. Jump Drive Calibration. Latest breaking news, including politics, crime and celebrity. Find stories, updates and expert opinion. 20.92M ISK at 15% Tax. 27.90M ISK at 20% Tax. Factor that across 400,000 plus units of P1 materials, and add in Import Taxes, and it gets bloody expensive. (It can be a sizeable proportion of the overall build cost and can make it very difficult to complete against players using low tax POCO out of Empire Space.).What I am documenting is what worked according to plan and the traps that I found (so far - there will most likely be more traps later). This post assumes some knowledge of PI. I am documenting what I found in my initial PI setup.
As I said in my previous post - I don’t like crafting things for a loss. A lot of players optimise for convenience; I try to optimise for profit. I know time is money; but time spent now understanding now should pay for itself in the longer term.
I have spent time, enough to worry about. Many hours building my spread, building then partially rebuilding my P4 planet and spreadsheet. I am aiming for 100K/hour passive profit for my first P4 factory (or 17M/week), restocking my planet no more than once per week (Umm. Such lofty and unrealisable goals).
Profit can be played with in different ways; so for the sake of this installation:
*All prices are Sing Liason (Dodixie) regional prices for reasonable quantities, ignoring very small orders.
*Input costs are based on region sell orders + import taxes
*Sale prices are based on 1/2 way between region buy and sell orders.
*Profit from the P4 installation is Sale Price - export tax of finished products - sale prices.Other price considerations:
*I will transport these items ’for free’.
*I should do better than sell orders for input material; however I am allocating any addtional funds from this to trading not to manufacture.
*I hope to do better than 1/2 way between buy and sell orders, might do worse. This seems a reasonable compomise.
What worked well. I have chosen Integrity response drones, from my updated spreadsheet (now v0.2 - with plans to increment it with every post on PI). Even with a highsec factory - I have found a fit that allows me a (small) profit to fulfill buy orders; and I can do sell orders about 10% higher than that
I am making Integrity Response Drones for 790K ISK each; add 135K for (10%) export tax, for a sale price of 925K ISK. They currently have a Dodixie buy price of 955K, and a Sell price of 1,085K (and are selling). Providing I keep the planet fed and prices don’t jump around too much, I am expecting about 31M Isk per week.
I have also restricted costs using buy orders, however only for a few jumps from my current PI system.
I have :
*1 P4 High Tech Factory
*4 P3 Advanced factories in pairs manufacturing 2 of the 3 required commodities required, importing the last.
*16 P2 factories in sets of 4 manufacturing 4 of the 6 required commodities to feed my (2 sets of ) P3 factories I am importing rather than manufacturing:
*P3 planetary vehicles
*P2 polytextiles and transmitters
I also am running 2 launchpads and one storage facility, This is at the cost of a factory or 2, but gives the planet some time to work by itself. The decision as to how much storage vs manufacturing, and what type is somewhat arbitrary. Storage facilities are slightly larger and need far less CPU but need expedited transfers; lauchpads are the opposite.
The Customs office also (for hisec at least) works as convenient storage. While you need to be in system and in space, you can access it for transferring to and from the planet even just outside the station in a frigate.
The opportunity for buy orders in a field that I understand the demand helps, as I have a personal instinctive dislike of buy orders before I know what I am going to do with the products.
What didn’t work as well as I would have liked
I can not make everything needed; there simply isn’t the CPU or power available even with Command Center Upgrades 4 (previously had 3). I chose items to manufacture based on the greatest profit I could for each factory. In the short term I am unlikely to spend the fortnight training to Level 5 required to get possibly 2 (possibly 3 more intermediate factories). I would rather train up my two alts for PI in far less time.
Storage is a killer. Restocking my P4 planet once per week is purely in my dreams. Much more storage and I will miss out on profitability, as with 10% PI taxes it appears better to value add as many steps as possible on one planet. Just over 3 days is do-able, but my setup will allow for just under 2.5 days; in practice I am looking at 1.5 days and less shuffling to the Storage Facility.
Hisec PI taxes are significant: 1.5 days for my factory has 7.4M Isk in taxes made up of 2.5 M Import tax and 4.9 Export tax. For an expected sale price of 39M, PI taxes make up 19% or nearly double the so-called ’10% PI tax.
