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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.07 20:51:00 -
[1]
This is a guide that explains the basic concepts and will then give a step-by-step example how to actually set up a good PI base and run it. It will also assume you're a lazy bastard like me and so will generally only do PI once a day for 15-30 minutes and otherwise just watch the isk pile up.
PI in a nutshell
Planetary Interaction (PI) allows you to produce NPC trade goods from Raw Materials you extract from a planet by building a colony on that planet. These Raw Materials can be processed in the colony into various NPC trade goods. The general expectation is that the NPCs will stop selling these goods soon, so the value of PI products will be at the mercy of the Player market. Among the NPC trade goods are components to manufacture starbase structures, non-ice related POS fuel, nanite paste, and other stuff.
You can make ever more valuable products by processing lesser tier products into higher tier products like this : tier 0 (P0) : Raw Materials (requires Extractor structure) tier 1 (P1) : Processed Materials (requires Basic Industrial Facility structure) tier 2 (P2) : Refined Commodities (requires Advanced Industrial Facility structure) tier 3 (P3) : Specialized Commodities (requires Advanced Industrial Facility structure) tier 4 (P4) : Advanced Commodities (requires High Tech Production Plant structure, which can only be built on Barren or Temperate planets).
You can do PI in highsec, lowsec, NPC 0.0 space, unclaimed 0.0 space and 0.0 where your alliance has sovereignty. You'll need to train the skills and buy at least one Command Center to get started.
Required skills
* The skill Command Center Upgrades allows players to build more complex command centers. * The skill Interplanetary Consolidation allows players to manage up to 6 colonies on as many planets. * The skill Remote Sensing allows a player to scan planets remotely, each skill level increases the distance at which itĘs possible to scan. * The skill Planetology increases the accuracy when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource (requires Remote Sensing L3). * The skill Advanced Planetology further increases the accuracy when scanning planets for resources (requires Planetology L4).
Please wait with posting how much I suck untill I finish posting the guide  Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.06.07 20:53:00 -
[2]
Command Centers
The amount of stuff you can build in a colony on a planet is determined by your Command Center. The Command Center provides power and CPU for all the structures and links. So the better the Command Center, the bigger the colony you can build. You'll find that you can ignore CPU as you'll always run out of power first. The kind of Command Center you can build depends on the skill Command Center Upgrades. You want to train this to L4 before you start so you can begin with using Advanced Command Centers right away, as you can't upgrade a Command Center :cry: . You can only place one Command Center on a planet. If you want to 'upgrade' you will have to remove the Command Center (which removes your entire colony) before you can place the new Command Center. You do NOT need to link up your structures with the Command Center. You can use the Command Center to export stuff (it will fire a can into orbit which you can then pick up), but in practice you'll find you'll always use a Launchpad for this (which can also import stuff). You can also use it to store stuff, but it has so little storage you will use a Silo or the Launchpad instead. Ideally, you want the Command Center somewhere in the center of your colony as the map will focus on it. Command Centers will become available on the market on 8th june 2010. This is the only structure you need to buy from the market to start a colony. The rest can be bought from the planetary interaction interface after you've placed a Command Center on a planet. You must have the correct Command Center in a hauler in orbit of the planet to be able to place it. After you've placed the Command Center you do not need to be near the planet. You can build and manage the colony from the other side of the galaxy. You only need to show up now and again to pick up your finished products (and to move stuff between planets if you're doing high-level PI stuff).
The Colony
After you've placed a Command Center on the planet you can start mining Raw Materials from the planet by placing Extractors. The Raw Materials can then be processed by Basic Industrial Facilities, Advanced Industrial Facilities and High Tech Production Plants in more and more valuable commodities. Your whole Colony setup and productivity is determined by how often you want to interact with it, or more specifically, with the Extractors. The Extractors can be set to produce Raw Material for a set time, called a cycle. After the cycle runs out you'll need to reactive them again (resurvey) and select a cycle again. Depending on the cycle chosen they will run for a short time and often produce output, or they will run for a long time but produce output less often. The various cycles are : * 30 minutes (output every 5 minutes) <-- highest yield/output * 5 hours (output every 15 minutes) * 23 hours (output every 30 minutes) * 96 hours (4 days, output every hour). <-- lowest yield/output You'll always want to move Raw Materials to a Basic Industrial Facility to make Processed Materials (P1) as Raw Materials have practically zero value. A Basic Industrial Facility has a fixed production time of 30 minutes, so you can see that the 23 hour cycle (output every 30 minutes) matches this exactly. If you choose a shorter cycle, you will extract a lot of Raw Material very fast :) which will often produce problems as your links can't transport that much volume without upgrading :(
Wait for it ! Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.06.07 20:55:00 -
[3]
Doing PI in highsec versus lowsec versus 0.0/w-space
The planets in highsec will produce the least Raw Material/Extractor (about 800 units/30 min in the 23 hour cycle for average planet), the planets in 0.0/w-space the most (about 1400-1900 units/30 min in the 23 hour cycle for average planet). Lowsec is somewhere in between. A Basic Industrial Facility requires 3000 Raw Materials every 30 minutes to keep running. This means that you will need about 2 Extractors to feed one Basic Industrial Facility in 0.0/w-space and about 5 in highsec (if you run 23 hours cycles). Extraction rates can vary wildly between planets and some apparent low value planets (few resources) can have very good hotspots, sometimes better than can be found on an apparent high value planet.
Setting up your Colony
Your structures, often called pins, are placed on the planet and linked together with links, allowing you to transport stuff between them. The links use a LOT of power and CPU, eating into the amount of power and CPU can provide to place structures. The longer a link, the more power and CPU it requires. If you want to move a lot of volume across links, you will have to upgrade the links which will cause the link to use EVEN MORE power and CPU. Placing another link alongside an existing one is slighty more expensive in power and CPU than upgrading an existing one. So when setting up your colony you want to prevent having to upgrade your links and want to have as few of them and as short as possible. If you're upgrading your links, you're doing it wrong. Constructing structures costs isk, constructing links does not.
Automating your Colony using routes
Everything from Raw Materials to Advanced Commodities is transported between structures across the links using routes. Routes are great as you can automate all transport in your colony from Raw Materials to a finished product(s) that gets transported to the Launchpad for export. There's also another way to transport stuff around called Expedited Transfer. If you find yourself using this, you're doing it wrong. The only time you might want to use this is when you are rearranging your colony and moving stuff from storage to storage. You cannot make a route from storage to storage, so always route the output of a process to the Launchpad. Once you have the whole colony set up and routes set up for everything all you'll need to do from then on is resurvey the Extractors whenever the cycle runs out. Important : A route can only travel trough a maximum of 6 structures, so plan wisely.
Selecting a location to do PI and determining what to produce
Think of something you want to produce and determine what kinds of planets you would need to set up production, or the other way around, look at the planets available and determine what you can produce on them. You will find the [url=http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1325077]Planetary Interaction Material Diagram[/url] an amazingly usefull help for this.
If you have several planets to choose from, pick the one with a lot of the desired materials on the scanner. How to scan for Raw Materials is shown in the [url=http://www.youtube.com/watch?v=WzSnf8HwQ_U]Planetary Interaction Tutorial[/url]. Note that the tutorial gives a lot of bad advice, so if you read anything I write that conflicts with the tutorial ignore the tutorial (I still love you, Stevie SG :oops: ;) ). Also, a poor looking planet sometimes has excellent hotspots.
If there's a tie between planets, pick the one with the smallest radius (so your links will be shorter and require less Power and CPU). Links eating all your power can be a very big problem on Gas planets as they are HUGE and even a short link will eat a huge amount of power as it's 20.000 km long.
Hold flames, not done yet...
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.06.07 20:56:00 -
[4]
Setting up a GOOD Colony
If you extract Raw Materials, refine them on the spot into Processed Materials using Basic Industrial Facilities so you only need to transport these. 3000 Raw Materials units process into 20 Processed Materials units, so this dramatically reduces the amount of stuff you need to transport and you don't need to upgrade your long distance links.
If you route the output of Extractors straight right into the Basic Industrial Facility you will lose all output from the Extractors that the Basic Industrial Facility can not handle. This is why you always want to use a buffer between every input and output of the production process. Instead route the output from the Extractor into a storage (Silo or Launchpad) and then make a route from the storage to the Basic Industrial Facility. The Basic Industrial Facility will then only take what it can handle from the storage when it is available. The same goes for all higher processes. This way you will not have any waste.
You want your colony to run at max efficiency. So you need enough Extractors for each Basic Industrial Facility to produce the 3000 units of the Raw Material it needs every 30 minutes. A Basic Industrial Facility outputs 20 tier 1 (P1) product units every 30 minutes. An Advanced Industrial Facility producing tier 2 (P2) products requires 40 tier 1 (P1) product units (of 2 kinds) as input every hour. So you need one Basic Industrial Facility of each kind to feed the Advanced Industrial Facility.
PI Strategy
Usually you will want to produce the highest-tier product you can make on a single planet (so you don't need to export/import and move stuff between planets). The highest-tier product you can build on a planet is a tier 3 product (Specialized Commodities) and each planet can produce only one : * Barren -> Transcranial Microcontrollers * Gas -> Condensates * Ice -> Synthetic Synapses * Oceanic -> Vaccines * Temperate -> Industrial Explosives * Storm -> Ukomi Super Conductors * Lava -> Smartfab Units * Plasma -> Robotics If you want to manufacture other tier 3 products you will always need multiple planets and if you want to manufacture tier 4 products you will also need a Barren or Temperate planet to set up a High Tech Production Plant. An alternative strategy is to buy what tier products you need and sell higher tier products you make from them. This is especially a good strategy if you want to set up PI in highsec as your extraction rate is so low there and there are bound to be a lot of people making tier 1-2 products. Let those others slave to make tier 1-2 products, buy them up and process them into tier 3-4 products and sell those for real isk :twisted:
Yet more to come..wait for it Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.06.07 20:57:00 -
[5]
Edited by: Louis deGuerre on 07/06/2010 21:02:56 A practical example
We want to manufacture Oxygen (tier 1, POS fuel) and Coolant (tier 2, POS fuel) on a Storm planet in 0.0
1. First we scan the planet for all the Raw Materials we will need * Noble Gas to make Oxygen * Aqueous Liquids to make Water * Ionic Solutions to make Electrolytes (from the Water and Electrolytes we shall make Coolant). * The planet type Command Center in a hauler in orbit of the planet. Find a place where there are hotspots for each of the materials as close together as you can. Take your time on this to prevent a lot of frustration later when you keep running out of power as your links are so long. 2. When you've found it, place your Advanced Storm Command Center in the center of the hotspots. 3. Place two Noble Gas Extractors on the Noble Gas hotspot and four extractors (of their kind) on the Aqueous Liquids hotspot and on the Ionic Solutions hotspot. Click submit. 4. Place a Silo and a Basic Industrial Facility right next to each of the groups of Extractors. Instead of a Silo, place a Launchpad at one of the groups. Click submit. Once you build a Launchpad the planet immediately gets a Cargo Link in space you can use to import/export. 5. Place an Advanced Industrial Facility right next to the Launchpad and click submit. 6. Connect all the Extractors with the Silo or Launchpad with links (make links by CTRL-clicking on an Extractor and then clicking on the Silo). We want to make groups like this, E-E-S, not more than 2 links deep. The reason is, if you add more Extractors in a chain, the volume transported from the Extractor to the Silo will be too high for the link if you choose a 5 hour cycle (in 0.0, in highsec you can add more as they produce less output). And we want to be able to do that to kickstart the whole operation. Now connect the the Silos and the Launchpad so the links make the shortest possible line. Click submit.
The base is all set up, now to fire it up
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.06.07 20:58:00 -
[6]
Edited by: Louis deGuerre on 07/06/2010 21:03:13 7. Double-click each Extractor (or click on the reactor and click on survey) to open the Survey screen. Double-click the 5 hour cycle (or click on it and click on install) to open the Products screen. Double-click the Raw Material (or click on it and click create route). Double-click on the Silo or Launchpad next to it (or click on it and click create route again) to finalize the route. After you've done this for all the Extractors, click submit. Now the Extractors will begin producing Raw Materials at high speed and dump them in their Silo or Launchpad. 8. Double-click on the Basic Industrial Facility next to the Oxygen Extractors (or click on it and click Schematics). Select Oxygen and click submit to open the Products screen. Double-click Oxygen (or click it and click create route). Double-click on the Launchpad (or click it and click create route again) to finalize the route. After you've done the same for the Basic Industrial Facilities that will produce Water and Electrolytes, click submit. All the Basic Industrial Facilities will deliver their tier 1 product to the Launchpad. 9. Now Click on each Silo or Launchpad in turn and click Routes. Select the incoming Raw Material, like Noble Gas, and click create route. Double-click on the respective Basic Industry Facility, in this case the one producing Oxygen (or select it and click create route again) to finalize the route. After you've routed all the Raw Materials to their respective Basic Industrial Facilities click submit. If there are multiple incoming routes it does not matter which one you select.
10. Now double-click on the Advanced Industrial Facility (or click on it and click Schematics). Select Coolant and click submit to open the Products screen. Double-click Coolant (or click it and click create route). Double-click on the Launchpad (or click it and click create route again) to finalize the route. It will now deliver the Coolant it produces to the Launchpad, ready for export. 11. Now Click on the Launchpad and click Routes. Select the incoming Water and click create route. Double-click the Advanced Industrial Facility (or click it and click create route again) to finalize the route. Do the same for the incoming Electrolytes. Click submit. 12. Finally, the clickfiesta is over :D Massage your wrists.
13. The colony will start up rapidly as we chose the 5 hour cycle to begin with, which produces Raw Materials faster than the production chain can handle it. After 5 hours have passed return and you'll see the Coolant and Oxygen have been produced and delivered to the Launchpad and the colony is running happily with plenty of Raw Materials in the Silos and the Launchpad. Now resurvey (double-click) all the Extractors with a 23 hour cycle (double-click) and just keep doing that every day. The Coolant and Oxygen will start to pile up in the Launchpad. Whenever you want to, fly over to the Cargo Link in a hauler and use the Launchpad to export the Coolant and Oxygen from the planet.
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.06.07 20:59:00 -
[7]
Edited by: Louis deGuerre on 07/06/2010 21:04:55 Edited by: Louis deGuerre on 07/06/2010 21:04:04 Final notes : * If you only ever run 23 hour cycles, you can get away with losing all the Silos and routing everything trough the Launchpad, as the volume of Raw Material/hour being produced and needing transport is low. You can make a kind of spider-like main base with long links to the groups of Extractors. Not being able to give the occasional 5 hour run boost when you've forgotten to resurvey is a bit sucky tough. * Don't ever build an Extractor on a spot where someone else is already extracting. It's stupid anyway, as you're gimping both extractions, so you're shooting yourself in the foot. Building structures on top of other people's structures will also make it hard to manage for both of you. * It is impossible for people to destroy other people's colonies (yet). The only way to trouble you would be to camp the Cargo Links of your planets. * If you're doing a more complex production that needs products from another planet transport the required products to the Cargo Link. Use the Launchpad to import it. Now Select the Launchpad, select Storage, click on the imported products and create a route to the factory. From now on all you need to do is import the products.
References : Many thanks to Akita T and others. EVE Online: Planetary Interaction Tutorial EVE Online Planetary Planner Planetary Interaction Material Diagram Planetary Interaction Product Finder Planetary Interaction Guide A Long Guide to PI The Eve University guide to Planetary Interaction Planetary Interaction Spreadsheet
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.07 21:00:00 -
[8]
Edited by: Louis deGuerre on 07/06/2010 21:05:09 ** Reserved **
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Rebal 88
Minmatar Koalition of Konsiderably Kourteous Kapsuleers
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Posted - 2010.06.07 21:29:00 -
[9]
Pretty epic guide, well done! |

