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eve:industry:planetary_interaction:planetary_interaction_buildings [2016/02/11 19:38]
Jaelre
eve:industry:planetary_interaction:planetary_interaction_buildings [2017/02/11 15:03] (current)
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-====== Planetary Interaction Buildings ​======+===== Planetary Interaction Buildings=====
  
-====== Planetary Interaction Buildings ======+----
  
-<WRAP todo>​Out ​of date</​WRAP>​+=====Overview===== 
 +All planetary structures are placed via Planet Mode, after you've placed a Command Center for the appropriate planet type and clicked "​Submit."​ To deploy a Command Center you must have one in your cargo hold and be undocked in the desired system. You can build and manage any of the other structures while docked or in space from anywhere in the universe via the "​Planets"​ tab of the Science and Industry window of your NeoCom.
  
-To deploy your industry on a planet you need to deploy a command center, some extractors, possibly some processors, storage and spaceports, link them together and create routes for your resources.+----
  
-In general, once your command center ​is running, you can place all your buildings ​and links and then click //Submit// once ​There ​is a cooldown between clicks of the //Submit// buttonso this can save you a bit of frustration.+=====Command Centers===== 
 +The Command Center ​is the first building to be deployed ​and provides the CPU and Powergrid for the colonyOddly enough, there is actually no need to connect ​the Command Center to any of your other buildingsunless ​you want to take advantage of the storage or launch abilities, but Launchpad has superior capabilities for both, albeit at the cost of more CPU and Powergrid.\\ 
  
-====Command ​Centers====+To deploy the Command ​Center you need to be in space with it in your cargo hold and view the planet in planet mode. Under the build menu there will be a Command Center submenu which when clicked shows the Command Center type for the planet. Assuming you have that type of Command Center in your cargo hold, you can select and place it. Click "​Submit"​ and you are the proud owner of a new colony.\\ {{ :​eve:​industry:​planetary_interaction:​commandcenter.png|}}
  
-Command centers provide CPU and power grid to all the infrastructure you deploy ​Larger centers provide ​more CPU and grid than small ones The size of the command center you can deploy is limited by your //Command Center ​Upgrades// skill. ​ A command center does //not// need to be connected to provide CPU and grid They also provide a small amount of storage and a spaceport. ​ They do need to be connected with links and routes to make use of these.+You can use the rocket icon (or double click the structure) ​to launch commodites stored at the Command Center, up to its total capacity of 500m3However, exporting costs 50% more from a Command Center ​than from a Launchpad, and unlike a Launchpad a Command Center cannot import commoditiesTo find your cargo once you launch it into orbit with the Command Center, go to your Journal ​and click on the Planetary Launches tabRight-click on your container ​to warp to it and pick it up.\\
  
-  * Command ​centers launch cans into space; cans stay in orbit for about five days before burning up in re-entry Can anyone pick them up? +You can review the CPU and Powergrid use of your colony from the Command ​Center windowYou can see the same display under the build menu, but only if you have any construction pending. In that case you'll also be able to see two bars indicating how much additional CPU and Powergrid will be consumed by the pending changes (the area past the vertical white lines), plus numeric display of the same.\\ 
-  * Launch tax of 3 isk/m3 +
-  * Small capacity may mean multiple launches per day for large installation.+
  
-In order to deploy a command ​center, you need to be in the system containing the planet you want to developand in space with the appropriate command center in your hold.  Right-click the planet in your overview and select //View in Planet Mode//​. ​ Scan it and choose a good place for your command center. ​ Select a command center from the //Build// menu on the left and place it, then click //Submit// (this can be done cloaked). ​ Once the command center is deployed, you can manage it from anywhere in the galaxy. ​ Look for the //Planets// tab in //Science and Industry/to show you your planets.+<​WRAP ​center ​round important 60%> 
 +If the Command Center is decommissionedall other buildings ​in the colony will be lost! 
 +</WRAP>
  
-//Currently when you deploy ​command center (and hit submit) you need to leave and re-enter ​planet ​mode to deploy other structures I don't know if this will be the case once Tyrannis goes live.//+The Command Center has volume of 1000 m3, and is upgraded in place on the planet. ​When first deployed, it has the profile of a Basic Command Center. Each level increments the power, CPU, and cost as listed below. You need a level of the Command Center Upgrades skill to use each Command Center upgrade beyond Basic.
  
