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Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.07 20:51:00 - [1]
 

Edited by: Louis deGuerre on 25/10/2010 09:04:45
Edited by: Louis deGuerre on 20/10/2010 18:01:39

Louis's epic PI guide



http://img9.imageshack.us/img9/3951/smileyfaceqb.jpg

Image changed into URL.Applebabe


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 & Sovereignty Structures, T2 components, non-ice related POS fuel, Nanite Repair Paste and other stuff.

As expected the NPCs stopped selling these items after a little while and prices fluctuated dramatically (many players had been hoarding these trade goods before NPCs stopped selling them and CCP also messed up the PI launch). Prices have stabilized now.


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 itís 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).

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.07 20:53:00 - [2]
 

Edited by: Louis deGuerre on 11/06/2010 14:15:26

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 unless your colony has lots of factories.
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 Crying or Very sad. 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 the system of the planet to be able to place it. After you've placed the Command Center you do not need to be in the system. 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 Razz which will often produce problems as your links can't transport that much volume without upgrading Confused

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.07 20:55:00 - [3]
 

Edited by: Louis deGuerre on 07/06/2010 21:01:45
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 Planetary Interaction Material Diagram 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 Planetary Interaction Tutorial. 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.

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.07 20:56:00 - [4]
 

Edited by: Louis deGuerre on 10/06/2010 08:37:21
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 Evil

You might also want to take the rarity of planet types into account when deciding what to build on which kind of planet :
Type      HiSec  LoSec  NullSec  W-Space   Total  
Gas 3042 1783 8485 6372 19,682
Barren 3252 1712 8070 6101 19,135
Temperate 1222 607 2929 2242 7000
Lava 916 570 2830 2089 6405
Storm 772 499 2320 1796 5337
Ice 482 289 1391 1072 3234
Oceanic 459 284 1259 933 2935
Plasma 247 148 620 474 1489
Shattered 0 1 6 2 9

Note : You can't do PI on Shattered planets and there are a few other exceptions (like Jita Wink)

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.07 20:57:00 - [5]
 

Edited by: Louis deGuerre on 11/06/2010 14:00:28

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
You'll need to be in the system with an Advanced Storm Command Center in your cargohold.

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).
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.

http://img541.imageshack.us/img541/4821/stormoverview.jpg
Image changed into URL.Applebabe
The base is all set up, now to fire it up

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.07 20:58:00 - [6]
 

Edited by: Louis deGuerre on 07/06/2010 21:28:13
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.

http://img717.imageshack.us/img717/7527/stormwaterbase.jpg
Image changed into URL.Applebabe
http://img261.imageshack.us/img261/8069/stormoxygen.jpg
Image changed into URL.Applebabe
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 Razz Massage your wrists.

http://img251.imageshack.us/img251/7525/stormmainbase.jpg
Image changed into URL.Applebabe

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.

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.07 20:59:00 - [7]
 

Edited by: Louis deGuerre on 13/06/2010 11:12:24

Resource Depletion
Originally by: CCP Incognito
A) Yes there is depletion, the more extractors that are in an area the faster a resource depletes. How fast depends on how many extractors and what kind of deposits you use. There is a 'ideal' number of players for each planet based on factors I am not going to reveal.
B) Resource regenerate over time.
C) There is a minimum resource level, it is defined as a percentage of the initial un-depleted value.
D) There is no redistribution of resources, it works like a hole. You dig a hole with extractors and it fills back in over time. If you dig at the same rate as it refills the hole it will never empty.


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.
* 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.
* Krathos Morpheus says : 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 (so it doesn't matter if you build structures on top of other people's bases).
* electrostatus made a nice picture showing the various import/export costs.
His explanation : The tax is the volume of the unit times the set tax number, which is on the right.
On the left is the tax on one unit of the product. To figure out your tax, it is the number of units times their volume times their tax.
* Various people noticed that a Silo has half the storage capacity and uses the same amount of Powergrid as a Launchpad. A Silo does use less CPU than a Launchpad.
So you might want to use only Launchpads as buffers for colonies with a lot of Extractors (who don't need a lot of CPU) and Silos and a single Launchpad for colonies with a lot of factories (which use a lot of CPU).

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.07 21:00:00 - [8]
 

Edited by: Louis deGuerre on 16/01/2011 20:23:45

References

Many thanks to Akita T and others.
Tools :
Planetary Interaction Material Diagram
Fazenda
4WARD Planetary interaction tools
EVE Online Planetary Planner
Planetary Interaction Product Finder
Planetary Interaction Spreadsheet
PI Production cost spreadsheet
Planet finder
Guides :
EVE Online: Planetary Interaction Tutorial
Planetary Interaction Guide
A Long Guide to PI
The Eve University guide to Planetary Interaction

Updates

10 june : added Rarity of planet types to the guide. Added import/export numbers to the guide. Bumped for 5000 views. Added to Science and Industry Resource thread.
11 june : Nanomasq noticed an error that's been corrected. Added a note about Silos vs Launchpads. Added lolz picture to start of guide (stolen from TRM Sharku).
13 june : Added resource depletion CCP info. Updated References section.
20 oktober : Fixed dead Fazenda link

Rebal 88
Minmatar
Black Ice Protectorate
The Imperial Senate
Posted - 2010.06.07 21:29:00 - [9]
 

Pretty epic guide, well done!

Krathos Morpheus
Legion Infernal
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.

Louis deGuerre
Gallente
Malevolence.
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.

Taipan Leviathan
Dark Star Confederation
The Ancients.
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?

Louis deGuerre
Gallente
Malevolence.
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.

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.08 19:19:00 - [14]
 

Bump for the US citizens that are now up and about Razz

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.08 22:39:00 - [15]
 

+2500 reads deserves a bump

Livinglegend
Gallente
Trigger works
Destiny Corrupted.
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 :)

demonfurbie
Minmatar
Drunken Wookies
BricK sQuAD.
Posted - 2010.06.09 02:04:00 - [17]
 

tagged for later once i get skills

Olleybear
Minmatar
I R' Carebear
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.

Tarakzu
Continuity Holdings
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.

Ti'anla
Minmatar
Posted - 2010.06.09 15:16:00 - [20]
 

Nice indeed! 'Got a few nice points on layouts from this.

Kyzaran
Gallente
THE KINGD0M
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.

Very Happy

Argat Bogotsch
Posted - 2010.06.09 16:20:00 - [22]
 

zomg thanks so much for this. you are a winrar in my book. *bump*

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.10 08:39:00 - [23]
 

Updated and bumped.

electrostatus
Center for Advanced Studies
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.

Nanomasq
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.

Rashmika Clavain
Gallente
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.

Louis deGuerre
Gallente
Malevolence.
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 Razz

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.

Schmurfy
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 ?

Louis deGuerre
Gallente
Malevolence.
Posted - 2010.06.13 11:29:00 - [29]
 

Edited by: Louis deGuerre on 13/06/2010 11:53:23

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, process to P1 product at each base (i.e. only use basic industrial facilities), give all bases launchpads and transfer P1 and higher products between them by exporting at one launchpad and importing at the other for further processing.
2) You can not link the bases, process to P1 product at each base (i.e. only use basic industrial facilities), give all bases launchpads 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 P1 product to produce and thus not require additional bases.

Importing and exporting costs taxes and can not be automated. You always want to process to P1 product to reduce volume and taxes.

Or to quote from the guide Razz
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.


Final note, the only thing that Gas planets produce that no other planet produces is Reactive Gas, which refines into Oxidizing Compound. For anything else you're best of setting up on another planet.

Schmurfy
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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