Contents • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • Adjusting your colony to the changes made in Incursion 1.1 Decommissioning your old extractors The first course of action you need to take to adopt the new system is to use the “Decommission” button on your old extractors as soon as they have completed any ongoing extraction. When you decommission you will be reimbursed the same amount the extractor cost you when you first built it. Placing your Extractor Control Unit When the old extractors are gone you need to build an Extractor Control Unit (ECU). You will be able to extract one resource per ECU using multiple (maximum 10) Extractor Heads in the vicinity of the parent ECU so you will want to make sure you place your ECU in such a fashion that its range covers the relevant resource hotspot. You see the ECU’s range when you have bought it from the build menu and are deciding where to place it. When you have placed the ECU so that the relevant resource is in range you move on to configuring the ECU.
Click on the ECU and then on the “Survey” button, or simply double click on the ECU. The survey window is drastically different than the previous extractors. The first line of action should be to set the resource for the ECU. You do this by clicking the corresponding resource in the top right of the survey window. The resource view will load as soon as you select a resource in the ECU, this will allow you to move on to the next step of configuring your ECU – placing the extractor heads. When the resource is set you should add as many extractor heads as you intend to use, remember that they cost Power and CPU. You add extractor heads by clicking the empty slots in the left pane of the survey window.
It does not matter which sot you choose. The extractor heads appear close by your ECU and you may move them on to the resource hot spot as long as the ECU is idling. Adjusting program length and avoiding overlap The ECU has an automation feature called “Program length”. This will allow you to tell the ECU how long you want the extraction to run for.
EVE Planetary Interaction Material Diagrams v 1.42. Planetary Vehicles 10 units P lan et ry V hic s Schematic 3 units 6 units Integrity Response Drones. Adjusting your colony to the changes made in EVE. Tools - no longer alive EVE Online Planetary. V=XKnObxB9XCs EVE Online: Planetary Interaction. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners.
As a consequence of increasing the length of the extraction program your extractor heads will expand their uptake area. The uptake area represents the area the extractor head is affecting. Having uptake areas overlap will cause the extractor heads to extract from the same area and thereby lessen their individual yield.
This effect is visualized both on the extractor heads themselves as a noise on the uptake area, and as a red% number in your list of extractor heads. The ECU graph The most visible difference in the Incursion 1.1 version of Planetary Interaction is the ECU graph. It replaces the deposits that were previously visible on the Survey window.
The Graph provides information on the resource yield per cycle over the entire length of the extraction program. It’s worth noting that the cycle’s length increases in longer programs.
To get more information you can hover your mouse over every individual cycle in the graph. A summary of the total extraction program is available in the bottom right corner of the window. Make sure to keep an eye on this as you move your extractor heads to their optimal position. Submitting a program Once you have selected a resource to extract, the desired amount of extractor heads, the correct program length you may submit the program to the ECU.
The ECU won’t extract anything until you submit the program (and remember to submit your changes above the build menu). When a program is running you will be unable to make any changes to the ECU, in order to make changes you need to stop the program. Don’t hesitate to stop a program in order to submit a new one, this is a perfectly viable strategy to optimize your extraction output. Be careful not to stop too often as this will set the ECU in cooldown mode which will prevent you from stopping the program for a period of time.
As a program is running, you can see a line indicating where in the program the ECU is currently. An ample time to stop and re-submit a program is when the progress line has moved past the main spikes in the graph, the main yield is often located in the first days of a program. Routing from the ECU Routing and the way you interact with it is not significantly changed. It’s worth noting that the links from the extractor heads to the ECU are free of power and CPU cost and automatically route so you only need to handle routing from the ECU itself. The links from the extractor heads cannot be overloaded or make any sort of trouble. A word on depletion and nuggets As a part of the Incursion 1.1 Planetary Interaction we have kicked depletion into gear as well as added something we call “nuggets”. Depletion works pretty much as you would expect but here are some important facts.
• A short extractor program that is constantly re-submitted on the same hot spot depletes more aggressively than a long program with the same amount of extractor heads • Depleted resources re-generate over time • You can achieve equilibrium by pulling out the same amount of resources that the planet re-generates. It’s a balance act. Nuggets are temporary hotspots that sometimes appear on planets. You will not necessary be able to identify them but if you compared the resource map on a planet over days you would see that the hot spots sometimes appear and move around a little. To capitalize on the nuggets, make sure you look for hotspots before submitting a program, since they might have moved. EDIT: A note on depletion: Most ECUs have a range sufficient to cover various resource extraction points.
