These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

I have some questions about Planetary Interaction

Author
Abby Sin
Sebiestor Tribe
Minmatar Republic
#1 - 2016-08-22 18:41:40 UTC  |  Edited by: Abby Sin
Hey everyone, long time Eve player recently returned after 6 year hiatus. I've read a bunch of guides and forum posts and even checked the eve uni wiki and I just need some answers to some specific things about HIGH SEC PI and seeing what returns I can get, what I'd like to know is;

a) I've been looking at high sec Customs offices owned by others. The average tax rate I see is 15%, I know there's a skill that lowers the NPC tax side of it, but what does the tax TAKE exactly? Is it the output materials? Is it an isk cost? If it's actual materials then I guess the margins are thin enough on some items that 15% (or 10/11% once I get the tax skill trained up) is too much and not worth it?

b) Does the tax rate always apply or does it only take affect if I use customs office to collect output materials? Am I wrong in thinking launching into orbit = no cost? (save time) If I live in the system or nearby, and don't mind doing a hauling trip or two per day/couple of days is that a viable way of starting out?

c) Once I start plonking down planet infrastructure, can *anyone* disrupt it in any way? I assume only the person owning it can remove it correct?

d) Can I have a single planet do more than one thing? Lets say a planet has multiple resources, can I have more than one hub and extract each resource or is it strictly one planet = one resource. Is the smart thing to do is have planets for extracting each resource and then taking those resources to another planet for manufacture into better quality goods?

Planning to watch some guides on youtube, will do so when I get some time. Thanks for reading and I look forward to your answers :)
Lulu Lunette
Savage Moon Society
#2 - 2016-08-22 19:54:33 UTC
Hello, and welcome back to Eve Online Smile

I'm a Planetary Interaction junkie mostly I don't consider myself an expert but I've done plenty of E-P1 worlds and I've also experimented with P1-P3's. (I hope I haven't lost you in the jargon.) You are asking advanced questions and are basically asking industrial corporations to share their secrets Blink

a) Well honestly I've never done PI in highsec, but I have used other corporation's POCO's before. That's usually how I do it. So I am not sure if what I've done will work or be profitable with what you've got in mind in highsec.

b) You will be taxed on both import and export. I'm not sure how it drums up a value it must be something like an estimated item value like you see in the bottom of your inventory window. Honestly not sure though.

c) Your infrastructure is 100% safe. Noone can bomb it from orbit or send in mercenaries from Dust514 (rip) However, the POCO itself is not safe. If someone else owns the POCO you are sort of at the prerogative of the owner, they might screw with your taxes/standings and suddenly you can't export your stuff. Or someone else blows the POCO up.

d) I have Command Upgrades at IV so that's what I do. They are setup to do a specific thing like Extract - Refine to P1 for export. And I'll just sell that. Just before I quit this game 3 months ago I had noticed a wild spike in Neocoms prices and so it was worth it for me to buy P1 materials that go into making the P3 product Neocoms. (I think Citadels were pushing PI prices up I might be wrong)

Some pictures:

Extraction to P1 - This is traditionally what I do. Really easy to setup. I don't think this is any good in highsec or lowsec, this is basically a null or wormhole endeavor. Strip everything Twisted

P1 to P3 - this picture. lol. Big smile I made this for a corpmate in Savage Moon Society. You probably won't be able to drum up your own extraction materials so this picture is probably more like what a highsec operation would be like?

Youtube is great, that's how I learned some of it, and the rest I learned through a corpmate when I was in AIA Pharmaceuticals.

Some people will horde all the P1 materials they make, maybe until there's nothing left of the system they are in. Then refine it beyond that as high as they can get.

I think 10% taxes is fairly reasonable, I've always had to put up with some sort of tax myself. There are corporations out there you can join that may have POCO assets and will have tax free benefits to it's membership.