Layout matters as there are few visual clues to what each part of your factory is. Next time I set up a factory, I will more clearly ’chain’ individual components.
I have noticed that my buying is putting upward pressure on the prices of input materials, but selling is not (yet) significantly influencing the sell prices.
Summary Hisec P4 factory producing Integrity Response Drones, cherry picking the most profitable items to manufacture. Have to restock every 1.5 to 2.5 days; with 21 Industry buildings, 2 lauchpads and a storage building. Expected profit 31M Isk/week. This is OK ISK earner, but not a setup I would recommend to newbies uncomfortable with inventory management.
My plan from here is to look at a Losec extractor planet, with a player build Customs office with a lower tax rate.Planetary IndustryIntroduction to PI
Planetary Industry 101Creating a PI AltPlanetary Industry SkillsThe Basics
PlanetsPlanetary CommoditiesPlanetary buildingsSetting up a planetary colonyAdvanced
Identifying valuable planetsColony managementPlayer Owned Customs OfficesE-Uni CampusesOther Resources
Planetary Industry (PI) (previously called Planetary Interaction or Planetary Production (PP)), is a type of Industry that allows pilots to create industrial colonies on just about any planet in the EVE universe.We will use the two terms and the corresponding abbreviations interchangeably for now. The aim of this is producing goods from raw materials extracted from the planet. Planetary Industry can produce a range of commodities which can be used in blueprints to create POS Structures and Fuel Blocks, Sovereignty structures, Boosters, Nanite Repair Paste, and T2 components. It was introduced in May 2010 with the Tyrannis expansion and received some UI changes and a new name in 2018 with the Abyss expansion.
*7Setting Up a New Colony
*9Profit!
*9.5Transport: Two Options
*12TipsIntroduction
To engage in Planetary Industry, pilots need to purchase the correct Command Center for their chosen planet from the market. There are eight types of Command Centers (one for each type of planet). Once the correct Command Center is placed on a planet other facilities such as extractors and processors may be placed. As the correct Command Center needs to be deployed before beginning any extraction, it is good to survey and select your chosen planet(s) prior to purchase.
Once raw materials have been collected, they can be processed on-planet or on a planet dedicated to manufacturing into basic or advanced goods, taken off-planet for station-based processing into a variety of products used in space, or sold. Material is removed from a planet either by launches from the Command Center or through a planetary Customs Office that charges a tax. Material can be brought down to a planet only through the Customs Office, at a reduced taxation rate.
Selling the materials and/or goods provides a source of income to players who invest in the necessary skills. You can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you’d just like to coast along and check on your assets once in a while.
Currently the facilities on the planet are invulnerable, however you may indirectly compete with others for nearby resources. Retrieving the valuable products from planets is another matter altogether, as pilots experience the typical risks of transporting valuables.
Planetary Industry can be performed in all areas of space (highsec, lowsec, NPC 0.0 space, sovereign 0.0 space, and wormhole space). A small number of systems are not available for colonization due to high traffic or storyline reasons. The list of restricted systems is:
*Amarr
*Arnon
*Aunia
*Auvergne
*Balginia
*Dodixie
*Fricoure
*Ichoriya
*Irjunen
*Isaziwa
*Isinokka
*Jita
*Lustrevik
*Motsu
*Oursulaert
*Rens
*Sankkasen
*Umokka
Also, Planetary Industry is not available in Shattered systems.Quick Start Videos
The following videos explain the basics of Planetary Industry. For more details you should consult the Setting up a planetary colony page.
CCP made an older video part Planetary Industry video guide (post-Incursion), which you can find here (YouTube)
An even older (pre-Incursion) E-UNI guide can be found here: Streaming (YouTube) (HD) or Download (Eve-Files) (1280x720 HD).
A transition guide for players adapting to the changes in Incursion is here: (YouTube)
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. However the video is still helpful as it gives an excellent overview of setting up from start to final production.
*POS Fuel Production GuideSkillsSkills!
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 a 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 first, then Interplanetary Consolidation and Command Center Upgrades.
Click each skill link for more details
*(Planet Management) Interplanetary Consolidation - Increases the number of planets you can install command centers on up to 6
*(Planet Management) Command Center Upgrades - Allows you to use better quality command centers. This in turns allow you to increase the number of installations on the planet.
