Shitty Diagram. I strongly suggest keeping your PI all in the same system. We're keeping this simple so using a single planet production chain is the best way to go. You'll generally want to use something very similar to either the Standard Setup or the Navi Setup as listed below in Planet Setup Types.
Generally the only exceptions to this are Microfiber Shielding, Polyaramids, and Silicate glass for P2s, and production planets for P3s and P4s, which have alternate setups listed in those Planet Setup Types. The number of storage facilities can generally be adjusted to preference. Let's look at the Standard Setup. Rule 1: Always route to or from a storage facility or launchpad. Never route directly between ECUs and processors or between two processors. Doing this allows any overflow to be stored for later use.
Not doing this is very likely to get your most advanced and expensive products dumped into the ground. More storage means more hands free and passive, but less efficient than if you maintain it daily. I prefer more storage because if I'm going to spend more time on PI, I would just use more characters and more planets instead of micromanaging individual planets more than I need to.
Theoretically, you can run everything from just the launchpad with no storage facilities. However, I find that things fill very easily with P0, meaning that while the facility is full, anything that is produced from anywhere else is thrown in the trash.
Having your two P0s sharing a facility is viable, but even then I've found that it can get congested with your abundant P0 and leave your weaker P0 without space and end up throwing production of your weaker P0 in the trash.
I generally recommend at least a dedicated storage facility for each P0, and a launchpad for your P1s and P2s. You can optionally add a dedicated storage for your P1s, or have your P0s share a facility.
Don't be afraid to just make and sell P2s. But if you want to go farther, this is how. This is going to require multiple characters or buying P2s off the market to make it work. Don't forget you can always spend a week or two training a second character on your main's account or buy multiple character training to spend 2 weeks each training your blank character slots on your main account.
I find it convenient to produce up to P2s on each planet when possible. Wetware mainframes take a lot more P2s to make 9 , but you can make each of the P2s on one planet. Self-Harmonizing Power Cores and Broadcast nodes take less P2s 6 , but half the P2s needed require two planets to make.
I've done Organic Mortar Applicators on one character before, but you really either want two characters for that or you'll need to buy P2s to really make it worthwhile.
Generally with these setups you're going to have a bunch of harvesting planets making P2s whenever possible for convenience , and you're going to have a major factory planet that doesn't extract much, if anything.
The tax rate on your factory planet is extremely important. Here you'll be both importing paying half the rate and exporting, paying the full rate of the finished P4, and this is after you've already been taxed exporting those P2s once. The tax rate on P2 harvesting planets is less important. It's not a bad idea to have notepad open and take notes while you're figuring this stuff out. See P4 Examples for examples of P4 setups made by Brave members. YouTube video guide.
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PI Lesson: There is a logistical aspect of getting PI running that is a one-time initial investment after which you should never have to do it again except in the event of an evacuation. Not much, in my opinion, and it also depends. Five million isk will pay for all the skill books and leave enough left over to buy your command centers 81, to 87, isk in April and an industrial hauler that is needed to haul the massive Command Centers 1, m3 each.
This leaves a little left over for building the colony, which costs an additional five million a planet. If you are willing to start small, you can finance your own operation by using the sales of your first planet's materials to fund more advanced operations, and additional planets this is starting slow, but a perfectly good plan that will be maxed in no time.
Financing is also available either by doing the tutorials or use your main character to pay for the alt character's training. The tutorials can provide about million isk and a couple industrial ships, but can be time consuming.
If your main has 30 million isk to give to your alt, you'll fully fund your alt's training and initial operations, and the investment will pay itself off rather quickly once all five planets are up and running. And, of course, you can have your alt run distribution missions, as you'll have them piloting a nice flying cargohold.
Of course, there are an infinite number of ways to set up planets, including factory planets, which I haven't tried and would be vastly more expensive. This plan, however, calls for a simple P2 production plan. Be sure to adjust your numbers accordingly, based on how you operate. There are some definite advantages and disadvantages to having a PI alt.
On the one hand, you will be providing yourself with a significant increase in isk, especially as a newer player. Also, if you or someone in your corp is an industrialist, you could be supplying you or your corp with free or cheap POS fuel, ship building components, etc. In fact, a single player running this system with all three characters could easily fuel his or her own POS! If you run more than one account, you can potentially be making enough to pay for PLEXs, thus keeping your accounts paying for themselves.
Finally, once the plan is complete and your alt is producing, you can get back to more interesting activities. On the other hand, there are drawbacks. PI can be difficult to maintain and keep an interest in. All that clicking and strategizing can get tiring pretty quickly, and more than one industrialist has let their struggling colonies die due to boredom. If you have multiple accounts, and each character has multiple planet skills, you can spend a lot of time managing something in game that isn't very satisfying from a game play point of view.
You may want to space out your activity so you only have to check a dozen planets every other day. Finally, highsec PI is the least lucrative PI, since the taxes are so high.
A lot more isk could be made in wormhole space or nullsec PI, but this training plan gives you a character that could be easily killed outside of highsec space. Image 2. The scan button is right next to the build button, in the upper left corner.
You must select the commodity you wish to scan for. The concentration of the various commodities on your planet are color-coded, with blue and green being poor and red and white being rich. Adjust the slider to take a better look.