 +^       ​Command Center Properties ​      ^^^^^
 +^Level^Capacity (m3)^CPU Provided (tf)^Power Provided (MW)^Upgrade Cost^
 +|0|500|1,​675|6,​000|-|
 +|1|500|7,​057|9,​000|580k|
 +|2|500|12,​136|12,​000|930k|
 +|3|500|17,​215|15,​000|1.2m|
 +|4|500|21,​315|17,​000|1.5m|
 +|5|500|25,​415|19,​000|2.1m|
  
-**Command Centers**+----
  
-^ ^Grid^CPU^Capacity^Tax^Volume^Skill^ +=====Planetary Structures=====
-^Basic|6000|1675|500|3|50| | +
-^Limited|9000|7057|500|3|100|I| +
-^Standard|12000|12136|500|3|200|II| +
-^Improved|15000|17215|500|3|400|III| +
-^Advanced|17000|21315|500|3|800|IV| +
-^Elite|19000|25415|500|3|1600|V|+
  
-Note: The CPU and power grid supplied by command centers and consumed by buidings and links will be subject to tweaking by CCP, both before and after Tyrannis launch.+^       ​Structure Properties ​      ​^^^^ 
 +^Name^CPU Required (tf)^Power Required (MW)^Cost^ 
 +|Extractor Control Unit|400|2600|45k| 
 +|Extractor Head|110|550|-| 
 +|Basic Industry Facility|200|800|75k| 
 +|Advanced Industry Facility|500|700|250k| 
 +|High-Tech Industry Facility|1100|400|525k| 
 +|Storage Facility|500|700|250k| 
 +|Space Port|3600|700|900k|
  
-Deleting your command center will also delete //all// infrastructure deployed, including all extracted and produced materials. ​ Make sure to launch everything into space, or that you are happy to lose it all.  I haven'​t worked out how to upgrade a command center - need help. 
  
-===Upgrading Your Command Center===+====Extractor Control Units==== 
 +The Extractor Control Unit (ECU) is the main facility that handles the extraction of a specific planetary resource. You must set up a route for the resources to go to either storage or a basic processor.\\{{ :​eve:​industry:​planetary_interaction:​extractor.png|}}
  
-You now can!+After selecting the ECU from the build tab, a large transparent circle will be visible around the icon while hovering over the planet. This is the area in which extractor heads can be placed and operated after placement of the ECU. By placing the ECU so that its area is surrounding several hot-spots the extractor heads can be placed on different hot-spots every time a program is installed, balancing the depletion of the resource between the hot-spots. ​You need to place the ECU and click "​Submit"​ before you can program the ECU and the extractor heads (see next section on extractor heads).\\ ​
  
-Click on your command center ​and upgrade ​it.+After installing an extraction program, simply click the output of your extractor under the Products tab, then click "​Create Route" ​and select a destination. You have to have a link in place, but can build it in the same submit cycle - no need to commit any actions other than building the extractor itself before doing everything else. If you forget this step or want to continue with another action first (like creating a link) you can always return to the products tab by hitting the second button on the ECU window labeled "​Products."​\\ ​
  
-====Extractors==== +It is recommended that you link to a building with storage capacity (such as a Storage Facility, Command Center, or Launchpad) before routing your products to a Basic Industry Facility for processingThis way you avoid the risk of losing materials by sending to a filled factory, as while an Industry Facility is processing it can only hold a backlog of one run's worth of component materialsAny additional ​materials ​sent to the facility will be automatically thrown out and lost.
-<wrap right>​{{http://​imgur.com/lfLuz2y.png|Extractable ​materials}}</​wrap>​+
  
-Place your extractors on or near the best resources and click //​Submit//​. ​ You you can now scan for deposits. ​ When the scan completes you will see four deposits, each with a different total size, cycle size, cycle time and lifetime. ​ Choose the deposit you want to extract and click submit. ​ You will see a routing window with the product shown. ​ If it is not already routed, select it, click //Create Route//, select the destination and click //Create//.+----
  
