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PI

Author
Ryan Qbreciever
Deep Core Mining Inc.
Caldari State
#1 - 2015-04-09 20:33:25 UTC
Now ive seen many PI videos saying this and that is the best setup out there and that this and that will give you x amount of isk per day, but heres the thing...

most vids only offer you a way to make like 5m isk per day...

thats nothing! Ive decided to share my secret to making 70m isk per day doing PI. Keep in mind these figures i provide you with are based on the current market, but on a line that i no longer use, because the market changes and i think it would be too easy if i were to give you the current up to date setup that i am using right now! =p

now keep in mind first things first, moving product from p0 to p1 only can give a certain amount of profit per day, and moving stuff from p1 to p2 only can give you another certain amount of profit per day. if we know that one profit per day is higher, why would we hybrid our system to make both and move across multiple tiers? we wouldnt!

first the base numbers *keep in mind im considering a 0% POCO tax and a setup that i no longer use so the numbers wont be as efficient as they can be

%per run%
================================
Water-285 isk---x40=11400 isk
Electrolytes-373 isk--x40=14920 isk

Water x40+ Coolant x40 = 26320 isk
Coolant-7700 isk--x5=38500 isk

Net = 12180 isk
=================================

now each run lasts 1 hour, so the next question is, how many runs per hour can we get on a planet? good question! With a lvl 3 Hq and a small enough planet you can get 18 runs per planet! thats 18 processors, 1 hq, 1 warehouse, and 1 spaceport.

%per planet%
===================================
12180 isk x 18 = 219240 isk
===================================
over 200k isk per hour per planet! and with a lvl 3 HQ?!? thats over 1m an hour for all 6 planets! thats over 24M a day!!!
so how do we set this up and whatnot?

%key layout and expedite%
====================================================
key
P = processor
W = warehouse
H = hq
S = spaceport

layout
H
PPPPP
PPWPP
PPSPP
PPPPP

expedite
first things first, you can choose to either sub out a warehouse to get 1 more processor, and thusly cutting your time between deliveries in half, or you can choose the warehouse and double your time per deliveries...trust me you want the extra warehouse else you will be making more deliveries than you have the patience to ->i'm ADD<-

send one of your reactants to the spaceport and expedite it to the warehouse upon delivery, and make sure the pathway to it can handle that much movement. then send the other reactant to the spaceport. these will be your starting route locations. also make sure your products route to the spaceport, it just makes everything so much more simple. =]
=================================================================================================

so aside from the issues of getting the products and reactants to and from your POCO, this is a very VERY good way to make passive isk from even a low level player.
LordAssasin
Kenshin.
Fraternity.
#2 - 2015-04-10 02:14:04 UTC
Ryan Qbreciever wrote:
Now ive seen many PI videos saying this and that is the best setup out there and that this and that will give you x amount of isk per day, but heres the thing...

most vids only offer you a way to make like 5m isk per day...

thats nothing! Ive decided to share my secret to making 70m isk per day doing PI. Keep in mind these figures i provide you with are based on the current market, but on a line that i no longer use, because the market changes and i think it would be too easy if i were to give you the current up to date setup that i am using right now! =p

now keep in mind first things first, moving product from p0 to p1 only can give a certain amount of profit per day, and moving stuff from p1 to p2 only can give you another certain amount of profit per day. if we know that one profit per day is higher, why would we hybrid our system to make both and move across multiple tiers? we wouldnt!

first the base numbers *keep in mind im considering a 0% POCO tax and a setup that i no longer use so the numbers wont be as efficient as they can be

%per run%
================================
Water-285 isk---x40=11400 isk
Electrolytes-373 isk--x40=14920 isk

Water x40+ Coolant x40 = 26320 isk
Coolant-7700 isk--x5=38500 isk

Net = 12180 isk
=================================

now each run lasts 1 hour, so the next question is, how many runs per hour can we get on a planet? good question! With a lvl 3 Hq and a small enough planet you can get 18 runs per planet! thats 18 processors, 1 hq, 1 warehouse, and 1 spaceport.

%per planet%
===================================
12180 isk x 18 = 219240 isk
===================================
over 200k isk per hour per planet! and with a lvl 3 HQ?!? thats over 1m an hour for all 6 planets! thats over 24M a day!!!
so how do we set this up and whatnot?

%key layout and expedite%
====================================================
key
P = processor
W = warehouse
H = hq
S = spaceport

layout
H
PPPPP
PPWPP
PPSPP
PPPPP

expedite
first things first, you can choose to either sub out a warehouse to get 1 more processor, and thusly cutting your time between deliveries in half, or you can choose the warehouse and double your time per deliveries...trust me you want the extra warehouse else you will be making more deliveries than you have the patience to ->i'm ADD<-

send one of your reactants to the spaceport and expedite it to the warehouse upon delivery, and make sure the pathway to it can handle that much movement. then send the other reactant to the spaceport. these will be your starting route locations. also make sure your products route to the spaceport, it just makes everything so much more simple. =]
=================================================================================================

so aside from the issues of getting the products and reactants to and from your POCO, this is a very VERY good way to make passive isk from even a low level player.



