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. Note that if you want to produce P3 or P4, you basically have to pay the potentially higher relative to the previous stage taxes, but this information should help you decide e. However, 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.
Corporations who own Customs Offices can charge as much as they please. 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 whole 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 set 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. At this time you can use 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. Simply 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" button 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 planetary production window under launches for its location. This location can be warped to to pick up the items. There is also a timer when the timer ends your production is lost - don't worry too much, it can last several days before pickup! After you pick up your items you can simply go sell them on the market like you would anything else.
Easy money! 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 Industry. Note that some terms defined here 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 bold 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 this Gas planet, 2 extractors feed into warehouses which buffer excess resources for basic industry facilities. 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 a 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. Advanced Processors can also be used to produce P3 products from P1 and P2 commodities. 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 Industry 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 in the same system.
PI was introduced in May with the Tyrannis expansion and received some UI changes and a new name in with the Abyss expansion. Jump to: navigation , search. Command Centers. 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 other , be sure to rescan when you're in the system for best accuracy.
In-system vs. 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.
Categories : Planetary Industry Industry. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 6 November , at Third-party tools. 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 post-construction. Upgrades range from basic to elite, providing more CPU and Powergrid per level. Command Centers can store a small amount of material and offer a simple rocket-launch mechanism allowing the shipping of materials to orbit. Extractor Control Units ECUs allow the installation of extraction programs and the building of extraction heads.
To make use of the extraction programs, you must select the resource type for all heads, a duration for the program up to 14 days , and a route for the raw material to follow 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 greater extraction amount. These come in three different types, Basic used to transform raw materials P0 to processed materials P1 , Advanced used to either transform processed materials P1 in refined commodities P2 OR refined commodities P2 in specialized commodities P3 , and High Tech used to transform specialized commodities P3 in advanced commodities P4.
The latter can only be built on barren or temperate planets. February 2, Reply. Wh pi? How are. June 22, Reply. Chance Acharn. July 15, Reply. August 12, Reply. August 15, Reply. Leave a Reply Cancel reply. Loading Comments Email Required Name Required Website. Hello, I'm your standard cookie notice bar.
If you're curious, they're used here mostly to store your night mode preference! Sounds good No thanks Privacy policy. Gas Huffing. C5 Wolf Rayet Fleet. I say the latter which is the case here. On the plus side, if someone attacks a freeport, it gives us almost guaranteed content and practice.
If we happen to lose it, no big deal, we just drop another one. Most of wormhole space is not actively occupied. Our network gives small corps and individual players an opportunity to try out wormhole space with little start-up cost. We get a little tax revenue.
The need to occasionally replace a structure is factored into the business model already. More people in wormhole space means more potential content for everyone.
Any guide how start PI in WH? Just wonder, how often I will be able to get back to Hi-sec? Any tips are welcome. In 3 days moving my colonies.
Thx for that.
0コメント