*(Planet Management) Remote Sensing - Allows a player to scan planets remotely. Each skill level increases the distance at which it’s possible to scan. Requires level 1 to scan at all, so train to level 1 before starting PI.
*(Planet Management) Planetology - Increases the resolution when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource.
*(Planet Management) Advanced Planetology - Increases the precision when scanning planets for resources. Note that Planetology allows you to see more details while Advanced Planetology allows you to have a more accurate idea of where the resources are located. See the skills page for more info.
*(Trade) Customs Code Expertise - Reduces the NPC tax rate of Player Owned Customs Offices (POCOs) in high sec. It does NOT, however, have any effect on tax rates with NPC customs offices neither inside or outside of high sec.PlanetsAll these planets are Yours
For more details, see Planets
Planets come in all sorts of shapes and sizes, and accordingly provide different materials. Each planet provides five resources, but a few unique resources each only exist on a single planet type. The unique resources include Autotrophs ( Temperate planets), Felsic Magma ( Lava planets), and Reactive Gas ( Gas planets).
At first you are limited to a single planet, so ideally you need to initially 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, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you’ll want to use the ’View in planet mode’ option and get yourself a nice up-close view.
You can also select planets from several other different views -- via your MapBrowser (F11), for example. You can see a planet’s overall resource abundance (and admire its visual appeal!) 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.Resources and Products
For more details, see Planetary Commodities
The items involved in Planetary Industry are known as Resources (extracted from Planets) and Products (produced from Resources or other Products on planets)
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by 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, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:Resources (R0)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 to Tier 4. At any point you can supplement your ’Colonies’ from the market or sell your goods there.
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. To find out how to get started looking for your initial Resources, read on!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. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:TypeDescriptionThe 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 post-construction. Upgrades range from basic to elite, providing more CPU and Powergrid per level. Command Centers can store a small amount of material and offer a simple rocket-launch mechanism allowing the shipping of materials to orbit.Extractor Control UnitsExtractor Control Units (ECUs) allow the installation of extraction programs and the building of extraction heads. To make use of the extraction programs, you must select the resource type for all heads, a duration for the program (up to 14 days), and a route for the raw material to follow 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.Extractor HeadsExtraction of resources is done by extractor heads that are installable via the ECUs. The heads can be placed within the ECUs area and can be moved via drag and drop to resource hot-spots for a greater extraction amount.ProcessorsThese come in three different types, Basic (used to transform raw materials (P0) to processed materials (P1)), Advanced (used to either transform processed materials (P1) in refined commodities (P2) OR refined commodities (P2) in specialized commodities (P3)), and High Tech (used to transform specialized commodities (P3) in advanced commodities (P4)). The latter can only be built on barren or temperate planets.Storage FacilitiesAbout as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.LaunchpadA building dedicated to moving materials and goods to and from the planet. This building operates in a similar way to the rocket launch function of the Command Center, but it benefits from its connection to a Cargo Link in orbit above the planet. From there, the owner can import and export goods, albeit at great expense.Planetary LinksThese can be thought of as railroads, connecting different structures. In addition to their construction (which has a base cost plus a distance cost), 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.Setting Up a New Colony
For more details including a step-by-step pictorial guide of setting up a colony, see Setting up a planetary colonyPlanet ScanningExample of a planet scan
After you’ve familiarized yourself a bit with planets and resources, you’ll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you’ll want to place your stuff. To get started, get yourself into Planet Mode and make sure you’re on the ’Scan’ tab. You should see the five available resources, a ’NO FILTER’ bar, and a colorful ’heat’ bar. Click any one resource and you’ll get a heat map showing where on the planet that reso
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Keep DOTLAN EveMaps running! Support it by donating or buying GTC from: API J: 04 Jul 03:44: K: 04 Jul 03:38: C: 04 Jul 04:01: A: 04 Jul 04:04: O: 04 Jun 11:15.
*Eve Online Pi Planets Setup
*Eve Online Pi SpreadsheetThis post is part of a series on looking at PI; this post looking at my new P4 factory planet. If you are after simple ISK; this is not the post you are looking for.