BOOKMARK THIS

Well I hope I haven't made you more confused! Blink

@lunettelulu7

Tipa Riot
Federal Navy Academy
Gallente Federation
#3 - 2016-08-22 21:19:31 UTC  |  Edited by: Tipa Riot
It's not rocket science ... study the guides on eve uni http://wiki.eveuniversity.org/Planetary_Interaction

Some quickies, the tax is on the base price not the real value. To extract two resources from one planet and make P2 is one of the standard setups.

I'm my own NPC alt.

Do Little
Bluenose Trading
#4 - 2016-08-22 21:47:24 UTC  |  Edited by: Do Little
The skill you are thinking of is Customs Code Expertise. In highsec the POCO tax has 2 components - an NPC tax of 10% export and 5% import. The skill reduces this component of the tax by 10% per level. There is also a player component which can be whatever the owner wants and can vary depending on your standings with the corp that owns the POCO. If you see a 15% tax it means 10% NPC + 5% player. You can dodge the player component of the tax by launching from the Command Center but this has a capacity limit of 500M3.

In highsec I set my planets up to make P2. This requires Command Center Upgrades at 4 to be practical. I use my harvest for T2 manufacturing and rarely have surplus to sell on the market but PI prices have gone up a lot because Citadels use large quantities.

Edit: The tax is collected in ISK - you won't be able to launch unless you have sufficient funds in your wallet.
Abby Sin
Sebiestor Tribe
Minmatar Republic
#5 - 2016-08-22 22:11:18 UTC
Lulu Lunette wrote:
Stuff

BOOKMARK THIS

Well I hope I haven't made you more confused! Blink


I can't say I understand every little thing but yes, that does answer most of my questions. Thank you and thanks for the link. And yeah, I know one of the rules to being profitable is not sharing your secrets with others haha, I'll take what I can get though.


Tipa Riot wrote:
It's not rocket science ... study the guides on eve uni http://wiki.eveuniversity.org/Planetary_Interaction

Some quickies, the tax is on the base price not the real value. To extract two resources from one planet and make P2 is one of the standard setups.


Rgr rgr, got the basics down just a case of putting it into practice and maybe watching a video or two. Thanks!

Do Little wrote:
In highsec I set my planets up to make P2. This requires Command Center Upgrades at 4 to be practical. I use my harvest for T2 manufacturing and rarely have surplus to sell on the market but PI prices have gone up a lot because Citadels use large quantities.

Edit: The tax is collected in ISK - you won't be able to launch unless you have sufficient funds in your wallet.


Ok cool, thanks for the info I'll keep that in mind.

Thanks very much guys, think I've got enough to go on and tinker with while I get a few skills trained up. Cheers o7
Jonah Gravenstein
Machiavellian Space Bastards
#6 - 2016-08-22 22:16:45 UTC
Abby Sin wrote:
Lulu Lunette wrote:
Stuff

BOOKMARK THIS

Well I hope I haven't made you more confused! Blink


I can't say I understand every little thing but yes, that does answer most of my questions. Thank you and thanks for the link. And yeah, I know one of the rules to being profitable is not sharing your secrets with others haha, I'll take what I can get though.


Tipa Riot wrote:
It's not rocket science ... study the guides on eve uni http://wiki.eveuniversity.org/Planetary_Interaction

Some quickies, the tax is on the base price not the real value. To extract two resources from one planet and make P2 is one of the standard setups.


Rgr rgr, got the basics down just a case of putting it into practice and maybe watching a video or two. Thanks!

Do Little wrote:
In highsec I set my planets up to make P2. This requires Command Center Upgrades at 4 to be practical. I use my harvest for T2 manufacturing and rarely have surplus to sell on the market but PI prices have gone up a lot because Citadels use large quantities.

Edit: The tax is collected in ISK - you won't be able to launch unless you have sufficient funds in your wallet.


Ok cool, thanks for the info I'll keep that in mind.