Hey just another Pi planner here that has lost his home if i get you to make 2 bil profit per month will you invite me to a corp that has 0tax, sends 1 time a month at least to jia so we can actualy sell something.
PM please.
Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2015-04-10 06:45:42 UTC  |  Edited by: Tau Cabalander
It isn't only WHAT you make so much as HOW MUCH you can make, and can sell.

Beware that the further you go along the PI chain, the LESS QUANTITY of items you make! Make sure that you account for this.


Example:

Extracting Ionic Solutions → Electrolytes in hisec is almost pointless because of the low yield!

So what to do?

Well, consider Aqueous Liquids → Water. Sure water doesn't sell for much, BUT you can make a whole heck of a lot of it in hisec!
[There are probably better items, so do your own research!]


Another example: the last time I analyzed Mechanical Parts, they were worth 2.34 billion ISK per month, and I think the price may have gone up since then:
https://forums.eveonline.com/default.aspx?g=posts&m=5260575#post5260575
Eric Raeder
No Fee Too High
#4 - 2015-04-11 04:42:08 UTC  |  Edited by: Eric Raeder
It is very difficult to specify a particular PI setup as being best. There are a LOT of variables. Planet type, security status of system, draw rates that vary from planet to planet of the same type, the class of command center you can drop, how frequently you're willing to update and visit your colonies, radius of the planet, how far you are willing to move goods to market, what ships you have available for hauling, whether you have friends that can help you evade ganking. Access to low or zero tax POCOs makes a huge difference.

And all profits depend on the market. Shifts in supply and demand can result in dramatic shifts in market prices.

There are basically three types of PI colonies. Extraction colonies, that extract the R0 raw materials, then usually convert them up to tier 1 or tier 2 commodities, which are then exported. Factory colonies, that don't extract anything, but import low tier commodities, usually tier 1 and/or tier 2, and process them into higher order tier 3 or tier 4 commodities. Then there are mixed colonies, basically factories but extracting one of the inputs and importing the others.

Which are best for you are a matter of tax rates you have to put up with, acceptable risk, and how willing you are to do continued market research.

Pure factory planets are hopeless in highsec. Even should you find a POCO whose owner will give you a zero tax rate, the unavoidable npc tax will kill you, at best your profits will be tiny, and all too often you will run at a loss. Pure factories are for places you can get really low tax rates, ideally zero, 2 or 3% can work, but that's about it. Think null or wormholes or if you really enjoy evading gankers, lowsec.

Keep in mind that any kind of factory is highly dependent on market conditions for profit. If your low tier inputs rise in price, or your high tier end product drops in price, profits go down, and profits can go negative in a hurry. Running factory planets means committing to continued market research. it is also inherently a little risky. But if you do it on a large scale it can be the most profitable type of PI.

Mixed colonies are almost as dependent on low tax rates as pure factories. But by extracting one input yourself, you give yourself a lot more protection from market swings. You can't make as much isk as at a pure factory, but they are much less likely to run at an actual loss.

Extraction colonies are the easiest to understand and set up. I always advocate converting your R0 resources to tier 1 before export. Converting a further step up to Tier 2 can be attractive, but it is by no means always worthwhile. In highsec I think it's pointless, you use too many colony resources setting up a second ECU to pull two different resources, and it limits your planet choice. Converting up to tier 2 is more attractive in dangerous space, where reducing output volume makes it easier to avoid gankers due to fewer needed trips, and higher draw rates mean fewer extractor heads to keep the processors busy.



I would recommend a PI newbie start with an extraction planet in highsec. Identify a Tier 1 product worth selling, identify the R0 you need to make that, and what planet types spawn the R0. Find a good spot. You want a planet close to the market you will sell at, hopefully fairly close to whatever system you like to base at for other stuff, and as low a security status as possible without actually going into lowsec, usually 0.5 or 0.6 (lower security status systems have higher draw rates).

Build your colony with these buildings. The number I am giving is power grid used. CPU doesn't matter on extraction planets, you will never use it all.

Command center [0]
Extractor control unit [2600]
launchpad [700]
storage facility [700] (optional)
extractor heads [550 each] (up to 10)
basic processor [800 each]

If you put down 10 extractor heads and 3 processors, this adds up to 11900 powergrid. On a small planet you can link everything together with less than 100 powergrid if you are very careful, so can do this with a level 3 command center (which requires command center upgrades at level 2). If you're even slightly sloppy placing buildings, or the planet is large, you'll have to drop an extractor or processor or the storage facility to get all the links in. Or just train higher command center skill, of course.

Depending on the resource you start with, you may need to adjust the ratio of extractors to processors. Your ECU should dump its R0 into the storage facility. The processors pull from the storage facility and dump their output to the launchpad. The storage facility is not strictly needed, you can just use the launchpad as storage for everything. I don't like doing this because if the launchpad becomes full with the R0 resource, your processors will stop running since they can't send their output anywhere. But if you check the colony frequently you can stop the R0 extraction if you start running out of room.



I have a particular favorite Tier 1 product I like to sell, but I am not going to tell you what it is. I will say you can do pretty well making water on ocean planets (imagine that), precious metals on barren or better yet plasma planets, or electrolytes on storm planets.