Cheers to the Class of ! To actually look for a planet you can use several different methods. Kinja is in read-only mode. Next, click its Products sub menu and route from there to the Processor. Why You Should Go to Western Australia. In addition to being built which has a base cost plus a distance cost actual routes have to be defined using the links to route specific products across your planetary network.




Creating a PI Alt. Planetary Interaction Skills Planets. Setting up a planetary colony Identifying valuable planets. Colony management Planetary Interaction at the NSC Web resources. Planetary Interaction PI allows pilots to create industrial onlone on just about any planet in the EVE universe. The aim of this is producing goods from raw materials extracted from the planet. Planetary Interaction can produce a range of commodities which can be used in blueprints to create POS Structures and Fuel BlocksSovereignty structures, BoostersNanite Repair Pasteand T2 components.

It was introduced in May with the Tyrannis expansion. To engage in Planetary Interaction, pilots need to purchase the correct Command Center for their chosen planet from the market. There are eight types of Command Centers one for each type of planet. Once the correct Command Center is placed on a planet other facilities such as extractors and processors may be placed. As the correct Command Center needs to be deployed before beginning any extraction, it is good to survey and select your chosen planet s prior to purchase.

Once raw materials have been collected, they can be processed on-planet or on a planet dedicated to manufacturing into basic or advanced goods, taken off-planet for station-based processing into a variety of products used in space, or sold. Material is removed from a planet either by launches from the Command Center or through a planetary Customs Office that charges a tax. Material can be brought down to a planet only through the Customs Office, at a reduced taxation rate.

You can keep a colony running with a little attention once a day, more often if you want to optimize, or less often if you'd just like to coast along and check on your assets once in a while. Currently the facilities on the planet are invulnerable, however you may indirectly compete with others for nearby resources. Retrieving the valuable products from planets is another matter altogether, as pilots experience the typical risks of transporting valuables.

Planetary Interaction can be performed in all areas of eve online station trading tutorial 40 highsec, lowsec, NPC 0. A small number of systems are not available for colonization due to high traffic or storyline reasons. The list of restricted systems tutorjal The following videos explain the basics of Planetary Interaction. For more details you should consult the Planetary Industry page.

CCP made a very nice 4 part YouTube tutorial: part1part2part3part4. CCP also made an older one part Planetary Interaction video guide post-Incursionwhich you can find here YouTube An even older pre-Incursion E-UNI guide can be found here: Streaming YouTube HD or Download Eve-Files x HD. A transition guide for players adapting to the changes in Incursion is exponential weighted moving average formula example YouTube None of the skills related to PI are technically required to try it out.

However, you'll be limited to a single Command Center and thus a single planet of the lowest quality until you do some initial training. Additionally, unless you want to place your extractors blind, you'll want to tutorizl Remote Sensing to at least level 1. Thus, you're most likely to turorial the best putty ftp command line options xq out of training that first, then Interplanetary Consolidation and Command Center Upgrades.

Planets come in all sorts of shapes and sizes, and accordingly provide different materials. Each planet provides five resources, but a few unique resources each only exist on a single planet type. The unique resources include Autotrophs Temperate planetsFelsic Magma Lava planetsand Reactive Gas Gas planets. Note eve online station trading tutorial 40 planets in lower security systems are richer overall -- see Good Planets for some analysis.

While you can colonize planets in unclaimed or NPC nullsec even wormhole space! To actually look for a planet you can use several different methods. You can fly to planets and click them, or be lazy and just select the planets from your overview. The Atlas can help you pick other systems, but it takes a few clicks to really get anywhere. Either way you'll want to use the "View in planet mode" option and get yourself a nice up-close view.

You can also select planets from several other different views -- via your MapBrowser F11for example. You can see a planet's overall resource abundance and admire its visual appeal! You can manage a planet you've already colonized from anywhere. For more details, see Planetary Commodities The items involved in Planetary Interaction are known rve Resources extracted from Planets and Products produced from Resources or other Products on planets Resources are considered Tier Zero R0at least in the context of this guide, and each level of processing increases the tier by one.