The purpose of planetary interaction is the acquisition of planetary commodities. Planets both mine and refine planetary commodities but planets have nothing to do with blueprints. Before you set up your first planet, you must decide on what commodity you want to produce.
Third party websites like the ones listed below can help you make that decision. There are 5 tiers of planetary commodities, starting with 0 and ending with 4. Tier 0 is mined directly, while all other are made via processors.
The first planetary facility that you must build on a planet is a command center. This building provides your planet with the two planetary construction resources — CPU and power grid.
Note the similarity between building a planet and fitting a ship. Also note that each planet has a corresponding command center — Barren command center, Gas command center and so on. To build a command center on a planet, you must buy it from the market, put it into your cargo hold and be undocked in the system with the planet on which you want to build.
A command center also has m3 of space and is able to launch its contents. Never do this. Never store anything in your command center. Never link your command center to anything. The Launch pad allows you to move things between your planet and a planetary customs office. It also has m3 of space.
This building makes both the command center and storage facilities pointless to use. Each transfer also costs you a certain amount of ISK, which is determined by the owner of the customs office. When you use our own customs office, this is free, so try to stick to that.
Also, never use a highsec customs office, they charge an additional NPC tax. Extractor control units are the facilities that you spawn extractors extractor heads from. From it, you can create up to 10 extractor heads, which do the actual mining and provide you with the base resources that all planetary commodities are made of. Extractor control units do not actually do any work themselves.
They have limited range and are cheap, so you can reposition them whenever the resources your are mining run out. Do not build multiple extractor control units, as they take up the resources you need to build the facilities that make actual money. Processors come in 3 tiers and they all perform the same basic function — turning lower-tier commodities into higher-tier commodities.
Basic turn 0 into 1, advanced turn 1 into 2 and 2 into 3 and high-tech turn 3 and 1, in some cases into 4. Storage facilities give you more space. You can instead keep it in the storage facilities for a while. Planetary links allow for the transfer of commodities between facilities.
The longer they are, the more power grid they consume. Moving planetary commodities between customs offices and stations cannot be automated.
Instead, click on the "Install Program" button again, and look at the updated extraction amount. If this is very different from what you expected, stop the program, move the heads, and try again until you have what you need. Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors.
There are multiple ways to get started making links, CTRL-clicking any building being the easiest. You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all generally a Launchpad is superior.
Routes will connect through multiple "hops" intervening structures up to six links away. So you can make a few central "highway" links to connect distant clusters to each other. After a Link is planned no need to hit "Submit" yet you can finally make Routes! Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors , click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize.
At this point your Extractor will route its output to your CC, where it'll build up until routed during production, until the CC is full or the Extractor finishes its deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working. Again, you might be tempted to route straight to the Processor, but resist!
You'll waste precious material that way! Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes.
But wait! Lastly make a route the same way from the Processor back to your CC or other storage. Like the extractor if it isn't stored it is lost. Finally hit "Submit" again and congratulations, you now have a working colony!
For more information on Links and Routing see Intraplanetary Logistics. To learn about what to do next, keep reading! You now know how to get started with building stuff, and how to find and extract Resources.
Good progress! Now we get to truly kick the industrial process into gear. The first step after extracting Resources is turning them into the first tier of Products - P1. Consult Planetary Commodities to find out what P1 item the resources you are extracting turn into, and then place a Basic Processor somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony.
You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working. So always try to use storage first. Anyway, that's the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics! For the displayed Processor we've selected and submitted an order for Bacteria, which takes units of Micro Organisms and turns them into 20 units of Bacteria.
You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient s needed will be routable there. For more details, see Colony Management.
Now that you have built your first colony, you're on your way! After training Interplanetary Consolidation you can have multiple colonies, one per skill level, plus the initial one, and you may have to find them among the 67k planets in EVE again. Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each.
Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch in other words, without importing goods on a single planet type. P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Industry.
Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next sectionFor more information on how to deal with getting goods between colonies, see Interplanetary Logistics. In short, to build one unit of a P4 item you have to deal with two planets at least, launching your lower tier Products into orbit via a CC or Launchpad, then importing them via a Customs Office on another planet for further processing.
You have to repeat this process multiple times for some P4s. It's likely that your extra efforts i. But this depends. You need carefully consider many factors, like the tax for every transportation, the market price for the components and the final product, the time consumed Time is money, you should know and so on.
It's recommended that you do some calculation before you decide to produce any kind of products. With the new ECUs in Incursion it is no longer possible to do "perfect" P3 production on any planet—that is, continuously producing a P3 item at maximum output. You can extract one resource at a time, but no CC can support four ECUs and the factories needed to achieve continuous P3 production. This means if you are looking to maximize production, P3 production will always require at least 2 planets.
Assuming you'd just like to get on with it and make some money, we can certainly do that! Anything you make with PI can be sold on the market, though it is difficult to say what is going to be the most profitable. As mentioned above, it's usual to import and export items, but you need to pay taxes for both processes. The tax rates are preset at the planet's Customs Office and vary among systems with different security status.
Commodities cost a percentage of a set taxable value per unit to export or import, based on the commodity's tier in the industry chain.
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