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Interact With My Planets

Planetary Interaction is an amazing new component of the Tyrannis expansion for EvE Online. Seeing as how I’m into the industrial side of EvE Online, I jumped at the chance to try out something new.

Planetary Interaction essentially consists of planet based resource gathering to simply what it actually is. It is also a method by which players in game can produce a lot of what was before supplied by NPC corporations on the market. As the NPC goods slowly fade and are replaced by player made goods, there will be a shift in price and production levels, and we’ll get to see how the market is truly affected by supply and demand of the player base. It’s fascinating to me at many levels, and while a lot of people don’t like the high level of complexity, I thrive on it. Of course, I make tech II ships, so there you are.

I managed to find a couple of good systems that house a good variety of the types of planets I’d need, and figured out what I wanted to make. I focus mainly on POS fuels, as I can offset the costs and requirements for our corporation POSes that way. I’m not necessarily into selling the goods I’m making, but rather not having to purchase so much POS fuel, which works out for me well. As a side bonus, I’m making construction blocks for T2 production purposes.

At the moment I’m producing everything for POS fuels that can be made with Planetary Interaction. Now that I have my routine down, I just make a few hops around to my planets to grab exports, and I’m set. I have 1 planet that requires imports of toxic metals, but that’s relatively easy to handle.

I do have some surplus. In the diagrams here, you’ll note that some of my planets produce a lot of overage. To me that’s OK, since I can just export the overage and store it. My eventual goal is to create a 6th “factory” planet where I can have multiple processors making a variety of assorted goods, or potentially sell my overages should the market have a high demand for a particular extracted resource.

The other option is to continue to tweak my extractors to where I have minimal overage, to avoid higher export fees, but to me this is not a big deal in the grand scheme of things. I can fill up my hauler each day and carry it one jump back to my hangar.

I’m usually importing the extra toxic metals onto the barren planet from the lava planet to assist in the production of the P2 goods there. I make an entire P3 robotics chain on the plasma planet, and everything else needed on other worlds. Note I use the barren planet as extra mechanical parts (since I use those directly in robotics manufacture now) and for enriched uranium, and I net two full planets of oxygen and coolant from the gas and storm planet. The lava planet is pretty much just an extraction facility with the bonus of making construction blocks.

Comments on my layouts and of my production chains would be a great help in tweaking things further. Things I’m working on now are a spreadsheet to calculate my production in terms of how much I have to produce to allow for supplying a POS with 3 to 4 months of fuel, and also figuring out the math behind the extraction/processing mechanics.

See examples of my planetary layouts with detailed information about each below:

UPDATE: June 28th, 2010 at 4:24PM. I wanted to add, after I have been working some numbers, that I’ve determined it’s simple to supply a small POS with fuel needs with one character based on my mix of planets. You even have enough left over to assist someone with coolant and oxygen enough for an additional large POS (these are faction types of towers by the way). However, you will lack enough uranium, mechanical parts, and robotics to supply both POSes, and you won’t make enough robotics to even supply 1 large tower based on my calculations, running extractors at 22 hour cycles. So for those of you who run POSes, it can be done, although it looks like for the larger towers, you’ll need additional corp members to assist in the fuel requirements if you run anything but a small tower. I haven’t checked on medium tower requirements.

Again, these numbers are just estimates, but they seem to be pretty close to what actual yields are.

NOTE: One of the planet images, the Barren one, has an incorrect amount for yield of Uranium. It’s supposed to be 105, not 605.

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5 Comments

  1. Posted June 27, 2010 at 10:38 pm | #

    Seeing these screenshots have made me feel a lot better about the way I’ve been building my planets.

    One thing that really surprised me was the difference in output of material from the extractors in highsec compared to WH (the only 2 places I’ve tried) — the WH extractors get sometimes 7-8x the amount of high-sec extractors 0.o

    Thanks for the interesting post!

  2. Voltere
    Posted June 29, 2010 at 12:12 am | #

    A link's cost grows slowly compared to the length of the link.
    http://www.eve-ivy.com/wiki/index.php?title=Plane...

    Therefore if you are only extracting from two areas, then it is inefficient to place your production centered between them. Instead put the production AT one of the two extraction sites, and have a single long link from the second site all the way to your production center near the first.

    • Posted June 29, 2010 at 4:57 pm | #

      I might give that model a try on my 6th planet when I train the skills up. I'm not really going to change the current planets too much now, I want to run them for a couple months and see how my calculations match up with reality. But I'll definitely keep that in mind, it seems like a decently efficient way to set up.

  3. Uwe
    Posted June 29, 2010 at 4:50 pm | #

    i do the POS alone over 6 months now I have a dread guristas large POS in wh space and I have 5 planets colonized, and this also alone, it can be don

    • Posted June 29, 2010 at 4:56 pm | #

      Cool. That's good to know Uwe. I'm supplying all for 1 small faction tower, and some for 1 large faction tower right now. I have a little room for error in my formulas, and it also depends on WH vs low sec vs 0.0 yields. It also heavily depends on not letting your extractors get behind, if you don't reset them each night for example.

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