-Once an extractor ​starts extracting it cannot survey for other deposits It will keep extracting until the deposit is exhausted, ​and then stop You need to periodically return to the planet, scan for new deposits ​and restart your extractors.+===Extractor Heads=== 
 +Extraction of resources is done by extractor ​heads that are installable via the ECU windowThe heads can be placed within ​the ECU's area and can be moved via drag and dropThe links between ​the heads and the ECUs do not add Powergrid or CPU but every head (up to a maximum of 10) needs an amount of Powergrid (550) and CPU (110).\\ {{ :​eve:​industry:​planetary_interaction:​pi_extractor_heads.png|}}
  
-Each extractor you deploy ​will use 200 CPU and 800 power gridsupplied by your command center.+The main idea for extractor ​heads is to move them around to resource hot-spots for a greater extraction amount. After placing an ECU and submitting the changes, click the first button on the ECU's pop-up widow called "​Survey for Deposits."​ You will be presented by a screen with 10 small circles on the left labeled "​extractor head units,"​ an "​extraction area size" slider below that and 5 potential planetary products on the top right. Begin by selecting the desired product. The planet will display a "heat map" for the selected product according to your scan settings.\\  
 + 
 +Next, set the extraction area size slider to the duration ​you want to extract materials. Setting a very long program (up to 14 days) will make the heads extract over a very large area, but only extract once every few hours. Selecting a short program will allow you to mine with pinpoint accuracy ​and get resources several times per hourbut will require more active management. Click on the first circle to attach an extractor head to your ECU. Move the extractor head to the desired location (see extractor heads to the right). When the extraction areas overlap, a penalty is displayed as a percentage in red in the ECU window. After adding the desired number of extractor heads (up to 10 per ECU), you can install the program and the ECU window will switch to the Products tab. 
 + 
 +----
  
 ====Processors==== ====Processors====
-<wrap right>​{{http://​imgur.com/FqE9BcN|Choosing a processor ​schematic ​to produce}}</​wrap>​+Processors, also known as factories, are used to convert one type of planetary resource or product into a different productSee [[eve:​industry:​planetary_interaction:​planetary_interaction_resources|Planetary Resources]] for details on the various combinations you can use. A processor ​waiting for materials will have its "​progress ring" slowly pulsing. 
 +For the first two tiers of Processors are especially useful by decreasing the volume of the involved materials. Turning raw resources (R0) into P1 goods will reduce the total volume to about 25% of the original, and to another 25% of that if worked to P2 goods. After that point the volume reduction becomes less substantial and it becomes impossible to find a single planet to run the whole process perfectly from start to finish without the export/​import of material. 
 +===Basic Industry Facility=== 
 +A Basic Processor turns planetary resources into the first level of products. You have to select which "​Schematic" ​to produce ​via the first icon (simply double clicking the structure works too) where a drop-down will reveal all the P1 products. For instance, the first item "​Bacteria"​ will set the Processor to take Micro Organisms as input and create Bacteria as output.\\ {{ :​eve:​industry:​planetary_interaction:​basicprocessor.png|}}
  
-  * A basic processor takes raw materials and converts them into intermediate products, P0 -> P1. +You must route a planetary resource to the Processor either directly from an Extractor ​or from storageAfter selecting your schematic you'​ll ​be forwarded ​to the Products menuwhere just like an Extractor you'll have to select the outputclick "​Create Route", and pick a destination for the product.\\ 
-  * Advanced processors take two or more of those products and converts them into more intermediate products, P1 -> P2 -> P3. +
-  * High Tech processors can only be deployed on //Barren// and //​Temperate//​ planets and are used to produce ​the highest level productsP3 -> P4. +
-  * As processor levels increasepower grid need decreases, and CPU need increases. ​ To squeeze ​the most out of your Command Centers will require a mix of processors on each planet.+
  
 +Be careful about routing your input directly from Extractors, as the Processor only has "​storage"​ capacity for exactly one cycle, with anything else routed to the Processor being lost!
 +----
  
-** Processor CPU and Power Grid Usage.**+===Advanced Industry Facility=== 
 +Advanced Processors are just like Basic Processors, with the exception that they produce P2 and P3 goods, with each either two or even three input products.\\ {{ :​eve:​industry:​planetary_interaction:​advancedprocessor.png|}}
  