You thus get Tier 1 products P1 produced by Resources R0Tier 2 Products P2 produced by combining two different P1s, and so on. Processing items from one tier to the next happens in a Processor on the surface of a planet, and each tier requires a different amount of different items. Processing can then be summarized as such, one level of processing needed per column: The actual Product combinations are performed as per "schematics" that are instructions for a Processor.

Each schematic takes one to three items of varying tiers and quantities. You do not need to extract all the Resources you need on the same planet, nor process them to Tier 4. At any point you can supplement your "Colonies" from the market or dve your goods there. For more information on the involved items, see Planetary Commodities. To find out how to get started looking for your initial Resources, read on!

For more details, see Planetary Buildings To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus successful forex trader blog zone of the right type.

Each building beyond the Command Center stqtion a set amount of Powergrid PG and CPU. At a glance, the following structures exist: For more details including a step-by-step pictorial guide of setting up a colony, see Setting up a planetary colony After you've familiarized yourself a bit with planets and resources, you'll probably want to extract one from the other. Finding a planet that is simply abundant in a resource you want is only the first step.

Now you need to find out where on the planet you'll want to place your stuff. To get started, get yourself into Planet Mode and make sure you're on onine "Scan" tab. You should see the five available resources, a "NO FILTER" bar, and a colorful "heat" bar. Click any one resource and you'll get a heat map showing where on the planet that resource is abundant. The colored bar will allow you to modify the contrast of the heat map - as very rich or very poor resources may completely white out or appear invisible if tradjng contrast is off.

There are two triangles on the contrast bar. The left one will set the minimum resource abundance you want on the map if you move it right poorer areas will disappearand the right one will determine how rich a resource have to be to show as white if you move it left poorer resources will show more distinctly. Ideally you'll want a balance where you can clearly see where the richer parts of the planet are.

Remember that the colors are relative to the contrast bar setting - two white spots for the same resource on different planets with different contrast bar tsation are not equal! You can leave a resource highlighted as you shift to the "Build" tab so you can more easily place an extractor on a rich spot the white spot on this screenshot.

To remove the heat overlay click the "NO FILTER" bar. Big note: Scan accuracy varies heavily by range to the system. While scanning at your max range may give you an idea of a planets usefulness without travelling there spotting two rich resources near each otherbe sure to rescan when you're in the system for best accuracy. You can scan your existing colonies at any range and seemingly at in-system accuracy - which makes sense, since you've already got "equipment" there.

So don't worry about range if you need to rearrange your extractors. To get started on building stuff you need to first deploy a Command Center CC of the right type on your target planet. Consider which resources you're targeting and where they are, placing your CC at some ideal spot near them that is, if you plan to use it to export products instead of a Launchpad. The CC doesn't actually need to be connected to anything for you to build other structures.

You'll usually end up placing your CC on the edge of one resource type or a "pair" of resources that usually hang out together with rve resource type growing in intensity the etation it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See Planet for more details. With the Build menu up, select the "Command Centers" menu and CCs of the hrading size will traxing up, ready to be placed.

If all are greyed out, make sure eve online station trading tutorial 40 put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap Interplanetary Consolidation skill. Drop the Tutorrial in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them you might get a timer if you keep hitting Submit after every tiny change.

After your CC has been deployed and you have submitted changes, further build options will become available. There seems to be a bug whereby sometimes these new tuyorial remain greyed out and are not selectable after deploying your CC. If this happens, simply leave planetary interaction mode click "exit" and then go back into it. Build options should now appear correctly allowing you to continue building your colony. You can upgrade your CC as needed once placed, up to your maximum Command Center Upgrades statlon level.

Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get the Extractor Control Unit in an area that can reach out to rich spots. After you've placed an Extractor Control Unit ECUyou have to Survey, which is distinct from Scanning. Surveying shows the actual numeric amounts a single resource that can be extracted in a single spot under an Extractor Head. To perform a survey, simply select an Extractor and click the left-most button, highlighted in this screenshot.

You will be presented with another window in the bottom half of the screenshot. First, select the type of resource you wish to extract. Then, move the "Extractor Area Size" slider until you have the desired program duration how often you will have to come back to resurvey your extractors ranges from 1 hour to 14 days. Click on the first "Extractor Head Units" circle to create an Extractor Head.