Jumpplanner 2.4.7. Ship: Panther Redeemer Sin Widow Rorqual Archon Chimera Nidhoggur Thanatos Moros Naglfar Phoenix Revelation Anshar Ark Nomad Rhea Aeon Hel Nyx Revenant Wyvern Avatar Erebus Leviathan Ragnarok. Jump Drive Calibration. Latest breaking news, including politics, crime and celebrity. Find stories, updates and expert opinion. 20.92M ISK at 15% Tax. 27.90M ISK at 20% Tax. Factor that across 400,000 plus units of P1 materials, and add in Import Taxes, and it gets bloody expensive. (It can be a sizeable proportion of the overall build cost and can make it very difficult to complete against players using low tax POCO out of Empire Space.).What I am documenting is what worked according to plan and the traps that I found (so far - there will most likely be more traps later). This post assumes some knowledge of PI. I am documenting what I found in my initial PI setup.
As I said in my previous post - I don’t like crafting things for a loss. A lot of players optimise for convenience; I try to optimise for profit. I know time is money; but time spent now understanding now should pay for itself in the longer term.
I have spent time, enough to worry about. Many hours building my spread, building then partially rebuilding my P4 planet and spreadsheet. I am aiming for 100K/hour passive profit for my first P4 factory (or 17M/week), restocking my planet no more than once per week (Umm. Such lofty and unrealisable goals).
Profit can be played with in different ways; so for the sake of this installation:
*All prices are Sing Liason (Dodixie) regional prices for reasonable quantities, ignoring very small orders.
*Input costs are based on region sell orders + import taxes
*Sale prices are based on 1/2 way between region buy and sell orders.
*Profit from the P4 installation is Sale Price - export tax of finished products - sale prices.Other price considerations:
*I will transport these items ’for free’.
*I should do better than sell orders for input material; however I am allocating any addtional funds from this to trading not to manufacture.
*I hope to do better than 1/2 way between buy and sell orders, might do worse. This seems a reasonable compomise.
What worked well. I have chosen Integrity response drones, from my updated spreadsheet (now v0.2 - with plans to increment it with every post on PI). Even with a highsec factory - I have found a fit that allows me a (small) profit to fulfill buy orders; and I can do sell orders about 10% higher than that
I am making Integrity Response Drones for 790K ISK each; add 135K for (10%) export tax, for a sale price of 925K ISK. They currently have a Dodixie buy price of 955K, and a Sell price of 1,085K (and are selling). Providing I keep the planet fed and prices don’t jump around too much, I am expecting about 31M Isk per week.
I have also restricted costs using buy orders, however only for a few jumps from my current PI system.
I have :
*1 P4 High Tech Factory
*4 P3 Advanced factories in pairs manufacturing 2 of the 3 required commodities required, importing the last.
*16 P2 factories in sets of 4 manufacturing 4 of the 6 required commodities to feed my (2 sets of ) P3 factories I am importing rather than manufacturing:
*P3 planetary vehicles
*P2 polytextiles and transmitters
I also am running 2 launchpads and one storage facility, This is at the cost of a factory or 2, but gives the planet some time to work by itself. The decision as to how much storage vs manufacturing, and what type is somewhat arbitrary. Storage facilities are slightly larger and need far less CPU but need expedited transfers; lauchpads are the opposite.
The Customs office also (for hisec at least) works as convenient storage. While you need to be in system and in space, you can access it for transferring to and from the planet even just outside the station in a frigate.
The opportunity for buy orders in a field that I understand the demand helps, as I have a personal instinctive dislike of buy orders before I know what I am going to do with the products.
What didn’t work as well as I would have liked
I can not make everything needed; there simply isn’t the CPU or power available even with Command Center Upgrades 4 (previously had 3). I chose items to manufacture based on the greatest profit I could for each factory. In the short term I am unlikely to spend the fortnight training to Level 5 required to get possibly 2 (possibly 3 more intermediate factories). I would rather train up my two alts for PI in far less time.
Storage is a killer. Restocking my P4 planet once per week is purely in my dreams. Much more storage and I will miss out on profitability, as with 10% PI taxes it appears better to value add as many steps as possible on one planet. Just over 3 days is do-able, but my setup will allow for just under 2.5 days; in practice I am looking at 1.5 days and less shuffling to the Storage Facility.