Krathos Morpheus
Legion Infernal
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Posted - 2010.06.07 21:43:00 -
[10]
Originally by: Louis deGuerre * Don't ever build an Extractor on a spot where someone else is already extracting. It's stupid anyway, as you're gimping both extractions, so you're shooting yourself in the foot. Building structures on top of other people's structures will also make it hard to manage for both of you.
Not true, you will always want to build extractors where you can obtain the most materials. One spot could sustain various players and still give more yield than other spot. Or there could not be spots empty (specially if you're restricting yourself to high-sec. The best way is to build various extractors in different hotspots to see the different yields. Also I think you can disable viewing other people structures on the interface. Otherwise nice guide, congrats.
EVEwatch Sidebar soon "It is the unofficial force ł the Jita irregulars. " |
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.07 22:08:00 -
[11]
Originally by: Krathos Morpheus
Originally by: Louis deGuerre * Don't ever build an Extractor on a spot where someone else is already extracting. It's stupid anyway, as you're gimping both extractions, so you're shooting yourself in the foot. Building structures on top of other people's structures will also make it hard to manage for both of you.
Not true, you will always want to build extractors where you can obtain the most materials. One spot could sustain various players and still give more yield than other spot. Or there could not be spots empty (specially if you're restricting yourself to high-sec. The best way is to build various extractors in different hotspots to see the different yields. Also I think you can disable viewing other people structures on the interface. Otherwise nice guide, congrats.
Thank you, I've been solo-experimenting in a 0.0 system so this bit was based on what I read on the forums. I shall add it to the guide, many thanks. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Taipan Leviathan
Shadows Of The Requiem Everto Rex Regis
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Posted - 2010.06.08 13:34:00 -
[12]
Nice guide.
You think I have enough juice to make coolant with just an improved command centre? --------------------------------------------------- THE BIG BANG: First there was nothing, Then it exploded. |

Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.06.08 14:07:00 -
[13]
Originally by: Taipan Leviathan Nice guide.
You think I have enough juice to make coolant with just an improved command centre?
Yeah, should be no problem. Beware that you'll have to remove the entire Colony if you decide to 'upgrade' later on. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.08 19:19:00 -
[14]
Bump for the US citizens that are now up and about  Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.08 22:39:00 -
[15]
+2500 reads deserves a bump Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Livinglegend
A..M..W
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Posted - 2010.06.08 23:12:00 -
[16]
I was thinking earlier about how wasteful is was to link everything to a processor but then i read this and i was like oh cool a buffer great idea. Thanks mate :) ------------------------
One Legend Many Legacys
I Am Legend |

demonfurbie
Minmatar Covert-Nexus
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Posted - 2010.06.09 02:04:00 -
[17]
tagged for later once i get skills
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Olleybear
I R' Carebear
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Posted - 2010.06.09 02:47:00 -
[18]
Many thanks to the OP and eveyrone else who have posted what they have found out and for spending the time to make the various pdf's/spreadsheets.
It will make starting up a colony much much easier. Cant wait to try it out once I get off work.
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Tarakzu
Continuity Holdings
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Posted - 2010.06.09 06:06:00 -
[19]
Thanks for the guide Louis. Nice starting point and helped me get a 3x P2 product chain going.
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Ti'anla
Minmatar
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Posted - 2010.06.09 15:16:00 -
[20]
Nice indeed! 'Got a few nice points on layouts from this.
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Kyzaran
Gallente Reasonable People Apocalypse Now.
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Posted - 2010.06.09 15:37:00 -
[21]
This post deserves a sticky or link in the resource thread. Extremely useful information for those of us who are just getting started in PI.