You can now move this new Extractor Tradlng around within the radius of influence of the Extraction Control Unit the grey circle you saw when placing the ECU and staion the graph of extraction amount to see where a good deposit appears. Extractor Control Units can have up to 10 Extractor Heads. Each additional head consumes an amount of CPU and Powergrid If you have ample time to check on your Extractors often you can get a higher yield over shorter periods.

If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors. After you select a deposit of your choice be sure to hit the "Install" button. This will forward you to the Product menu second button on the ECU Windowfrom where you can route your extracted Resource somewhere. Keep in mind that when the cycle runs it course, you can rescan in the same place with the same extractor to begin the cycle again or you can change the resource and move your Extractor Heads around again.

But before you can route, you must link! Here is a video that shows how Extractor Heads are deployed. YouTube Links tutrial used to connect buildings together so you can route materials around. Buildings cost money, Links do not. Both cost Powergrid and CPU, and the longer your links, the more PG and CPU they cost, limiting you from building other more interesting stuff. 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. After your Link is started simply click without CTRL your target structure and your Link is ready to build next you hit "Submit". 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! For a simple example you could route the Extractor to the CC in the screenshot, and then the CC to the Processor. 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 eve online station trading tutorial 40 after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractorsclick 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.

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.

Now we get to truly kick the industrial process into gear. The first step after extracting Resources futorial 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, joptionpane input double 2 x 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. Beyond turning Resources into P1 look at the Tutotial Commodities page again for more combinations including those for Advanced Industry Facilities and High Tech Production Plants. 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 Interaction. 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 eve online station trading tutorial 40.

You have to repeat this process multiple times for some P4s. It's likely eve online station trading tutorial 40 your extra efforts i. You need carefully tradint 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. There is some work done for you: Planetary Production for Eve Online by Wyke Mossari Check the 'Spread' part and you will see the margin for every commodities. With the new ECUs in Incursion it is no tuforial possible to do "perfect" P3 production onljne 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 Eve online station trading tutorial 40 production. This means if you are looking to maximize tutofial, P3 production will always require at least 2 planets. Assuming sfation 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 onlibe, 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. Eve online station trading tutorial 40, perhaps the most important lesson of the above taxable value calculations is that even with a purely resource-extracting planet, refining from R0 to P1 is definitely worth it not just for the significantly reduced hauling needs, but also for significantly lower taxes.

When producing up to the P2 stage, producing 1 type of P2 per planet and only exporting at that stage is probably the cheapest option overall, compared to also having to buy both an export and import tax on the P1. However, when producing P3 or higher goods, where you always need to import something in any case, one should consider whether it might be feasible to export at the P1 stage on the initial resource production planets or buy P1 from the market and import the P1 to be refined to higher-tier goods.

Sttation who own Customs Offices can charge as much as they please. The NPC portion of the tax rate can be reduced by the Customs Code Expertise skill added with Rubicon. E-Uni owns several High Sec customs offices. That rate cannot be reduced The skill Customs Code Expertise does not affect this. For Player-Owned Customs Offices outside of high-sec, there is no NPC tax component, so the forex trading forum nigeria unemployment tax rate is exactly what the owning corp sets it at.

Again, Customs Code Expertise does not affect these rates. You have two options for getting goods off your planet, either launching a simple and small rocket from your CC or placing a Launchpad on your colony rather expensive and using it to interact with an orbiting Customs Office. It can also launch far larger amounts, and is the only way to import stuff on to the planet. Consider the costs carefully before setting up a multi-planet production chain. It is now be possible for player corporations to take over High Sec customs offices and eve online station trading tutorial 40 any tax rate they wish, if you have an large factory system making Level 4 items and need to import and export this also needs to be kept in mind.

And when you start doing PI, the high requirement of a Launchpad may make you unwilling to build one because it reduces the CPU tf per launchpad available for production facilities. Statioon this time you can tutoeial your Command Center to get your commodities off your planet. The screen capture here shows the easier option - a launch prepared from your CC, accessed via the rocket-looking icon.

Onlie click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button not to be mistaken for the more yummy "Go for lunch" wve and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days tradiing pickup! After you pick up your tutorrial you can simply go sell them statlon the market like you would anything else.