Hisec PI taxes are significant: 1.5 days for my factory has 7.4M Isk in taxes made up of 2.5 M Import tax and 4.9 Export tax. For an expected sale price of 39M, PI taxes make up 19% or nearly double the so-called ’10% PI tax.
Layout matters as there are few visual clues to what each part of your factory is. Next time I set up a factory, I will more clearly ’chain’ individual components.
I have noticed that my buying is putting upward pressure on the prices of input materials, but selling is not (yet) significantly influencing the sell prices.
Summary Hisec P4 factory producing Integrity Response Drones, cherry picking the most profitable items to manufacture. Have to restock every 1.5 to 2.5 days; with 21 Industry buildings, 2 lauchpads and a storage building. Expected profit 31M Isk/week. This is OK ISK earner, but not a setup I would recommend to newbies uncomfortable with inventory management.
My plan from here is to look at a Losec extractor planet, with a player build Customs office with a lower tax rate.Planetary IndustryIntroduction to PI
Planetary Industry 101Creating a PI AltPlanetary Industry SkillsThe Basics
PlanetsPlanetary CommoditiesPlanetary buildingsSetting up a planetary colonyAdvanced
Identifying valuable planetsColony managementPlayer Owned Customs OfficesE-Uni CampusesOther Resources
Planetary Industry (PI) (previously called Planetary Interaction or Planetary Production (PP)), is a type of Industry that allows pilots to create industrial colonies on just about any planet in the EVE universe.We will use the two terms and the corresponding abbreviations interchangeably for now. The aim of this is producing goods from raw materials extracted from the planet. Planetary Industry can produce a range of commodities which can be used in blueprints to create POS Structures and Fuel Blocks, Sovereignty structures, Boosters, Nanite Repair Paste, and T2 components. It was introduced in May 2010 with the Tyrannis expansion and received some UI changes and a new name in 2018 with the Abyss expansion.
*7Setting Up a New Colony
*9Profit!
*9.5Transport: Two Options
*12TipsIntroduction
To engage in Planetary Industry, pilots need to purchase the correct Command Center for their chosen planet from the market. There are eight types of Command Centers (one for each type of planet). Once the correct Command Center is placed on a planet other facilities such as extractors and processors may be placed. As the correct Command Center needs to be deployed before beginning any extraction, it is good to survey and select your chosen planet(s) prior to purchase.
Once raw materials have been collected, they can be processed on-planet or on a planet dedicated to manufacturing into basic or advanced goods, taken off-planet for station-based processing into a variety of products used in space, or sold. Material is removed from a planet either by launches from the Command Center or through a planetary Customs Office that charges a tax. Material can be brought down to a planet only through the Customs Office, at a reduced taxation rate.
Selling the materials and/or goods provides a source of income to players who invest in the necessary skills. You can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you’d just like to coast along and check on your assets once in a while.
Currently the facilities on the planet are invulnerable, however you may indirectly compete with others for nearby resources. Retrieving the valuable products from planets is another matter altogether, as pilots experience the typical risks of transporting valuables.
Planetary Industry can be performed in all areas of space (highsec, lowsec, NPC 0.0 space, sovereign 0.0 space, and wormhole space). A small number of systems are not available for colonization due to high traffic or storyline reasons. The list of restricted systems is:
*Amarr
*Arnon
*Aunia
*Auvergne
*Balginia
*Dodixie
*Fricoure
*Ichoriya
*Irjunen
*Isaziwa
*Isinokka
*Jita
*Lustrevik
*Motsu
*Oursulaert
*Rens
*Sankkasen
*Umokka
Also, Planetary Industry is not available in Shattered systems.Quick Start Videos
The following videos explain the basics of Planetary Industry. For more details you should consult the Setting up a planetary colony page.
CCP made an older video part Planetary Industry video guide (post-Incursion), which you can find here (YouTube)
An even older (pre-Incursion) E-UNI guide can be found here: Streaming (YouTube) (HD) or Download (Eve-Files) (1280x720 HD).
A transition guide for players adapting to the changes in Incursion is here: (YouTube)
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. However the video is still helpful as it gives an excellent overview of setting up from start to final production.
*POS Fuel Production GuideSkillsSkills!