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Argat Bogotsch
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Posted - 2010.06.09 16:20:00 -
[22]
zomg thanks so much for this. you are a winrar in my book. *bump*
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.10 08:39:00 -
[23]
Updated and bumped. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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electrostatus
Center for Advanced Studies
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Posted - 2010.06.10 13:41:00 -
[24]
I've been cited as a source! I'm vindicated!
to elaborate on the table, say you're exporting your 5000 units of your prized refined commodities (P2) via launchpad. you may look on the left of that table and take your quantity of units (5000) times their volume (0.38) and times that by their launchpad export (2) to find that it'll cost you 3800 isk. Or you can look at the unit isk cost on the right of that table and see that each unit has an export tax of 0.76. multiply that by your quantity of 5000 to find that it'll cost you 3800 isk.
Now here is another table:
table!
This would be the total tax cost for one unit. I figured it like this: for example, to build a P3 (a specialized commodity) product, one has to import 6 P2 (refined commodities) products to build it. So 6 P2 products are exported from planet A (export tax) and then imported to planet 1 (import tax). Then once the P3 product is built, it is exported off of planet B (export tax). This chart does not list all possibilities, and because of that, P2, P3 and the advanced commodities (P4) may cost even more in taxes.
― Vexo M > He turned the drives up to 11 |

Nanomasq
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Posted - 2010.06.10 16:22:00 -
[25]
Originally by: Louis deGuerre Edited by: Louis deGuerre on 07/06/2010 21:20:37 Command Centers
You must have the correct Command Center in a hauler in orbit of the planet to be able to place it.
Not quite true. Its enough if You are in the system and have the Command Center in the haulers cargo hold. This means You can place Command Centers to all the planets You want and still do it safely while being inside the POS shields. Besides, great guide congratulations.
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Rashmika Clavain
Gallente
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Posted - 2010.06.11 13:00:00 -
[26]
Hmmm so it's bad to connect your extractors direct to a basic processor? I take it any overspill is lost (ir processor is on 2900/3000, 200 is sent and you lose 100?)? I had assumed that it would just carry over into the next x/3000 run.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.11 13:58:00 -
[27]
Originally by: Nanomasq Not quite true. Its enough if You are in the system and have the Command Center in the haulers cargo hold. This means You can place Command Centers to all the planets You want and still do it safely while being inside the POS shields. Besides, great guide congratulations.
You're correct and I shall update the guide, thanks 
Originally by: Rashmika Clavain Hmmm so it's bad to connect your extractors direct to a basic processor? I take it any overspill is lost (ir processor is on 2900/3000, 200 is sent and you lose 100?)? I had assumed that it would just carry over into the next x/3000 run.
Yes, without a buffer excess material is lost. The same goes for any production process higher in the chain. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Schmurfy
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Posted - 2010.06.13 11:02:00 -
[28]
Hi, your guide is really awesome, great work on this :)
I thought i got most of the things right but i still don't understand how you managed to build so many things on one planet with an advanced CC and with really longs links too.
I built two groups and ran out of power (it was on a gas planet): first group is 4 ionic solutions extractors, a silo and two basic factory second group is 4 ionic solutions extractors, a launchpad, two basic factories and one advanced (i import the materials for now)
In your screenshots you managed to add to this 2 more extractors, 1 basic factory and 1 advanced xD My link between the two groups look far shorter than yours too.
Did i miss something ?
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.13 11:29:00 -
[29]
Edited by: Louis deGuerre on 13/06/2010 11:30:00
Originally by: Schmurfy Hi, your guide is really awesome, great work on this :)
I thought i got most of the things right but i still don't understand how you managed to build so many things on one planet with an advanced CC and with really longs links too.
I built two groups and ran out of power (it was on a gas planet): first group is 4 ionic solutions extractors, a silo and two basic factory second group is 4 ionic solutions extractors, a launchpad, two basic factories and one advanced (i import the materials for now)
In your screenshots you managed to add to this 2 more extractors, 1 basic factory and 1 advanced xD My link between the two groups look far shorter than yours too.
Did i miss something ?
Link cost is based on 'real planet size'. So it's not how long the link looks on your screen but how long it would be in 'reality'. Gas planets are HUGE. So a same sized link on a temperate planet would be 100 * shorter (and cost 100 * less power/CPU) in 'reality' than on a Gas planet. There are various ways to compensate. 1) You can not link the bases but give them all launchpads and transfer stuff between them by exporting at one launchpad and importing at the other. 2) You can move all processing beyond P1 (i.e. only use basic industrial facilities) and export the P1 products and ship them to another planet for processing to P2 and beyond. 3) You can restrict yourself to a single thing to produce and thus not require additional bases.
Importing and exporting costs taxes and can not be automated.
Or to quote from the guide 
Originally by: Louis deGuerre
If there's a tie between planets, pick the one with the smallest radius (so your links will be shorter and require less Power and CPU). Links eating all your power can be a very big problem on Gas planets as they are HUGE and even a short link will eat a huge amount of power as it's 20.000 km long.
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Schmurfy
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Posted - 2010.06.13 12:13:00 -
[30]
Thanks for your clarifications, I really did miss something :p I have no idea if I will stay on this planet, for now I a mostly at the trial and errors phase.
PS: I completely missed your point on gas planets and links when reading your guide, my bad :x
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Kathr
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Posted - 2010.06.22 02:39:00 -
[31]
Originally by: Louis deGuerre
* The skill Planetology increases the accuracy when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource (requires Remote Sensing L3). * The skill Advanced Planetology further increases the accuracy when scanning planets for resources (requires Planetology L4).
The planetology skill not only refines the accuracy of the planetary scanner but it also boosts the production of existing extractors. I had planetology IV and had 14 extractors running to test the depletion rate of a node. So I was tracking the 23 hour extraction rate for each of them. When I trained to Advanced planetology III, the extractors increased production.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.22 10:31:00 -
[32]
Edited by: Louis deGuerre on 22/06/2010 10:32:21
Originally by: Kathr The planetology skill not only refines the accuracy of the planetary scanner but it also boosts the production of existing extractors. I had planetology IV and had 14 extractors running to test the depletion rate of a node. So I was tracking the 23 hour extraction rate for each of them. When I trained to Advanced planetology III, the extractors increased production.
Hi Kathr, In theory, this should not happen if you did not move the extractors. It might be due to a decrease in overal mining for that resource on the planet, or if there has been a pause in resource extraction, or people have stopped mining the same site you are mining. Other factors could also have influence, but (see final notes in guide) CCP has said that actual 'true' quality of sites do not increase or decrease. Their 'relative' quality can go up an down to how much they are exploited. In practice, I've seem some weird results as well, but my experiments have not been able to determine anything other than 'overmining' will indeed decrease 'relative' quality (from a max 'absolute' quality), but if you abandon the site and come back later the 'relative' quality has increased back to the 'absolute' quality.
tl;dr : planetology skills only help in finding good sites, they do not improve your actual production (as far as I know). Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Toshiro GreyHawk
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Posted - 2010.06.22 15:08:00 -
[33]
Just want to add a little advice after my first attempts at fumbling about setting up a colony.
That advice is this:
Go to the test server (Download Singularity Here) and play around with this some. The guides are great but there's a lot of stuff to process and you'll make mistakes and have to delete things. There's just no substitute for hands on experience.
Re-reading the guides after having fooled around with the interface some on Sisi - I understood what I was reading a lot better than I had the first time through.
Make your mistakes on the Test Servier, that way, you'll know what you're doing when you get to Tranquility and you're spending real money.
One warning though - your character will be current only up to the last synchronization with TQ - so some things you've trained on TQ may not be trained yet on Sisi. Thus, if you are thinking about getting involved in PI - you might want to get those skills training on BOTH TQ and Sisi at the same time.
Orbiting vs. Kiting Faction Schools |

Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.22 22:43:00 -
[34]
Kinda feared opening the thread as I saw Greyhawk posted and was afraid he would blast my guide with his razorsharp wits, but apparently I lucked out 
I totally agree with him (of course ). Play around on Sisi for a bit, anyone who reads this forum frequently might recall my horrible first attempts at PI which were not fit for producing products, just ridicule  But as it was all done on Sisi I lost nothing. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Calactical Government
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Posted - 2010.06.23 22:45:00 -
[35]
Originally by: Louis deGuerre Bump for the US citizens that are now up and about 
know's it's been awhile since posted but forget the us Citizens, it's the Illegals that we want to hire
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Pesky LaRue
Minmatar Brotherhood Of Fallen Angels
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Posted - 2010.06.25 19:31:00 -
[36]
Originally by: Louis deGuerre Kinda feared opening the thread as I saw Greyhawk posted and was afraid he would blast my guide with his razorsharp wits, but apparently I lucked out 
I totally agree with him (of course ). Play around on Sisi for a bit, anyone who reads this forum frequently might recall my horrible first attempts at PI which were not fit for producing products, just ridicule  But as it was all done on Sisi I lost nothing.
Absolutely awesome guide, thanks for posting it. .
[Brotherhood Of Fallen Angels] |