-^^Grid^CPU +Again you have to select a schematic and then route input material to the Processor. P2 schematics take exactly two P1 products as input, while P3 schematics take either two or even three P2 products. The icon of the structure will change to show two or three "​bars"​ wrapping the icon based on whatever it is producing, so you cannot tell Advanced ​and High Tech Processors apart from their icon, although it would be easy to get that impression.\\ ​
-^Basic|800|200| +
-^Advanced|700|500| +
-^High-Tech|400|1100|+
  
 +Advanced processors, like their Basic siblings, will store up to exactly one batch of input materials, so be careful about waste!\\ ​
 +
 +P3 advanced factories will need two P2 advanced factories feeding it per required input product to keep it running at full efficiency. ​
 +----
 +
 +===High Tech Production Plant===
 +At this point you probably think you've spotted the pattern with Processors and you're just about right! The only real surprise out of this final tier of Processor, which makes tier 4 Products (P4) is that they can only be built on Barren or Temperate planets.\\ {{ :​eve:​industry:​planetary_interaction:​hitechprocessor.png|}}
 +
 +They take three input goods, either three P3 products or two P3 products and one P1 product. Each output P4 item is 100 m3 in volume.\\ ​
 +
 +You need two P3 factories per input product to keep P4 production running at full efficiency
 +----
  
 ====Storage Facilities==== ====Storage Facilities====
 +A Storage Facility is a relatively cheap way to make a buffer to hold resources or product prior to being converted or shipped to orbit. However, unless you really have substantial logistical needs on your planet, you might be better off relying on your Command Center or a Launchpad. Storage facilities originally held 5000 m3 (as in the picture) but that was increased to 12,000 m3 in the Crucible 1.1 patch making Storage Facilities more useful.\\ {{ :​eve:​industry:​planetary_interaction:​storagefacilitiy.png|}}
 +
 +Instead of routing straight from your Extractors to Processors (at a potential risk of waste) you can first route to Storage, then route from Storage to Processor. One issue is that you cannot use routes to transfer between a Storage Facility and a building that is not a Processor - so if you want to export a commodity, you'll want to route it straight to the Command Center or a Launchpad.\\ ​
 +
 +If you do end up needing to move something between Storage, you can use the "​Expedited Transfer"​ option under the Storage icon on either Storage Facilities, Launchpads, or Command Centers. Simply move the goods you want to be part of the transfer to the center panel. While this option costs no ISK, it does have a cooldown!
 +----
 +
 +====Launchpad====
 +An alternative to using your Command Center as a launching point, Launchpads have more storage than Command Centers in which they can hold up to 10,000m3 of resources and products and are less expensive for exporting goods to orbit.\\ {{ :​eve:​industry:​planetary_interaction:​launchpad.png|}}
  
-  * A storage facility cannot route to another storage facility This includes storage ​to spaceport ​This ​can be worked around using //Expedited Transfer//. +Each planet has a corresponding Customs Office orbiting it that connects ​to all Launchpads on the planet, regardless of location and ownerThe Customs Office essentially provides a private hangar for all users and is the only way to move material down to the planet surface (import)However, since the Customs Office is a single point that anyone ​can warp to, it offers tremendous ambush potential.\\ 
-  * 500 CPU and 700 power grid+
  
-====Spaceports====+Select "​Access Customs Office"​ from anywhere you can select the Customs Office, or click the Rocket icon on your Launchpad controls directly (or just double-click the structure). This will work from anywhere in space in the same system as the planet, but you must be present in orbit to actually transfer items between your ship and the Customs Office. 
 +----
  
-A spaceport provides both storage and a means to get your product off planet and into space ​While ​Command Center also provides theseit has larger storage capacityand if you have facilities on the far side of the planet it may be cheaper in terms of power and grid to install a spaceport than to link to your command center.+=====Planetary Links===== 
 +Links are used to connect planetary buildings together so that you can route goods between themYou can CTRL-click ​structure to automatically start placing a link starting from that locationthen click target. You can also build links from the main menu like all other structuresor even do so via the link menu on an existing structure. Like most other actions ​you have to hit "​Submit"​ before ​the links are created, but you can start planning out routes before ​the links are created.\\ {{ :​eve:​industry:​planetary_interaction:​planetarylink.png|}}
  