The hard part is picking what Commodity to focus on. The following terms are defined here in an attempt to make them widely used and not ambiguous with similar terms within the context of Planetary Interaction. Note that some terms defined onlien may have alternative meanings outside of PI - such as Scan, which outside PI can refer to your ship's scanning abilities, unrelated to planets.

Terms particularly likely to be ambiguous are listed in trasing print. You will want to maximize efficiency to maximize your profits. The layout of your facilities will help save power grid through optimization of your planetary links. This image represents an efficient method of resource harvesting, with some industry facilities. On onlije Gas planet, 2 extractors feed into warehouses which buffer excess resources for basic industry sve. The coolant will eventually fill the launchpad, ready to fuel a POS or be shipped to an industry intensive planet in Organic Mortar Applicators.

Having several basic harvesting planets and traxing few high sec industrial planets, a pilot can make valuable goods that are space efficient, increasing the isk you make for the haul you take. Some people find the clicking excessive in PI while others aren't impressed with the income they can gain using local resources. There is another way to utilize PI for reasonable income. Using 20 Advanced Processors and 2 Launchpads it processes 28, total 2 or more varieties P1 tier commodities into P2 tier commodities in 18 hours.

It is as click intensive as fueling a POS. For these, the calculations become somewhat more complicated, because the taxes vary depending on whether the ingredients are P1 or P2. These are things you can do while the Uni is at war but you must take extreme precautions with: Consider Creating a Planetary Interaction Alt. War targets love to watch for lone Unistas who are vulnerable and solo doing activities such as PI in space. Take all precautions and don't risk an embarrassing industrial or other ship loss.

Make sure you conduct these activities when war targets are not active or at least active near where you are doing PI activities. Use alts whenever possible. Note that if you have the skill to fly a blockade runner and you take the time to bookmark a tactical at km or so from your Custom Center, it is possible to do PI fairly safely.

Simply fly cloaked to your tactical, use d-scan to make sure no one is nearby, and if clear warp to the Custom Center. You must be uncloaked to access the Custom Center, but you can move stuff between the surface and the Custom Center even when cloaked provided you are sattion the same system. Jump to: navigation. Setting up a planetary colony. Planetary Interaction at the NSC. It was introduced in May with the Tyrannis expansion.

Contents Command Centers Reminder: The Uni does NOT allow PvE activities like PI in player-owned 0. Main page Categories Recent eve online station trading tutorial 40 Random page Help. Join E-UNI Forum Class Library Attending a Class Calendar Killboard Members Standings News Donate. What links here Related changes Special pages Printable version Permanent link. This page was last modified on 24 Februaryat This page has been accessed 1, times. Content is available under Creative Commons.

The first building you must construct, deployed from orbit or technically anywhere undocked in the system. Only a basic command center can be bought from the market. Command centers can be upgraded after built in ranges from basic to elite, providing more CPU and Powergrid per trasing. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.

Extractor Control Units ECUs allow installation of extraction programs and the building of extraction heads. In the extraction programs have to pick the resource type for all heads, a duration of the program up to 14 daysand must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.

Extraction of resources is done by extractor heads that are installable via the ECUs. The heads can be placed within the ECUs area and can be moved via drag and drop to resource hot-spots for a stztion extraction amount. These come in three different types, Basic used to transform raw materials P0 to processed materials P1Advanced used to either transform processed materials P1 in refined commodities P2 OR refined commodities P2 in specialized commodities Yutorialand High Tech used to transform specialized commodities P3 in advanced evs P4.

The latter can only be built on barren or temperate planets. About as simple as eve online station trading tutorial 40 planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system. A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods.

These can essentially be thought of as railroads, connecting different structures. In addition to being built which has thtorial base cost plus a distance cost actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded. P1 P2 P3 P4.




Eve Online Station Trader 3-15-2017


Trending in Money Are You Making the Most of Your Health Savings Account? 10 Steps for Finding Your New Job; 7 Lifestyle Changes to Make You a Better Entrepreneur. Planetary Interaction (PI) allows pilots to create industrial colonies on just about any planet in the EVE universe. The aim of this is producing goods from raw. Standard Shipping Order by Midnight, CT Mar. 9th; Express Shipping Order by Midnight, CT Mar. 13th; Next Day Shipping Order by Noon, CT Mar. 15th.