Kudlow N'cramer
World Eaters Excavation
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Posted - 2010.06.25 20:31:00 -
[37]
Quote: Usually you will want to produce the highest-tier product you can make on a single planet (so you don't need to export/import and move stuff between planets). The highest-tier product you can build on a planet is a tier 3 product (Specialized Commodities) and each planet can produce only one :
Good guide, but I completely disagree with this. Here's why:
1. You can only make what you extract. Doing this will limit your extraction.
2. Extraction ramps up greatly in low sec. If you get nabbed while transporting material, it's better to lose P1 than P3.
3. There are 15 P1 goods and 8 P4's. There are many more P2's and P3's. In other words, P1's are far more versatile. When you make a P2 or P3 item on the same planet you are extracting on, you cut off all the other combinations of goods that your extraction could be going towards.
For those reasons I highly advise setting up separate P1 planets (in the lowest sec you feel comfortable with) and manufacturing planets in hi sec.
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XGC Starfire
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Posted - 2010.06.25 20:46:00 -
[38]
I got to agree with Kudlow on that, like myself I produce all 8 P4 chains with 4 POS fuel chains also; First I extract a resource and turn it to P1 on the same planet constantly, Second I export the P1 to a planet where I make P2/P3/p4 then export the P4 fly and pick it up. Rinse and Repeat. Seeing where I am located its always friendlies in local most of the time. Got to say wasn't easy trying to balance everything to work constantly but once I knew the numbers I keep the P4 production running every 24hrs, currently like 30 planets I have to take care to do this, it isn't that difficult just a long clickfest that has to be done.
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Mu'n Hurricane
Minmatar Brutor tribe
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Posted - 2010.06.25 21:46:00 -
[39]
Thank's alot. But could anyone tell me how much do the facilities cost?
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LHA Tarawa
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Posted - 2010.06.25 22:08:00 -
[40]
Originally by: Mu'n Hurricane Thank's alot. But could anyone tell me how much do the facilities cost?
Command Centers are purchased from the market. They range from a few thousand for the almost useless basic, to like 5 million (from memory) for the elite.
Other structures are: Extractor 150,000 isk Storage 600,000 isk Basic Processor 225,000 isk Advanced Processor 450,000 isk High Tech processor 900,000 isk Spaceport 1,125,000 isk
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Mu'n Hurricane
Minmatar Brutor tribe
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Posted - 2010.06.25 22:27:00 -
[41]
Originally by: LHA Tarawa
Originally by: Mu'n Hurricane Thank's alot. But could anyone tell me how much do the facilities cost?
Command Centers are purchased from the market. They range from a few thousand for the almost useless basic, to like 5 million (from memory) for the elite.
Other structures are: Extractor 150,000 isk Storage 600,000 isk Basic Processor 225,000 isk Advanced Processor 450,000 isk High Tech processor 900,000 isk Spaceport 1,125,000 isk
Thanks!
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.26 00:11:00 -
[42]
Edited by: Louis deGuerre on 26/06/2010 00:21:38
Originally by: Kudlow N'cramer Good guide, but I completely disagree with this. Here's why:
1. You can only make what you extract. Doing this will limit your extraction.
2. Extraction ramps up greatly in low sec. If you get nabbed while transporting material, it's better to lose P1 than P3.
3. There are 15 P1 goods and 8 P4's. There are many more P2's and P3's. In other words, P1's are far more versatile. When you make a P2 or P3 item on the same planet you are extracting on, you cut off all the other combinations of goods that your extraction could be going towards.
For those reasons I highly advise setting up separate P1 planets (in the lowest sec you feel comfortable with) and manufacturing planets in hi sec.
These are valid points, but keep in mind that I said at the start it was a guide for lazy people so that advice was for people who want the maximum isk / least effort.
1. P3 products (end products) are tiny in volume compared to the volume of T1 or even T2 that is needed to produce so you only have to do export hauling runs rarely, and no export/import runs between planets. The obvious downside is that many lazy people will saturate the market for those specific T3 products resulting in (eventually) lower revenue compared to other, harder to make, T3 products.
2. Don't get caught It's not that hard.
3. See 1.
So it's true that if you want to get deep in PI and make all kinds of cool stuff and P4 stuff like XGC Starfire, then the lazy approach will fail you and you will have to get down and dirty with your planets. I myself use 4 planets to produce all the POS fuel you can make with PI so that leaves me with 1 planet to spare (interplanetary consolidation L4 in a few days) which I will use to probably make Explosives on a temperate planet. I do really think that the market for (most) P1 and P2 material will get saturated in due time and profits will become bad for those products, but for now the market is crazy and good isk can be made with PI.
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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weebil
Amarr industrial apocolypse
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Posted - 2010.06.26 10:44:00 -
[43]
Thanks again, the guide has tempted me to try. Two questions
"The Coolant and Oxygen will start to pile up in the Launchpad. Whenever you want to, fly over to the Cargo Link in a hauler and use the Launchpad to export the Coolant and Oxygen from the planet."
Can you choose how much to take, or do you have to take it all?
Can I offload say P1 materials to a spaceport that is not my own, eg corpmate or alt?
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Rhaegor Stormborn
H A V O C Against ALL Authorities
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Posted - 2010.06.26 12:50:00 -
[44]
Great guide, you were finally able to get me started on trying out PI and now I have 10 planets running between two characters making POS fuels. Thanks a lot.
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TLWE
Dark Angel Confederation
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Posted - 2010.06.26 13:44:00 -
[45]
Also don't forget clicking. The insane amount of clicking. Hard, fast, tough, repetitive, stretching your hand, monotonous clicking party for 30 min daily to start 10-12 colonies extractors on daily basis. Never forget the clicking.
Must have skills: Remote Sensing lv5 Interplanetary Consolidation lv5 The rest skills over lv4 is huge, insane, unmotivated waste of time. Planetology? All on lv4 and then you put extractors between hot spots or on their borders to find 10% better yields. Command Center Upgrades? Don't count on doubling power grid with elite cc in comparison to advanced one. You get nasty 2000+ more, which lands you like 2 more extractors. PITIFUL! PATHETIC! 15 days wasted in wasteful skilling! Not worth loosing 15 days to add on top of 20-21 extractors just 2 puny ones more.
12 planets should land you with 2 basic factories output of every planetary resource in highsec to produce enough tier4 goods for 1 large control tower per month and some amount of tech2 manufacturing components. -- B=g, Honor, Nar=d. Semper Fidelis.
Nec Hercules Contra Plures . |

Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.27 01:10:00 -
[46]
Edited by: Louis deGuerre on 27/06/2010 01:15:52
Originally by: weebil Can you choose how much to take, or do you have to take it all?
You can only export/import all of one material/product from and to the cargo link, not a part of it. The cargo link functions just like a hangar so you should be able to just take any amount from it and drag it to your hauler cargo bay using shift-drag (I never actually tried this).
Originally by: weebil Can I offload say P1 materials to a spaceport that is not my own, eg corpmate or alt?
You can not exchange things at the cargo links. You'll either have to trade in a station or jettison it for your mate to pickup. If you access the cargo link you will always see 'your' hangar. This is a popular complaint so hopefully CCP will change this.
Originally by: TLWE Lots of stuff 
I despise the endless clicking as well, and my guide explains how to minimize the clicking as much as possible. Hopefully CCP will see reason about this (it used to be 10 times worse initially on the test server so there is hope). You only need Remote Sensing L3 (to get Planetology). I agree that none of the skills is really worth training to L5, except maybe Interplanetary Consolidation (but I won't). Advanced Planetology to L4 is not really necessary (Planetology L4 gives quite good results already), but it does not take long to train and is nice to have. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Rhaegor Stormborn
H A V O C Against ALL Authorities
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Posted - 2010.06.27 02:48:00 -
[47]
I am trying to setup the most efficient planets I can to produce P2 materials, mostly POS fuels. I am thinking that the best I can do for any given planet is to have 5 extractors for each P0 material. 3 basic processors for each P0 into P1 reaction. 2 advanced processors making P1 materials into P2. 2 launch pads, and a command center.
I have been plunking down 5 extractors at the best hotspot on a planet, then another 5 on the other material and setting up a central command/launch/production area in between them. All P0 is routed to one of the launch pads which is then sent to the proper basic processing facilities. The basic processors send everything to the next launch pad which then feeds to the two advanced. Their P2 finished materials are send back the 2nd launch pad which sent the P1 mats for production.
What I like about this is that I can have all my processors running off of one shared pool of P0 materials. I am in 0.0 and producing general 2000 units or more per extractor which produces a little more than 3 basic processors can keep up with. Anyway, not sure if this is any good, but I started with your idea and the storage contain at each little localized productin area was filling up and the processor assigned to it could not keep up with the excess maetrials, so I thought this might be a better way. The only problem with this method, or inefficient compared to yours, is that I have to run 5 semi long links from all the extractors to the p0 holdinglaunch pad. On large planets this would limit the amount of extractors you could place. One thing you mentioned, and I don't seem to be having a problem with, is that I have no need to upgrade my links moving the P0 materials across that distance.
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Harkonen55
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Posted - 2010.06.27 05:22:00 -
[48]
I really like the guide with one exception.
Quote: So when setting up your colony you want to prevent having to upgrade your links and want to have as few of them and as short as possible. If you're upgrading your links, you're doing it wrong. Constructing structures costs isk, constructing links does not.
This doesn't make sense to me at all if you are doing more than just extracting as much R0 as possible, and even then only when you can fit all of your extractors in a ring just barely not touching the launchpad. The problem is that upgrading a link yields double the size at much less than double the grid requirements.
If you're extracting on more than one hot spot (for multiple materials) or going to a launch pad then to a set of processors. You can build shorter links from all of the extractors to the extractor closest to the launchpad and then a single link from all of your extractors to the pad. This will allow you to have the minimum total distance used, and the maximum use of all of your links (a link being used at 50% of maximum is wasted grid). You can then do the same thing from your pad to your processor cluster using the same system. You will be able to move the same amount of product using less grid (possibly much less in the case of gas giants). This is especially true for people attempting to make P2s or P3s on a single planet as they will need to pull from multiple hot spots and this allows them to use one launch pad for the minimum amount of grid used.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.27 12:33:00 -
[49]
I'm guessing that Harkonen55 is not doing PI in 0.0 or never runs 5 hour cycles.
My base setup is such that I can run 5 hour cycles in addition to 23 hour cycles without upgrading my links, thus allowing me to boost production when I want to (i.e. forgot to resurvey ) and place the maximum number of structures.
You will find (in 0.0) that if you have more than 2 extractors linking to a storage (spaceport or silo) like this E->E->S you will overload the links if you try to use 5 hour cycles (as the volume of raw material extracted is so high). In highsec your extractors will produce much less material and so you will not get overloaded links without making very long chains and using very short cycles. I also mention that if you never intend to use faster cycles than 23 hours (in 0.0) you can get rid of all the excess storage and just use a single spaceport for all your storage. Lastly, when designing your base, don't forget that routes can only travel trough 6 structures maximum, so don't make your chains too long.
So there are many different base configurations possible depending on where you are doing PI, what you want to do and how fast you want to do it.
I am not exactly sure what Rhaegor Stormborn is doing but if he has 3 storages instead of 2 then he has one too many. If he is moving all the p0 to a central location and back he will get overloaded links if he tries to run 5 hour cycles (unlike with my setup). If he is in 0.0 of course.
It can be a problem keeping the production 'balanced' in 0.0. When I see a storage overflowing with raw materials I replace one of the local extractors with an extra processor and vice versa if I see idle processors. This is wasting isk of course, but I'm in it for the maximum amount of POS fuel, not the isk.
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Harkonen55
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Posted - 2010.06.27 14:40:00 -
[50]
Edited by: Harkonen55 on 27/06/2010 14:42:56 I actually do all of my production in 0.0, and you are correct, at about 3-4 extractors in a chain I need to upgrade my link. Here's the thing though, I'm mining from two hotspots, they are close but not stacked on top of each other. This means that there is some size to the links required to get from my extractors to the spaceport. Linking my extractors to my one spaceport (building a second spaceport on anything other than a gas world will use more grid than the links) can be done two ways.
Way 1, the way that is suggested by this guide is to link each extractor individually to the spaceport yielding a total length of links of X, a total grid usage of Y, and a total capacity of Z.
Way 2, the way I do it where you cluster your extractors and then link them through a central point and upgrade the link to the spaceport. This yields a total length of links of A, a total grid usage of B, and a total capacity of Z (still as the total product moved must be the same).
The thing is that an upgraded link of some length (call it L) costs less grid than two non-upgraded links of length L. So, in my above example A<<X B<Y and Z=Z. This comes about because each of your links using method 1 will be about length A, so when you upgrade link A you save a little bit of grid. The grid saved becomes much more pronounced as you move up the upgrade chain (a level 2 link offers 4x the capacity at closer to 3x the grid).
You're right that my method rapidly runs into problems if I switch from a 23 hour cycle to a 5 hour (or even 30 minute cycle). However, if I've built my processors based on a 23 hour cycle then a 5 hour cycle is only going to result in an excess of R0 materials sitting in my launchpad taking up space so I see no reason to do that.
In fact, it occurs to me that if this was for hi-sec it would be even better to try and chain them because you could save on the total number of links (going from 8 extractors and 8 links to 8 extractors and 1 link) although I suppose this matters less as you'd likely only be making R0 or P1 at the most.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.27 16:34:00 -
[51]
If you only ever run 23 hours cycles your way is the way to go, especially if you do PI in highsec.
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Ulviirala Vauryndar
Gallente Vauryndar Dalharil
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Posted - 2010.06.28 09:42:00 -
[52]
Upgrading a link is not a bad thing to do, because of building space restrictions (in order to keep links as short as possible) and powergrid restrictions. In a lot of situations it's much better to upgrade links than to create a new one or put down an additional storage pin.
You are wrong in many ways by claiming that an upgraded link is a failure. The right link for the right job, that's the key. This also takes into consideration the number of pins, the purpose of the planet, number of extractors, extraction plans and abundancy of recources.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.06.28 10:14:00 -
[53]
Originally by: Ulviirala Vauryndar You are wrong in many ways by claiming that an upgraded link is a failure. The right link for the right job, that's the key. This also takes into consideration the number of pins, the purpose of the planet, number of extractors, extraction plans and abundancy of recources.
Oh, let me count the ways... I'm not changing it as 99 times out of 100 the reason you need to upgrade links is because your base design is flawed, and you can prevent having to upgrade by improving your base design. But I agree there can be setups where upgrading links is the way to go.
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Kilab Gercias
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Posted - 2010.06.28 10:40:00 -
[54]
In 0.0 you have to upgrade some links, also the upgrade always cost about the same in Powergrid (cpu isnt a bottleneck). But the m3/h from upgrade Links are 250 --> 500 --> 1000 --> 2000 ---> 4000.
So Upgarde 1 cost nearly the same as a sec link, but with upgrade 2 and 3 you are good to go.
An in 0.0 some hotspots extractor already overload a normal link with the 5min/30min cycle. So you can either build 8 links from the extractor to the storage, or build 7 short links and one long upgrade link
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Jowen Datloran
Caldari Science and Trade Institute
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Posted - 2010.06.28 12:13:00 -
[55]
Good guide.
I notice you have not mentioned anything about the buffer capability of all industrial facilities.
---------------- Mr. Science & Trade Institute - EVE Online Lorebook
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Dillon Arklight
Universal Army Ushra'Khan
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Posted - 2010.06.29 09:04:00 -
[56]
Edited by: Dillon Arklight on 29/06/2010 09:15:27 Nice guide, thanks.
I almost never use silos in my chain as i prefer to feed extractors directly into Basic's, as long as they provide more than 3000 into the basic im not too worried about loosing the odd amount of raw materials. I can see your plan has merit of using a silo to buffer the transfer as it would be useful if i was late resetting my extractors the excess could be used to feed the basic's. To each their own i guess.....
Thanks again.
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Benco97
Gallente Carpe Diem inc.
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Posted - 2010.06.29 13:21:00 -
[57]
I know Silos get a bad rap around these parts but you'll not catch me without a handful scattered around. I am paranoid..PARANOID.. about waste and buffer everything, even if technically it shouldn't be producing waste so long as it is managed correctly.
C'est la vie. ______________________________________________
Originally by: P'uck
You're a DUMBASS - bold italic underline at the VERY LEAST.