Thanks very much guys, think I've got enough to go on and tinker with while I get a few skills trained up. Cheers o7
If you want to tinker without spending much isk you can have a go on the test server, the command centres should be about 100 isk a pop there as the market is seeded by CCP and it won't affect your wallet on the main server; you can fiddle to your hearts content with setups etc and not worry about screwing up.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Abby Sin
Sebiestor Tribe
Minmatar Republic
#7 - 2016-08-22 22:36:20 UTC
Oooh yeah forgot about that, I may just do that nice one! Thanks again guys.
Memphis Baas
#8 - 2016-08-23 12:07:01 UTC
a. The tax is an ISK cost. With a player-owned customs office (POCO), you get the NPC tax + the player tax that they've set. So the skill only reduces the NPC tax. The point of a POCO is to discourage others from using the same planet, so taxes will be high, and when you're trying to sell on the market you'll be competing with the owners who get the mats at low / no tax. Typically, player taxes above 10% will mean no profits on the market.

aa. The lauch-into-orbit option is very cumbersome because it's small volume and you have to wait between launches, but it's also a way to dodge high taxes, because you pay 1.5x the NPC tax when you launch. So if player tax + npc tax > 1.5x npc tax, use the launcher.

b. Tax is applied when you import stuff and when you export stuff. You can only import (bring materials down to the planet) through the customs office, thus paying the npc+player taxes.

c. Once you have your infrastructure on the planet, no one can disrupt it. But, they can see it, and they can place their own material extractors on the same high-density areas that you're using, to reduce your inputs. However, people usually don't bother with this; they just set high taxes or use different planets.

d. You can have a planet do whatever you want, but you're limited by power grid and CPU. It's similar to fitting modules on a ship. You're installing extractors, connecting roads, and factories, and there's only so much power and CPU available from your command center. The skill to upgrade the command center is critical, train it to at least 4. You are also limited to a maximum of 6 planets per character; you have to train the skill that lets you do more than 1 planet and it only goes to 5.

So, given the game mechanics, there are typically only a few viable setups:

1. P1 harvest planet - you have one extractor head, with up to 10 extractors, getting some resource from the planet that's in demand, and you have 6-8 factories converting this P0 raw resource into a P1 resource that you can sell. The hotspots typically move daily, so you chase them with the extractor head but otherwise don't move your factories. Initial cost to set up the factories = up to 10 million ISK, cost to move the extractor head daily = approx 50k. Export taxes - depends on the POCO.

2. P2 harvest planet - you have 2 extractors, typically with 4-6 heads each, gathering 2 P0 resources, and you have factories converting each P0 into P1, then one advanced factory using the two P1's to produce a P2 material. This reduces your taxes more, but you typically only have 1 production line, unlike the previous setup where you're producing with 6-8 factories.

3. Production planet - pick a rocky planet with low taxes, somewhere far, and set up just factories. Bring in P3 advanced materials, and use storage silos linked to factories to basically produce higher-end P4 materials. You pay import and export taxes, but the profits at the high end can be pretty good.

Otherwise, a daily cycle is probably the best; set it for 23 hrs and check it at about the same time each day. This way you can move your extractor heads to chase the resource hot spots, or you can refill your storage bins using full transporter loads.

Keep in mind that PI materials have value, and you're trying to transport bulk, so you will be suicide-ganked as the value of what you're transporting is much bigger than the value of the ships required to kill your transport. The basic T1 industrials, and the transports dedicated to PI, are extremely fragile. It's recommended you train to fly a T2 transport so you can use its covert ops cloak to move around, and its better defenses to dissuade suicide attacks. Also scout your routes and don't go to the customs offices to grab your stuff without thinking about possible attacks.
Mephiztopheleze
Laphroaig Inc.
#9 - 2016-08-23 14:24:43 UTC
some great advice offered so far, here's my $0.02:

1: Always route to and from a buffer storage. Be it a launchpad, silo or the command centre, don't direct route between factories.
2: Minimise time spent in an Epithal. Production chains predicated on the mass hauling of raw P0 material is a road down which madness lies.
3: POCOs can be used as a handy additional storage for factory planets, further minimising time spent hauling shite.
4: Hisec extraction is, imho, unlikely to be worth the effort.
5: POS fuel and Nanite Repair Paste inputs are pretty much always worth producing in my experience.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura