Adjusting your colony to the changes made in EVE 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.
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.
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. 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).
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
A word on depletion and nuggets
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 (PI) allows you to produce NPC trade goods from Raw Materials you extract from a planet by building a colony on that planet. These Raw Materials can be processed in the colony into various NPC trade goods. 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.
The basics of Planetary Interaction are very simple: Just as when they engage in the manufacturing of modules or ships, players gather Raw Materials which are then made into products. These products are in turn made into more advanced products, and so forth. Every solar system of the Eve Universe contains planets. Players purchase Command Centers from the market to place on these planets. Once a player installs a Command Center on a planet, he or she can construct raw material extractors to harvest different types of Raw Materials. 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 :
You can do PI in highsec, lowsec, NPC 0.0 space, W-Space, unclaimed 0.0 space and 0.0 space where your alliance has sovereignty. You need to train the skills and buy at least one Command Center to get started.
There are two new skills directly associated with the use of Command Centers:
Along with the new skills for Command Centers, three new skills associated with planet scanning have also been added:
The Command Center 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 must 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 only the 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 planets 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. 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 Incursion 1.1.0. 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 Command Center Upgrades. The table below provides details on each level.
There are five different types of structures that you will build on the planet as you develop and grow your colony. Each type of structure can be built as many times as you wish as long as your Command Center has enough powergrid and cpu to run these structures and the links in-between these structures that you must create.
After you've placed a Command Center on the planet you can start mining Raw Materials from the planet by placing Extractors.
Extractors are the backbone of your colony. They are what extracts the Raw Materials out of the planet itself. Each Extractor costs 45,000.00 isk to build and costs 800 MW and 200 tf to operate.
How to place an Extractor:
Once the Extractor is built, the next thing to do is to select your shiny new Extractor and survey the area around it. To do this, left click on the Extractor and select the first icon. After a quick few seconds you will be treated to what is available to be extracted from your current location. You are given four different choices, each one having a different concentration of material, amount of materials extracted on each run, number of runs to fully extract that vein of material, and time to complete the whole batch. Use the last column of information, which is time to run the entire batch, as your primary indicator since it will determine how often you have to come back to the planet to set up another extraction batch.
You'll always want to move Raw Materials to a Basic Industrial Facility to make Processed Materials (P1) as Raw Materials have practically zero value. A Basic Industrial Facility has a fixed production time of 30 minutes, so you can see that the 23 hour cycle (output every 30 minutes) matches this exactly.
Basic and Advanced Industrial Facilities
Industrial facilities are what your new colony is all about. They take the Raw Materials you extract out of the planet and make them into trade goods for sale or use. Basic industrial facilities take the Raw Materials and make them into simple trade goods such as oxygen or water, or into more advanced trade goods to be used in advanced industrial facilities.
This is the highest production level, producing the Advanced Commodities. High Tech Production Plant structures can only be placed on Temperate and Barren Planets.
A Silo can be used in various ways. The first use is as the point of collection for all your Raw Materials coming out of your Extractors. The second use is as the point of collection for products coming out of industrial facilities prior to shipping off-planet.
Launch pads are exactly what their name suggests. They are used to ship goods to and from the planet using an orbiting planetary Customs Office, unlike the Command Center, which launches to a non-specific location orbiting the planet. Launch Pads cost 900,000.00 isk and require 700 MW and 3,600 tf to operate.
Connecting the Planetary Infrastructure
Your structures, often called pins, are placed on the planet and linked together with links in a connect-the-dots way, allowing you to transport materials between the the structures using routes.
Links are used to connect any structure to any other structure. You can only transport material from a structure to another structure if they are connected with a link (not necessarily directly).
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.
Everything from Raw Materials to Advanced Commodities 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 Raw Materials to a finished product(s) that gets transported to the Launchpad for export.
Maximizing Colony Efficiency
If you extract Raw Materials, refine them on the spot into Processed Materials using Basic Industrial Facilities so you only need to transport these. 3000 Raw Materials units process into 20 Processed Materials units, so this dramatically reduces the amount of 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.
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 Raw Materials it needs every 30 minutes.
Finding the ideal planet and what to produce
Think of something you want to produce and determine what kinds of planets you would need to set up production, or the other way around, look at the planets available and determine what you can produce on them. You will find the Planetary Interaction Material Diagram an amazingly usefull help for this.
The planets in highsec will produce the least Raw Materials/Extractor (about 800 units/30 min in the 23 hour cycle for average planet), the planets in 0.0/W-Space the most (about 1400-1900 units/30 min in the 23 hour cycle for average planet). Lowsec is somewhere in between.
What is the most important criteria for establishing a colony are the hotspots on the planets for the Raw Materials you are looking for.
If several planets have equally good hotspots that look to be equally close to each other, then select the planet with the smallest radius (so your links will be shorter and require less Power and CPU).
If you don't want to import/export between your planets then the highest-tier product you can make on a single planet is a tier 3 product (Specialized Commodities) and each planet can produce only one :
If you want to manufacture other tier 3 products you will always need multiple planets and if you want to manufacture tier 4 products you will also need a Barren or Temperate planet to set up a High Tech Production Plant.
You might also want to take the rarity of planet types into account when deciding what to build on which kind of planet :
You cannot do PI on shattered planets.
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
We want to manufacture Oxygen (tier 1, POS fuel) and Coolant (tier 2, POS fuel) on a Storm planet in 0.0
Setting up the Colony
The base is all set up, now to fire it up.
Starting Tier 1 production (Oxygen, Water, Electrolytes)
Starting Tier 2 production (Coolant)
Running the Colony
The colony will start up rapidly as we chose the 5 hour cycle to begin with, which produces Raw Materials faster than the production chain can handle it. After 5 hours have passed return and you will see the Coolant and Oxygen have been produced and delivered to the Launchpad and the colony is running happily with plenty of Raw Materials in the Silos and the Launchpad.
Taxation is dependent on the customs station that the PI goods are being moved through. This was one of the three PI updates from Crucible. If you're in High-Sec, the tax rate is 10%. If you're elsewhere, and the InterBus Customs office hasn't been replaced, the tax rate is 17%. 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.
The tax price is based on the tax rate of the Customs Office for the taxable value of the materials. I.e. Refined Commodities having a taxable value of 9,000.00 ISK and a Customs Office tax rate of 10% you will pay 900.00 ISK per units. For a tax rate of 17% you will pay 1,530.00 ISK per units.
So in High-sec, basic commodities such as Oxygen will cost 50 isk to export a unit, or 25 isk to import. As these numbers are significantly higher than they used to be, you may need to revisit any older processing plan to make sure it is still profitable. Eliminating a import export stage may be required to remain profitable.
CCP has claimed on several occasions that they will continue developing PI as its success is a cornerstone for the eventual DUST 514 expansion.
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