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Durin Sarga
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Posted - 2010.06.30 18:05:00 -
[58]
Originally by: Louis deGuerre
So when setting up your colony you want to prevent having to upgrade your links and want to have as few of them and as short as possible. If you're upgrading your links, you're doing it wrong.
.....
There's also another way to transport stuff around called Expedited Transfer. If you find yourself using this, you're doing it wrong. The only time you might want to use this is when you are rearranging your colony and moving stuff from storage to storage. You cannot make a route from storage to storage, so always route the output of a process to the Launchpad.
Hey Louis,
I generally agree with what you've said in your guide, but wanted to point out the following idea. When doing an 'industrial' planet it may be found more to your advantage to have a series of silos and use expedited transfers over upgraded links.
I operate 5 planets myself in WH and oversee my corporations PI efforts which encompass over 15 planets (WH and Empire). Because the launchpad can only hold 10,000 m3 and I am 23/7 producing multiple P3 chains on a single planet it makes sense to have my 'silo sector'. I store a full supply of 1 P1 material in each silo. Then my industrial facilities act more like batch reactors. They pull from the correct 'ingredient' silo and batch together to make P2. The P2 facilities feed the P3. The P3 dumps into the launchpad.
This makes it simple, because I just import my goods en masse from the customs office and use expedited transfers to 'stock' my silos full again. Excess P1 inventory is left in the customs office until it has room to fit in the appropriate silo.
In regards to upgrading links... this is CRITICAL to effectively using expedited transfers. Each node is only allowed a single expedited transfer per X amount of time. That time is calculated in similar fashion to how we would calculate a cash advance in real life. If the link I would use already operates at 180/250 m^3 per hour then I have 70 m^3 per hour of capacity per hour left over. By expediting 140 m^3 of goods I get it to the destination instantly and the node is then unable to do another transfer for 2 hours (140/70 = 2). So upgrading my links along my silo chain is beneficial because it allows me to get more transfers in per day, or a single large transfer in without clogging up my capacity for days to come.
Hope this explains why there is a place in PI for link upgrades and expedited transfers. I use them about once a week to 're-stock' my silos.
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LHA Tarawa
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Posted - 2010.06.30 18:44:00 -
[59]
Originally by: Benco97 I know Silos get a bad rap around these parts but you'll not catch me without a handful scattered around. I am paranoid..PARANOID.. about waste and buffer everything, even if technically it shouldn't be producing waste so long as it is managed correctly.
C'est la vie.
I think you miss the point.
The spaceport has a large storage. Since you are going to have a spaceport for importing and exporting anyway, use the spaceport as storage your buffer.
All extractors route to the spaceport, then route back out to the processors, which route back to the spaceport.
You get the buffer from the spaceport without having to spend the extra powergrid for the storage.
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LHA Tarawa
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Posted - 2010.06.30 18:55:00 -
[60]
Originally by: Durin Sarga When doing an 'industrial' planet it may be found more to your advantage to have a series of silos and use expedited transfers over upgraded links.
[clip]Because the launchpad can only hold 10,000 m3 and I am 23/7 producing multiple P3 chains on a single planet it makes sense to have my 'silo sector'.
A space port has 2x the storage space of a silo and uses the same powergrid. If you have a large number of silos, I can't imagine you have enough processors to be running out of CPU.
So, why not use half as many spaceports as you are currently using for silos. Then you don't need to do the transfers or upgrade the links.
You open the spaceport you want to import to, import your P1s. Repeat. Link and route from that spaceport into the processor,then out of the processors into you export spaceport.
Powergird is almost always the limiting factor, and storage silos use twice the PG per m3 of the spaceport, and no need to expidite transfer (more pg saved as you don't have to upgrade links).
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Durin Sarga
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Posted - 2010.06.30 19:11:00 -
[61]
Lol. Thanks Tarawa. I actually was giving that idea some thought too after perusing my post more. I'll let you know how that goes. I did the storage facilities mostly to keep tabs on my individual stockpiles from a 'birdseye' point-of-view. Since each silo corresponded to one material I could just eye-ball it and say "Oh, my plasmoids are low".
But your point makes sense.
Don't know off the top of my head how much CPU I have left. I'm running 12 Advanced, 1 basic and 2 extractors. Plus the one launchpad and 6 silos. Links have been incidental on the CPU/PG so far. Even with upgrading them.
Our corp is still orchestrating the 'complete' version of our production chain. So the end product will hopefully hold 15 advance, 6 silos, and a launchpad. Dropping the silos in favor of more lauchpads may get me more room to squeeze something else on there.
Cheers.
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LHA Tarawa
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Posted - 2010.06.30 21:58:00 -
[62]
Originally by: Durin Sarga Don't know off the top of my head how much CPU I have left. I'm running 12 Advanced, 1 basic and 2 extractors. Plus the one launchpad and 6 silos. Links have been incidental on the CPU/PG so far. Even with upgrading them.
12 x 500 for advanced = 6000 3 x 200 for basic and extractors = 600 3600 for the launchpad 6 x 500 for the storage = 3000
Advanced CC has 21,000 and you are at 13K+links.
Should be able to drop the 6 silos and add 3 more spaceports for a net increase of. 3*3600 - 3000 = OUCH, 7800. Oh so close to the 21000 max that adding anythign else would hit your CPU limit.
So, maybe only drop 4 of the silos, replace with 2 launchpads, then add a couple more advanced processors with the extra powergrid. Have you thought of hooking in the CC as an extra buffer for P2s and P3s in transit? I did it for a bit, then had a mis-calculation of one of my P2s, shutting down a P3, filling up the CC with the other P2 needed for that P3... causing ALL my remainng P2 output to go to neverland.
Don't do that any more.
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Athelas Loraiel
Amarr StarFleet Enterprises Intrepid Crossing
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Posted - 2010.07.01 14:34:00 -
[63]
this is excellent. how can we reward your efforts*?
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
|
Posted - 2010.07.01 15:14:00 -
[64]
Well, isk donations are always welcome  Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Slippster
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Posted - 2010.07.05 18:05:00 -
[65]
Edited by: Slippster on 05/07/2010 18:08:46 Edited by: Slippster on 05/07/2010 18:07:55
how to save a forum thread page for later reading: ( save each page at a time)
(internet explorer) FILE> SAVE AS > POINT TO A FOLDER> CLICK SAVE if it says ALREADY EXISTS simply give it a new name , ex. PAGE 2 sometimes webpages use the same name for all pages, then you can read this at any point in the future offline hope this helps someone...
Great Guide !! Thanks!!
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Lina Thamaris
Caldari Averos Corporation
|
Posted - 2010.07.13 11:16:00 -
[66]
Thanks for the guide, truly useful.
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William Mill3r
|
Posted - 2010.07.14 04:21:00 -
[67]
Edited by: William Mill3r on 14/07/2010 04:26:00
Originally by: TLWE
Must have skills: Remote Sensing lv5
Not true. This is a almost complety useless skill, beside level 3 that is required to own the other skills. The scan result of a planet is directly linked to your range. So scanning at a great distance, even 1 system apart, will give you an ultra tiny info on that planet "does this planet totally suck or is there a chance it doesn't suck" that's all I can get out of thoses remote scans now. Now 'maybe' a max planetology with a max scanning range could give you perfect scans at range, I'm not at 5/5 planetology to be able to back up this. Only 4/4 here... All I know is that I almost missed planets that at max range, I thought were out of interrest, that I realized it was a great one in fact. So from there I stopped scanning at range, and only did so within the system, moving from system to system. And even there be sure that if you want the best accurate scan, you NEED to warp directly to the planet. And doing that you will get the exact same scan as if you had a CC installed on that planet.
If you scan a planet at 5 ly, you will never see any small hotspots on the planet, almost NONE. And some type of ressources only pop on tiny small hotspots. And if you ever see a hotspot it will be further innaccurate you could see orange while scanning from orbit will show white.
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Rogue Vol
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Posted - 2010.07.14 07:04:00 -
[68]
5 light years is 316,200 A.U. If the average system is 100 A.U. then to scan a planet from 5 light years away means you would have to be 3162 systems away.
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Jose Black
|
Posted - 2010.08.10 12:04:00 -
[69]
Originally by: Rogue Vol 5 light years is 316,200 A.U. If the average system is 100 A.U. then to scan a planet from 5 light years away means you would have to be 3162 systems away.
That'd be the case if systems were adjacent.
I recommend to try a jump planner (http://evemaps.dotlan.net/jump for example)to get a feel how far 5 ly get you in systems.
In this example 5.6 ly is 11 systems.
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Ulstan
|
Posted - 2010.08.10 15:31:00 -
[70]
I'm not sure I see much of a point to the planetology/adv planetology skills.
Even with the basic set up you can get 'near' a hotspot and then you can throw down a couple extractors on the compass points to figure out where it actually is.
Is there some hidden benefit to these skills that makes them a must train? As far as I can tell it just helps you find the best place for your extractors, so if you can find the best place without those skills...
As far as upgrading links goes: I find it almost impossible to run more than 1 or 2 extractors in a 30m cycle across an un-upgraded link. I checked a link that had been upgraded twice and it carried 4x as much as a normal link for 4x the power grid, which seems to indicate there's not much difference at that level between having 4 links vs having 1. |
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Getaficks
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Posted - 2010.08.13 00:11:00 -
[71]
I set up in a WH and then left an alt to scan exits for when I needed to come back and collect the goods. Forgot to give the alt probes (I'm an idiot I know) so suicided the alt. I can only use three more factories.
My question. Will the complexes degrade to the extent I can set up my maximum elsewhere? Alternately is there a way to get the complexes decommissioned?
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Gothmog
H-O-M-E of carebears
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Posted - 2010.08.13 22:50:00 -
[72]
Anyone give some help? I am trying to set up routes between extractor and factory/silo and it keeps saying route to short. I even put a factory 1/2 way round planet and still says route to short.
Bug or i doing soemthing wrong?
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.08.14 00:28:00 -
[73]
@Ulstan: The Planetology skills will greatly help you in finding good hotspots, and even hotspots that people with lower skills can't even detect at all, but they are not essential. Your fishing-method does work (except to find the hidden hotspots unless you're a really lucky fisher).
@Getaficks: As far as I know, the Command Centers (which I guess you're talking about) do not 'degrade'. So you're screwed.
@Gothmog: You're doing it wrong I suspect. Are you making a route from A to A ? If you follow my step-by-step click instructions at the end of the guide (practical example) it will work.
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Ari Chu
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Posted - 2010.08.14 00:50:00 -
[74]
Originally by: Louis deGuerre @Ulstan: The Planetology skills will greatly help you in finding good hotspots, and even hotspots that people with lower skills can't even detect at all, but they are not essential. Your fishing-method does work (except to find the hidden hotspots unless you're a really lucky fisher).
Going from about 2 Planetology to 4/4 takes... a week? Presuming that such an advancement will save you ~20 "fishing" attempts per Planet.... That's 1 week of training being worth less than 5 mil ISK.
Put another way, if you had the opportunity to buy 1 week of training for 5 mil ISK, would you take it?
Planetology is a terrible joke of a skill. I can understand having trained it at the beginning, when people weren't really sure how things would play out - but at this point, it's a really bad choice. ---
"The Galaxy is only as big as you make it." - presumably Eve Game Designers. |