As noted, depletion occurs rapidly when an ECU is reset rapidly. What is not mentioned is that an ECU which is reset rapidly produces, in general, more resources over the same period of time as an ECU that is not reset rapidly. Also not noted is that ECUs with shorter program lengths *tend* to extract more resources over the same period of time as ECUs with longer program lengths. Example 1: An ECU with a program length of 14 days (updated every 14 days) produces 500,000 units of Aqueous Liquids.
That same ECU with a program length of 1 day, updated every day for 14 days may produce 750,000 units (over the course of 14 days). Example 2: An ECU with a program length of 14 days (updated every 14 days) produces 500,000 units of Aqueous Liquids. That same ECU with a program length of 14 days, updated every day for 14 days may produce 750,000 units (over the course of 14 days). Combination Example: An ECU with a program length of 14 days, updated every 14 days produces 500,000 units of Aqueous Liquids. That same ECU with a program length of 1 day, updated every day, may produce as much as 1,000,000 (over the course of 14 days). Planetary Interaction 101 (not up to date).
'Planetary Interaction is a unique feature in the sense that it is available to almost all players in the game providing opportunity for for the masses. - Torfi Frans Olafsson, Senior Producer' Planetary Interaction (PI) allows you to produce from you extract from a planet by building a colony on that planet. These can be processed in the colony into various. These trade goods were originally only provided by NPC market orders, but the production of these items is now completely in the hands of the players, and prices and availability are now at the mercy of the player market. Among the are components to manufacture, T2 components, non-ice related, and. Planetary Interaction marks the first step in connecting EVE to the upcoming game.
The basics of Planetary Interaction are very simple: Just as when they engage in the of modules or ships, players gather which are then made into. These products are in turn made into more advanced products, and so forth. Every solar system of the Eve Universe contains.
Players purchase Command Centers from the market to place on these. Once a player installs a Command Center on a, he or she can construct raw material extractors to harvest different types of. These materials can either be shipped off-planet, either by launching into orbit or shipped to the planetary Customs Office ( Cargo Link) at the player's command, or be used in the production of basic and advanced goods on-planet.
From this point it may be stockpiled, re-shipped, or sold, as the player requires for his personal goals. You can make ever more valuable products by processing lesser tier products into higher tier products like this: • tier 0 (P0): (requires Extractor structure) • tier 1 (P1): (requires Basic Industrial Facility structure) • tier 2 (P2): (requires Advanced Industrial Facility structure) • tier 3 (P3): (requires Advanced Industrial Facility structure) • tier 4 (P4): (requires High Tech Production Plant structure, which can only be built on Barren or Temperate planets). You can do PI in,, NPC space,, unclaimed space and space where your has. You need to train the skills and buy at least one Command Center to get started.
Required skills There are two new skills directly associated with the use of Command Centers: • The skill allows players to build more complex command centers. • The skill allows players to build one extra Command Center/level. At level one you can build two Command Centers, so at level 5 you can manage the maximum of six. Along with the new skills for Command Centers, three new skills associated with planet scanning have also been added: • The skill allows a player to scan planets remotely, each skill level increases the distance at which it’s possible to scan. • The skill 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 further increases the accuracy when scanning planets for resources (requires Planetology L4). Command Centers The is at the very heart of your colony.
The Command Center provides power and CPU to the rest of your colony. It must be the first structure you construct before any other work can be done. There are six variety of Command Centers, each one corresponding to a type of planet. It is important to note that a Command Center can only be placed on the planet type it is specifically designed. So plan ahead before making your purchase. To construct the command center you will need it in the hold of your ship while you are in the same system of the planet you wish to build your colony on. Once you are in Planet View mode, you will be able to construct the Command Center on the planet's surface.
To do this select Command Center from the build menu. Drag the icon to the site you have chosen and left click. Click on submit in the build menu to complete the process.
The Command Center is where you view will center every time you enter the Planet View mode for this planet. For this, and other reasons you may find it ideal to center your Command Center in the middle of your colony. Once you have construct the Command Center you can build, and manage your colony from any location. This includes being docked. The cost of additional buildings will be charged directly to your wallet. Once the construction is finalized by hitting the submit button.
Distar Reading Program Worksheets. You should only need to return to system when you wish to move goods to, or from the planets surface. Removing the Command Center will remove your entire colony. The Command Center can also export goods to the planets custom office.
However in practice it is cheaper to use a launch pad. The Command Center can also store materials. However it's storage space is dwarfed by both the Silo, and Launchpad. The ability to upgrade Command Centers came with the launch of. Command Centers are all now purchased, and deployed at level one.
They may be upgrade up to level 6 for a cost. Each upgrade provides greater power, and CPU ouput for the colony. The upgrade level available depends on the skill. The table below provides details on each level. Warning: 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 and CPU as it is easily 20.000 km long.
You may move material from one place to another using a route which happens with the material is available such as from an extractor, or from a processing plant when something is created. You may also move materials from one place to another with an 'Expedited Transfer'. Click on the source building, then click on the Storage icon. Then click on the expedited transfer button at the bottom right hand side).
You then choose a destination and a dialogue box appears similar to the launch pad moving dialogue box, that allows you to move materials. Note: You can't just move as much as you want as fast as you want. The transfer takes time so transfer wisely or wait in the PI limbo room of doom for your transfer to complete. Hint: Links on larger planets are longer than on smaller planets, and therefore require more CPU and powergrid even though they appear the same. Routes Everything from to is transported using routes.
A Route is an instruction that the output from one structure should be transported over the links to another structure as input. Routes allow you to automate all transport in your colony from to a finished product(s) that gets transported to the Launchpad for export. There is another way to transport materials 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 materials from storage to storage. When using Expedited Transfer you can move materials between structures that are not connected with links. 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. Hint: A route can only travel trough a maximum of 6 structures, so plan wisely. Maximizing Colony Efficiency If you extract, refine them on the spot into using Basic Industrial Facilities so you only need to transport these. 3000 units process into 20 units, so this dramatically reduces the amount of materials you need to transport, you don't need to upgrade your long distance links and you make significant saving from import / export taxes. 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 maximum efficiency.
So you need enough Extractors for each Basic Industrial Facility to produce the 3000 units of the it needs every 30 minutes. A Basic Industrial Facility outputs 20 units every 30 minutes. An Advanced Industrial Facility producing requires 40 units (of 2 kinds) as input every hour.
So you need one Basic Industrial Facility of each kind to feed the Advanced Industrial Facility. Finding the ideal planet and what to produce.
Please note: If you read anything in this guide that conflicts with the Planetary Interaction Tutorial then ignore the Planetary Interaction Tutorial. Versus versus / The planets in will produce the least / Extractor (about 800 units/30 min in the 23 hour cycle for average ), the in / the most (about 1400-1900 units/30 min in the 23 hour cycle for average ). Is somewhere in between. A Basic Industrial Facility requires 3000 every 30 minutes to keep running. This means that you will need about 2 Extractors to feed one Basic Industrial Facility in/ and about 5 in (if you run 23 hours cycles). Hotspots What is the most important criteria for establishing a colony are the hotspots on the for the you are looking for. The most efficient way to find hotspots while scanning is to minimize the slider width, and then drag the slider from right to left untill you see the hotspots appear.
A high skill level in and will increase the accuracy of the planetary scans and will sometimes even reveal hotspots not visible at lower skill levels. If several have equally good hotspots that look to be equally close to each other, then select the with the smallest radius (so your links will be shorter and require less Power and CPU). Hint: Extraction rates can vary wildly between. A with low amount of sometimes has excellent hotspots, much better than a planet with high amount of. Production Strategy If you don't want to import/export between your then the highest-tier you can make on a single planet is a tier 3 product () and each can produce only one: • Barren ->• Gas ->• Ice ->• Oceanic ->• Temperate ->• Storm ->• Lava ->• Plasma ->If you want to manufacture other you will always need multiple and if you want to manufacture you will also need a Barren or Temperate to set up a High Tech Production Plant.
An alternative strategy is to buy what you need and sell higher you make from them. This is an especially good strategy if you want to set up PI in as your extraction rate is so low there and there are bound to be a lot of people making tier 1-2. Let those others make tier 1-2, then buy them up and process them into tier 3-4 on colonies filled with Industrial Facilities and sell those higher. 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 19682 Barren 3252 1712 8070 6101 19135 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 You cannot do PI on shattered planets. Restricted Systems Be aware there are certain systems that you cannot perform PI in. This list may change over time depending on system load but it is currently: • • • • • • • • • • • • • • • • • • A practical example Note: As of Incursion 1.1.0 this section is out of date.