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 a 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 first, then Interplanetary Consolidation and Command Center Upgrades.
Click each skill link for more details
*(Planet Management) Interplanetary Consolidation - Increases the number of planets you can install command centers on up to 6
*(Planet Management) Command Center Upgrades - Allows you to use better quality command centers. This in turns allow you to increase the number of installations on the planet.
*(Planet Management) Remote Sensing - Allows a player to scan planets remotely. Each skill level increases the distance at which it’s possible to scan. Requires level 1 to scan at all, so train to level 1 before starting PI.
*(Planet Management) Planetology - Increases the resolution when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource.
*(Planet Management) Advanced Planetology - Increases the precision when scanning planets for resources. Note that Planetology allows you to see more details while Advanced Planetology allows you to have a more accurate idea of where the resources are located. See the skills page for more info.
*(Trade) Customs Code Expertise - Reduces the NPC tax rate of Player Owned Customs Offices (POCOs) in high sec. It does NOT, however, have any effect on tax rates with NPC customs offices neither inside or outside of high sec.PlanetsAll these planets are Yours
For more details, see Planets
Planets come in all sorts of shapes and sizes, and accordingly provide different materials. Each planet provides five resources, but a few unique resources each only exist on a single planet type. The unique resources include Autotrophs ( Temperate planets), Felsic Magma ( Lava planets), and Reactive Gas ( Gas planets).
At first you are limited to a single planet, so ideally you need to initially 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, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you’ll want to use the ’View in planet mode’ option and get yourself a nice up-close view.
You can also select planets from several other different views -- via your MapBrowser (F11), for example. You can see a planet’s overall resource abundance (and admire its visual appeal!) 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.Resources and Products
For more details, see Planetary Commodities
The items involved in Planetary Industry are known as Resources (extracted from Planets) and Products (produced from Resources or other Products on planets)
Resources are considered Tier Zero (R0), at least in the context of this guide, and each level of processing increases the tier by one. You thus get Tier 1 products (P1) produced by Resources (R0), Tier 2 Products (P2) produced by 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, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column:Resources (R0)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 to Tier 4. At any point you can supplement your ’Colonies’ from the market or sell your goods there.
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. To find out how to get started looking for your initial Resources, read on!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. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:TypeDescriptionThe 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 post-construction. Upgrades range from basic to elite, providing more CPU and Powergrid per level. Command Centers can store a small amount of material and offer a simple rocket-launch mechanism allowing the shipping of materials to orbit.Extractor Control UnitsExtractor Control Units (ECUs) allow the installation of extraction programs and the building of extraction heads. To make use of the extraction programs, you must select the resource type for all heads, a duration for the program (up to 14 days), and a route for the raw material to follow 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.Extractor HeadsExtraction of resources is done by extractor heads that are installable via the ECUs. The heads can be placed within the ECUs area and can be moved via drag and drop to resource hot-spots for a greater extraction amount.ProcessorsThese come in three different types, Basic (used to transform raw materials (P0) to processed materials (P1)), Advanced (used to either transform processed materials (P1) in refined commodities (P2) OR refined commodities (P2) in specialized commodities (P3)), and High Tech (used to transform specialized commodities (P3) in advanced commodities (P4)). The latter can only be built on barren or temperate planets.Storage FacilitiesAbout as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.LaunchpadA building dedicated to moving materials and goods to and from the planet. This building operates in a similar way to the rocket launch function of the Command Center, but it benefits from its connection to a Cargo Link in orbit above the planet. From there, the owner can import and export goods, albeit at great expense.Planetary LinksThese can be thought of as railroads, connecting different structures. In addition to their construction (which has a base cost plus a distance cost), 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.Setting Up a New Colony
For more details including a step-by-step pictorial guide of setting up a colony, see Setting up a planetary colonyPlanet ScanningExample of a planet scan
After you’ve familiarized yourself a bit with planets and resources, you’ll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step. Now you need to find out where on the planet you’ll want to place your stuff. To get started, get yourself into Planet Mode and make sure you’re on the ’Scan’ tab. You should see the five available resources, a ’NO FILTER’ bar, and a colorful ’heat’ bar. Click any one resource and you’ll get a heat map showing where on the planet that reso
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