Banedon Runestar
Gallente Gravity Mining and Manufacturing Inc
|
Posted - 2010.08.16 20:36:00 -
[75]
Excellent guide. A++ would read again! ______________________
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Ulstan
|
Posted - 2010.08.17 21:48:00 -
[76]
I'm carefully screenshotting a specific planet on a new char as I train up advanced planetlogy...the hotspots on scan are definitely moving as I train new levels of the skill, but from what I can tell, they are moving *away* from the true center of hot spot (found via fishing). Each new hotspot 'center' as determined by the scan seems to be giving me a smaller extraction than the old center found with a lower skill level.
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Esu Nahalas
The Night Corporation
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Posted - 2010.08.17 22:15:00 -
[77]
Originally by: Ulstan I'm carefully screenshotting a specific planet on a new char as I train up advanced planetlogy...the hotspots on scan are definitely moving as I train new levels of the skill, but from what I can tell, they are moving *away* from the true center of hot spot (found via fishing). Each new hotspot 'center' as determined by the scan seems to be giving me a smaller extraction than the old center found with a lower skill level.
I have my Planetology and Adv. Planetology skills maxed (I know, I know . . . but I was away from the game and just set long skills). When I slide the slider to the left, which should make the scan more "sensitive," I get lots of white. What gives? I thought white is the "hottest" color. What's the point of a lava planet that is 80% white?
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.08.17 23:03:00 -
[78]
Originally by: Esu Nahalas I have my Planetology and Adv. Planetology skills maxed (I know, I know . . . but I was away from the game and just set long skills). When I slide the slider to the left, which should make the scan more "sensitive," I get lots of white. What gives? I thought white is the "hottest" color. What's the point of a lava planet that is 80% white?
Narrow down the slider itself and slide that slider slowly and you should be able to pinpoint the hotspots exactly. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Vernon Doyle
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Posted - 2010.08.18 02:47:00 -
[79]
I just wanted to say that this is one of the best guides i've read today and i'm in the process of reading all of them because i'm a newbie trying desperately to get a clue. 
My first PI profits will be sent to you sir!
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Esu Nahalas
The Night Corporation
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Posted - 2010.08.18 14:20:00 -
[80]
Originally by: Louis deGuerre
Originally by: Esu Nahalas I have my Planetology and Adv. Planetology skills maxed (I know, I know . . . but I was away from the game and just set long skills). When I slide the slider to the left, which should make the scan more "sensitive," I get lots of white. What gives? I thought white is the "hottest" color. What's the point of a lava planet that is 80% white?
Narrow down the slider itself and slide that slider slowly and you should be able to pinpoint the hotspots exactly.
Ok, thanks. So the idea is to minimize the location of the white patches (make them as small as practicable), and those whitespots that remain are the hotspots?
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.08.18 15:24:00 -
[81]
Originally by: Esu Nahalas Ok, thanks. So the idea is to minimize the location of the white patches (make them as small as practicable), and those whitespots that remain are the hotspots?
Yeah, if you make the slider as small as possible and start sliding from right to left the first patches of colour are the hotspot. Then you narrow them down to pinpoint the exact location. I made the same mistake as you when I started out. It does not help that the EVE example video does not show how to do this  Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Fieldcrew
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Posted - 2010.08.19 12:29:00 -
[82]
Edited by: Fieldcrew on 19/08/2010 12:32:53 Figured I would offer some help to the Pi thread guide, standard CCP stacking applies 100% is not 2x as good as a 50% planet, these are some good base line numbers for planning. Extraction is "common to 1 hr (60 minutes) as T2 factories are 1 hr cycles and T1 are 30 minutes. so this is your factory to extractor ratios. IE on a 4 day cycles on the 50% yield planet you will need 8 extractors to keep 1 factory running near full time. (1/0.125= 8) the same 50% yield on a 5 minute cycle is 2.33 factories per extractor
50% yield planetminutes100% yield planetminutes
750601 extractor @ 4 days0.125factories1000601 extractor @ 4 days0.16666666666667factories 2600601 extractor @ 1 day 0.43333333333333factories3600601 extractor @ 1 day 0.6factories 7600601 extractor @ 5 hrs 1.26666666666667factories10000601 extractor @ 5 hrs 1.66666666666667factories 14000601 extractor @ 5min2.33333333333333factories19000601 extractor @ 5min3.16666666666667factories
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Graham Bauval
Caldari Malevolence. Shock an Awe
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Posted - 2010.09.12 02:59:00 -
[83]
Thanks man. Just started PI...this guide is AWEsome
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Deceti
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Posted - 2010.09.12 03:49:00 -
[84]
@Getaficks - Do your wormhole planets show up in the Science & Industry/Planets tab? If so u can decommission them from there, you shouldn't need to be adjacent to them for that. Just doubleclick on the planet from the S&I screen, click on the Command Centre and click 'decommission', confirm and submit. It should remove everything on the planet and free up that slot for a different planet.
Hope this helps.
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Sieges
Gallente
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Posted - 2010.10.08 18:26:00 -
[85]
Excellent guide!!
Dear Santa,
I wish PI had less clicking.
-Sieges
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Joia Crenca
|
Posted - 2010.10.16 01:43:00 -
[86]
Mods, I'd like to recommend this thread for a sticky. The information and layout has been extremely useful.
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CCP Applebabe

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Posted - 2010.10.16 03:52:00 -
[87]
This thread has been added to the resource thread here. We would also like to invite you to put this guide to our official Wiki - EVElopedia
Applebabe Community Representative CCP Hf, EVE Online Contact us |
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Joia Crenca
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Posted - 2010.10.18 05:17:00 -
[88]
Very handy, thank you CCP Applebabe.
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Louis deGuerre
Gallente Amicus Morte Dead Muppets
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Posted - 2010.10.18 13:59:00 -
[89]
Originally by: CCP Applebabe This thread has been added to the resource thread here. We would also like to invite you to put this guide to our official Wiki - EVElopedia.

Gosh. 
Well, I'll see if I can get that done soonish.  Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Louis deGuerre
Gallente Amicus Morte Dead Muppets
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Posted - 2010.10.27 08:08:00 -
[90]
This guide has been integrated and merged with the rest of the EVElopedia articles.
Here is the Evelopedia article. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Erych Flanders
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Posted - 2010.11.17 20:40:00 -
[91]
Do you have to be in the alliance that owns the Null Sec space to be able to put up the PI? I'm just starting out and was following your guide but when I went into the planet to set up I was told I was not allowed to build on that planet and have no idea why.
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Louis deGuerre
Gallente Amicus Morte Dead Muppets
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Posted - 2010.11.27 00:00:00 -
[92]
Originally by: Erych Flanders Do you have to be in the alliance that owns the Null Sec space to be able to put up the PI? I'm just starting out and was following your guide but when I went into the planet to set up I was told I was not allowed to build on that planet and have no idea why.
Your alliance must be the one controlling that space or the space must be unclaimed (or it must be NPC 0.0). However, once you have a command center on the planet you can do PI to you heart's content even if your alliance lose the space or someone else claims it. Of course, getting your products out when your alliance does not control the system can be a little tricky, but yes, I've sat in a cloaked itty V waiting for someone to lose sovereignty so I could ninja a command center on a plasma planet  ----- Amicus Morte is recruiting. Dive into the world of 0.0 !
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Arthur Anton
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Posted - 2010.12.03 21:24:00 -
[93]
Can someone come allong and destroy/capture my colony like you can with a star base?
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VanNostrum
|
Posted - 2010.12.05 07:59:00 -
[94]
Is it possible that you could turn this into a PDF file for download? |

Louis deGuerre
Gallente Amicus Morte Dead Muppets
|
Posted - 2010.12.05 10:58:00 -
[95]
@Arthur : No, DUST 514 is supposed to take care of that but that'll be a long while coming
@VanNostrum : I could, but I can't really be bothered. I did put it all (with some additions) up on EVElopedia. ----- Amicus Morte is recruiting. Dive into the world of 0.0 !
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TheAforementionedScout
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Posted - 2010.12.12 17:04:00 -
[96]
Originally by: Rogue Vol 5 light years is 316,200 A.U. If the average system is 100 A.U. then to scan a planet from 5 light years away means you would have to be 3162 systems away.