We want to manufacture (tier 1, ) and (tier 2, ) on a in The base design will be determined by the fact that we want to use 23 hour cycles for production. You will need to be in the system with an in your cargohold to begin. This example will also demonstrate how to do PI with the minimal amount of mouse clicking. Setting up the Colony. • First we scan the planet for all the we will need • to make • to make • to make (from the and we shall make ). 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. • When you've found it, place your in the center of the hotspots. • Place two Noble Gas Extractors on the hotspot and four extractors (of their kind) on the hotspot and on the hotspot.
Click submit. • 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.
• Place an Advanced Industrial Facility right next to the Launchpad and click submit. • 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/hour 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 Silos and the Launchpad so the links make the shortest possible line and click submit. The base is all set up, now to fire it up. Starting Tier 1 production (,, ). • 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 at high speed and dump them in their Silo or Launchpad. • 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 and, click submit. All the Basic Industrial Facilities will deliver their tier 1 product to the Launchpad.
• Now Click on each Silo or Launchpad in turn and click Routes. Select the incoming Raw Material, like, and click create route.
Double-click on the respective Basic Industry Facility, in this case the one producing (or select it and click create route again) to finalize the route. After you've routed all the to their respective Basic Industrial Facilities click submit. If there are multiple incoming routes it does not matter which one you select. Starting Tier 2 production (). • 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 it produces to the Launchpad, ready for export. • Now Click on the Launchpad and click Routes. Select the incoming 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. Click submit. Running the Colony The colony will start up rapidly as we chose the 5 hour cycle to begin with, which produces faster than the production chain can handle it. After 5 hours have passed return and you will see the and have been produced and delivered to the Launchpad and the colony is running happily with plenty of 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 and 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 and from the planet. Resource Depletion. Please note: This entire section is based on comments. If are extracted from a faster than they are generated by the you can suffer from resource depletion.
• The more Extractors that are in an area the faster a depletes. How fast depends on how many Extractors and what kind of deposits you use.
There is a 'ideal' number of players for each based on undisclosed factors. • regenerate over time. • There is a minimum resource level, it is defined as a percentage of the initial un-depleted value.
• 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. Taxes Taxation is dependent on the Customs Office that the PI goods are being moved through. The owner of the Customs Office may set the tax rate applicable to you. This includes 100% if they don't happen to like you.
At (NPC) Customs Offices that have not been replaced you pay 17% tax. Otherwise, the rate is set by the owner of the Customs Office. The rates go from a base price for each tier of PI goods. • Tax% is taken off the material's taxable value. • This value is set by CCP and is based off the market values in October 2013 • Import is always half of export tax • High Sec offices charge an additional 10% NPC tax on top of the rate the owner set.
NPC tax can be lowered with the skill. • The taxable value are the same for all items in the same tier • Advanced Commodities: 1,200,000.00 ISK • Specialized Commodities: 60,000.00 ISK • Refined Commodities: 7,200.00 ISK • Basic commodities: 400.00 ISK • Planet Resources: 4.00 ISK. Example: Coolant is a Refined Commodity with a taxable value of 7,200.00 ISK. The Customs Office you use to export the Coolant of the planet charges a 10% tax rate.
To export your Coolant you will pay 720 ISK per unit. To import Coolant you would pay only 5%, 360 ISK per unit. 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 /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. • An empty hotspot is not always best. You will always want to build extractors where you can obtain the most materials.
One hotspot could sustain various players and still give more yield than another empty hotspot. There might not be hotspots empty (especially if you're restricting yourself to high-sec). The best way is to build various extractors in different hotspots to see the different yields. 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).
• 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). • If you have a colony in an system and your loses the colony will continue to work as normal. It will continue working if another claims in the system. Future CCP has claimed on several occasions that they will continue developing PI as its success is a cornerstone for the eventual expansion. The promises a large decrease in the amount of clicking necessary to do PI and also some fixes (like upgradable Command Centers), some of which have already been deployed ('marked extractors', double speed PI server processing).
Tools • • - good, has amounts. • - no longer alive. • - broken link • • - no longer alive • • • • • • • • Guides • • EVE Online: Planetary Interaction Tutorial] • • • • - CCP's official guide • - CCP's official guide to Incursion and Planetary Interaction Videos • • References EVE Community material added. Many thanks to, Krathos Morpheus, electrostatus and others. • This page was last modified on 12 January 2018, at 23:52. • This page has been accessed 1,450,226 times. • Copyright notice:, the EVE logo, EVE and all associated logos and designs are the intellectual property of.
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