-Construction ​of a spaceport ​will also spawn Customs Office in orbit, if one does not already exist.+You do not need direct links between all your buildings - you can connect buildings to each other and route materials through them, up to a maximum ​of 6 hops. Do note that links have capacity, and the more routes that pass through the same link, the more that capacity ​will be impacted. If your link design include any "​bottleneck"​ links you may have to upgrade that link to higher capacity.\\ 
  
-  * Large capacity ​means fewer launches for large installations. +You can see current usage of link capacity ​as a percentage above the link while you are either hovering the mouse above the link or simply hover over a building ​to see all links involved in routes ​to from that building.\\ 
-  * Can launch ​to orbital Customs Office. ​ Permanantly up there and safe until collected?​ +
-  * Can import from Customs Office ​to planet. ​ Necessary for production trees requiring items from other planets. +
-  * Launch tax of 2 ISK per m^3 +
-  * 3600 CPU and 700 power grid+
  
-The Customs Office hanger has capacity of 25000 m^3, and can only hold PI products.+In addition to the base rate to build link (10 PG+15 CPU)it also costs 0.20 cpu and 0.15 power per kilometer. This means links can be more expensive on larger planets. A handy table is available to estimate your cost. 
 +====Link Cost By Distance====
  
-====Planetary Links==== +^       Link Cost By Distance ​      ^^^ 
-<wrap right>{{http://imgur.com/tCb4QO3|Create a link}} +^Distance (km)^CPU Required (tf)^Power Required (MW)^{{ :eve:​industry:​planetary_interaction:​pi_linkperkm.jpg|}} 
-{{http://​imgur.com/VPQrZIQ|Completing a link, with CPU and power grid needs shown}}</​wrap>​+|2.5|16|11| 
 +|10|18|12| 
 +|20|20|14| 
 +|50|26|18| 
 +|100|36|26| 
 +|200|56|41| 
 +|500|116|86| 
 +|1000|215|160| 
 +|2000|416|311| 
 +|5000|1016|761| 
 +|40000|8016|6001|
  
-Links are how your raw materials and products are moved between extractors, processors, storage and spaceports; rather like highways or pipelines. ​ They do //not// transport CPU or power grid.+----
  
-Links do consume CPU and power grid, determined by the length ​of the link.  The exact amount will be shown in your cursor when you are placing the link.  Minimising the total length of your links will allow you to place more facilities on the planet.+====Link Upgrade Costs==== 
 +Data on relative costs of upgrading ​the link capacity (uses a link that is 500km as a base)
  
-Running an extractor at its highest capacity can overload a link.  You can see how much capacity is being used when you mouseover it, or either of it's endpoints. ​ To upgrade it, click the link, then the upgrade icon, review the changes and click //​Upgrade//​.+^Level^Capacity (m3)^CPU Required (tf)^Power Required (MW)^ 
 +|0|250|116|86| 
 +|1|500|280|183| 
 +|2|1000|481|291| 
 +|3|2000|713|407| 
 +|4|4000|968|528| 
 +|5|8000|1245|655| 
 +|6|16000|1542|786| 
 +|7|32000|1855|921| 
 +|8|64000|2185|1059| 
 +|9|128000|2530|1200| 
 +|10|256000|2889|1344|
  
-Gas planets are huge, and attempting to link multiple extraction sites together may overload your command center. ​ It may be better to do your P0 -> P1 processing on planet and then export to another facility on a different planet.+The increase in capacity adds 100% over the previous level.\\ 
  
 +Notice that as you upgrade the link to higher levels, the CPU usage scales faster than powergrid usage. (2010-04-29 upgrade costs no ISK, unclear whether it will stay that way.) The CPU and PG penalty declines as the level goes higher. Looking at the CPU, level 1 adds a 162% increase in CPU usage over the previous level, but going from level 9 to 10 adds only 14% increase (though level 10 is 28.5 times greater than level 0 link cost). Level 1 power grid adds a 128% increase, from level 9 to 10 adds 12% increase, and level 10 is 17.5 times the level 0 link cost.\\ ​
  
 +However, in a high sec planet, you will be hard-pressed to use up the level 0 capacity of 250 m3 on most links, though depending on your layout, you might have to upgrade the occasional link by 1-2 levels.
eve/industry/planetary_interaction/planetary_interaction_buildings.1455219529.txt.gz · Last modified: 2016/02/11 19:38 by Jaelre