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Minqallieu
|
Posted - 2011.01.12 20:57:00 -
[97]
Originally by: Louis deGuerre Edited by: Louis deGuerre on 27/06/2010 01:25:56
Originally by: weebil Can you choose how much to take, or do you have to take it all?
You can only export/import all of one material/product from and to the cargo link, not a part of it.
Shift-drag in the import/export window |

Darth Anonymous
Amarr GoonWaffe Goonswarm Federation
|
Posted - 2011.01.12 21:15:00 -
[98]
Originally by: Louis deGuerre
A Basic Industrial Facility has a fixed production time of 30 minutes, so you can see that the 23 hour cycle (output every 30 minutes) matches this exactly. If you choose a shorter cycle, you will extract a lot of Raw Material very fast which will often produce problems as your links can't transport that much volume without upgrading 
This is blatantly wrong.
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Steve Thomas
Minmatar
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Posted - 2011.01.13 05:26:00 -
[99]
and soon to be blatantly irrelvant.
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Louis deGuerre
Gallente Malevolence. Imperial 0rder
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Posted - 2011.01.14 12:31:00 -
[100]
Edited by: Louis deGuerre on 14/01/2011 12:32:24
Originally by: Minqallieu Shift-drag in the import/export window
Totally correct, I was probably thinking expedited transfers (and even that might be wrong)...
Originally by: Darth Anonymous
Originally by: Louis deGuerre
A Basic Industrial Facility has a fixed production time of 30 minutes, so you can see that the 23 hour cycle (output every 30 minutes) matches this exactly. If you choose a shorter cycle, you will extract a lot of Raw Material very fast which will often produce problems as your links can't transport that much volume without upgrading 
This is blatantly wrong.
O really ? Which part of the quoted material is ? And would you mind explaining why it is wrong ?  ----- Malevolence. is recruiting. Dive into the world of 0.0 !
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Minqallieu
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Posted - 2011.01.14 21:02:00 -
[101]
Edited by: Minqallieu on 14/01/2011 21:02:18
Originally by: Louis deGuerre Edited by: Louis deGuerre on 14/01/2011 12:32:24
Originally by: Minqallieu Shift-drag in the import/export window
Totally correct, I was probably thinking expedited transfers (and even that might be wrong)...
Yep, you can split those, too. In fact, if you try to transfer too much through expedited transfer, it automatically splits it to send the maximum...you just have to hit send after that. |

Railman85
|
Posted - 2011.01.16 07:26:00 -
[102]
I added a new tool that will help you find suitable solar system for planetary interaction:
planetary interaction planet finder tool
It has more features that the tool already mentioned in the guide, here are example queries that can be done using the tool:
- Find solar systems with at least 5 planets capable to produce XXX - Find null security systems with - Find solar systems capable to produce selected T4 stuff - Find closest null system to jita, capable to produce XXX
All results are sorted by number of jumps from selected home location, you can also select travel only through high and low sectors
The tool is simple to use compatible with Eve ingame browser
I will soon add another tool for planetary interaction, so stay tuned :)
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Louis deGuerre
Gallente Malevolence. Imperial 0rder
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Posted - 2011.01.16 11:54:00 -
[103]
Originally by: Railman85 planetary interaction planet finder tool
Nice work, added it to this guide and to Evelopedia entry. ----- Malevolence. is recruiting. Dive into the world of 0.0 !
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electrostatus
Center for Advanced Studies
|
Posted - 2011.02.15 18:02:00 -
[104]
Recall that tax table I made? I've now made a program that determines the tax and cost on a product depending on what you did to make it. It also comes with a spiffy new tax table that allows you to play with the taxes; why, I donĘt know. ― Vexo M > He turned the drives up to 11 |

Seraphina Hero
|
Posted - 2011.02.26 05:14:00 -
[105]
This may seem like a stupid noob question, (which it pretty much is, since I've only been playing for about 1 1/2 weeks, now with my bro, who has been playing for about 6-10 months. He put me in charge of figuring out PI, while he worked on figurnig out Fleet/Corporation Management.)
I quickly glanced through the guide above & made a preliminary base on a highsec gas giant, just to get my feet wet into the mechanics pf PI. Now that I am reading it in more detail, it makes quite a bit of sense, and I will be following the guiide a lot closer when I establish my first permanent PI, once my Command Center Upgrades is up to Level 4.
However, I would like to know what to do with the materials (Coolant & Oxygen, in the guide,) once I have collected them from my Cargo Link? Do I just go to the nearest station and sell them? Is there a way to sell them that is more profitable? The only way I know how to sell things is put them in my Item Hanger, right-click, and 'Sell.' Is there a better use of these materials I get from my Cargo Link?
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Kaztor Troy
Minmatar The Nietzsche Followers Shades of Gray
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Posted - 2011.02.26 12:40:00 -
[106]
Originally by: Seraphina Hero This may seem like a stupid noob question, (which it pretty much is, since I've only been playing for about 1 1/2 weeks, now with my bro, who has been playing for about 6-10 months. He put me in charge of figuring out PI, while he worked on figurnig out Fleet/Corporation Management.)
I quickly glanced through the guide above & made a preliminary base on a highsec gas giant, just to get my feet wet into the mechanics pf PI. Now that I am reading it in more detail, it makes quite a bit of sense, and I will be following the guiide a lot closer when I establish my first permanent PI, once my Command Center Upgrades is up to Level 4.
However, I would like to know what to do with the materials (Coolant & Oxygen, in the guide,) once I have collected them from my Cargo Link? Do I just go to the nearest station and sell them? Is there a way to sell them that is more profitable? The only way I know how to sell things is put them in my Item Hanger, right-click, and 'Sell.' Is there a better use of these materials I get from my Cargo Link?
You should google "EVE Planetary Interaction Diagram" - PI has a production chain with 5 tiers (P0- P5). After you do figure that out, you need to figure out whether you make more money selling what you, or processing it to get a higher tier, then sell.
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Seraphina Hero
Minmatar Republic University
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Posted - 2011.02.26 21:47:00 -
[107]
Originally by: Kaztor Troy Edited by: Kaztor Troy on 26/02/2011 12:46:56
Originally by: Seraphina Hero This may seem like a stupid noob question, (which it pretty much is, since I've only been playing for about 1 1/2 weeks, now with my bro, who has been playing for about 6-10 months. He put me in charge of figuring out PI, while he worked on figurnig out Fleet/Corporation Management.)
I quickly glanced through the guide above & made a preliminary base on a highsec gas giant, just to get my feet wet into the mechanics pf PI. Now that I am reading it in more detail, it makes quite a bit of sense, and I will be following the guiide a lot closer when I establish my first permanent PI, once my Command Center Upgrades is up to Level 4.
However, I would like to know what to do with the materials (Coolant & Oxygen, in the guide,) once I have collected them from my Cargo Link? Do I just go to the nearest station and sell them? Is there a way to sell them that is more profitable? The only way I know how to sell things is put them in my Item Hanger, right-click, and 'Sell.' Is there a better use of these materials I get from my Cargo Link?
You should google "EVE Planetary Interaction Diagram" - PI has a production chain with 5 tiers (P0-P4). After you figure that out, you need to figure out whether you make more money selling what you have, or processing it to get a higher tier, then sell.
Thanks, Kaztor. I did look at the links that Louis included at the end of the Guide. A lot of it looked completely foreign to me, though I understand the concept pretty well. I guess I'm just not comfortable with the marketing part of it, once I get my desired Tier and quantity of product. Right-click, "Sell" in my Dock is where I will be making my profit?
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Kaztor Troy
Minmatar The Nietzsche Followers Shades of Gray
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Posted - 2011.02.27 12:57:00 -
[108]
Originally by: Seraphina Hero Thanks, Kaztor. I did look at the links that Louis included at the end of the Guide. A lot of it looked completely foreign to me, though I understand the concept pretty well. I guess I'm just not comfortable with the marketing part of it, once I get my desired Tier and quantity of product. Right-click, "Sell" in my Dock is where I will be making my profit?
Oh, marketing...
Well. You'll make a bigger profit selling to sell orders (clicking advanced on the sell window and putting your stuff there, than you would selling to buy orders.
That said, I don't want to spend too long babysitting my PI orders, I want a quick buck. For that, I haul my PI products to a large trade hub, where I know the difference between sell orders and buy orders isn't that large, and then I quick sell there.
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Seraphina Hero
Minmatar Republic University
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Posted - 2011.02.27 19:55:00 -
[109]
Originally by: Kaztor Troy
Originally by: Seraphina Hero Thanks, Kaztor. I did look at the links that Louis included at the end of the Guide. A lot of it looked completely foreign to me, though I understand the concept pretty well. I guess I'm just not comfortable with the marketing part of it, once I get my desired Tier and quantity of product. Right-click, "Sell" in my Dock is where I will be making my profit?
Oh, marketing...
Well. You'll make a bigger profit selling to sell orders (clicking advanced on the sell window and putting your stuff there, than you would selling to buy orders.
That said, I don't want to spend too long babysitting my PI orders, I want a quick buck. For that, I haul my PI products to a large trade hub, where I know the difference between sell orders and buy orders isn't that large, and then I quick sell there.
Great! Thanks, Katzor! That's what I was looking for. I'm sure I'll have more questions about the actual utilization of the PI method once I get some research done, so I can start making my first permanent PI "settlement." Right now, I'm working on understanding the basic principals of PI, and how I can plan to make a profit on it, once I do.
Thanks, again! I'm sure I'll be back soon to bug you guys, some more. 
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Dala min
|
Posted - 2011.03.02 07:47:00 -
[110]
"After the Incursion expansion, all graded command centers will be replaced by a single upgradable comand center for each planet type."
Advanced comm. centers are no more. This was a bit confusing to newbie in PI like me. Otherwise this was and still is a great help to start PI. Thx Louis!
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Khrillian
Minmatar Infinitus Sapientia
|
Posted - 2011.03.14 05:37:00 -
[111]
Does anyone have an updated table of import/export costs? I've seen them around but they all seem to be from december and before so idk if they are way off.
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electrostatus
Center for Advanced Studies
|
Posted - 2011.03.15 00:24:00 -
[112]
Originally by: Khrillian Does anyone have an updated table of import/export costs? I've seen them around but they all seem to be from december and before so idk if they are way off.
I haven't seen them changed. But if you want a tax table, here. ― Vexo M > He turned the drives up to 11 |
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