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A Guide to Making ISK with Planetary Interaction Drillerthriller Sturmgrenadier, Inc.

PO1 June 2012

Table of Contents What is Planetary Interaction? How Does It Work? What Skills Do I Need? What Ships Should I Use? Recommended Setups o Focused Planets More Lucrative, More Time-Consuming o Dedicated Planets Less Lucrative, Less Time-Consuming

What is Planetary Interaction? Planetary Interaction (PI) is a way to extract and process resources from planets into components that are used in manufacturing. Its also a great way to make a lot of ISK. Done right, you can PLEX an account from one alt with some work, and with two alts you can definitely more than pay for your account while you fly that main third character in whatever you want. There are 8 different types of planets: Barren Gas Ice Lava Oceanic Plasma Storm Temperate

Each type of planet has five Raw Materials (T0) on it that are consistent (i.e., a Gas planet will always have Aqueous Liquids, Base Metals, Ionic Solutions, Noble Gas, and Reactive Gas no matter where you find one). However, the concentrations will vary from planet to planet. Generally, the lower the security status, the higher the concentration. So wormholes (-1.0) have the most and 1.0 systems have the least. But of course, lower security status = more risk, so you need to judge for yourself what your risk tolerance is.

There are too many different components to list here, but they fall into five categories of typically increasing value: Raw Materials (T0) Processed Materials (T1) Refined Commodities (T2) Specialized Commodities (T3) Advanced Commodities (T4)

There are several guides and lists online as far as what you can make and how to make them. For example, Thonkys guide shows you which T0s you can find on which planets and what T1s you can make them into, etc. I also like this guide in particular because it also tells you what T2s, T3s and T4s you can make on a single planet type, two planet types, etc. The importance of this knowledge will become more apparent later in the guide when we discuss the trade-offs between income and time + investment.

How Does PI Work? On each planet, there are eight different structures you can put down, each with a specific purpose: Command Centers provide the power and CPU to place down other structures. You have to put this down first before you can put down anything else. Extractor Control Units allow you to place extractors to get T0s out of the ground Basic Processors process T0s into T1s Advanced Processors process T1s into T2s and T2s into T3s High Tech Processors process T2s & T3s into T4s Storage Facilities hold up to 5K m3 of materials of any kind (T0-T4) Launchpads allow you to move materials between planet surface and customs offices, also holds up to 10K m3 of materials of any kind (T0-T4) Planetary Links connects structures to move materials

A typical setup for making T1s from T0s might look like this:

Extractors ECUs

Basic Processors

Command Center Launchpad

What cant be seen at this resolution is that all of the structures in the middle are connected by Planetary Links so lets look more closely at this:

Here is how things flow in this setup: 1. Extractors pull T0 out of the ground in this case Noble Gas from a Gas Planet and send that to the ECUs 2. ECUs aggregate Noble Gas and send it to the Launchpad 3. Basic Processors pull Noble Gas from the Launchpad and process it into Oxygen 4. Basic Processors send Oxygen to the Launchpad 5. Oxygen can be transferred to a Customs Office and hauled to market = INCOME! This is a simple T0-T1 operation. Step by step on how to build this will be addressed later in the guide after skills and scanning are explained.

What Skills Do I Need? There are five PI skills: Command Center Upgrades: Increases the CPU and Power capacity of Command Centers Interplanetary Consolidation: Increases the number of planets you can do PI on by one for each level. At level 5 you can use six planets Remote Sensing: Increases the maximum distance at which you can manage planets Planetology: Increases the accuracy of scanning Advanced Planetology: Further increases the accuracy of scanning

You also need to train Science 4 as a pre-requisite.

Here are three training plans with training times (not adjusted for implants):
Basic 3 3 3 4 3 Total: 5 days, 2 hours Intermediate 4 4 3 4 3 Total: 12 days, 5 hours Additional: 7 days, 3 hours Advanced 5 5 3 4 4 Total: 56 days, 4 hours Additional: 43 days, 23 hours

Command Center Upgrades Interplanetary Consolidation Remote Sensing Planetology Advanced Planetology Training Time

The main changes in these plans are the capacity of your command centers and the number of planets you can use. The Advanced Planetology 4 is a nice-to-have, but if youre going to invest the 40 additional days to train CC and IC to 5, might as well tack on another 3 days to improve your scanning a little!

What Ships Should I Use? The ship you use will depend on: Where you are doing PI high sec, low sec, nullsec, w-space Your skills Your risk tolerance i.e., what you can afford to lose (including your clone in nullsec/w-space!)

Here is what I recommend: Highsec Basic T1 hauler with max cargo rigs and Expanded Cargohold IIs Lowsec Higher end T1 hauler with two WCS in lows and MWD in mid if you can fit it Nullsec/W-space Deep space transport with two WCS in lows and MWD in mid

Highsec. Ill start with highsec because its easiest any basic T1 hauler should be plenty good enough. Your risk of loss is near zero, and the lower planet yields (compared to higher risk) mean that any hauler will likely have enough capacity for what youre doing. Just fit it for maximum cargo capacity and enjoy! Lowsec. Once you get into lowsec, you need to start thinking about how do I keep from getting ganked So in lowsec you dont need to worry about getting bubbled, but you do need to worry about getting tackled. I recommend getting a higher-end T1 hauler like and Iteron 4 or 5 and putting two warp core stabilizers in the low slots. This way you can still warp off unless a tackler has more than two points of warp scrambling. If you can fit an MWD, do it. Pulsing an MWD helps you get to warp more quickly. Nullsec/W-Space. Out in nullsec/w-space, you need the best ship you can have, and you need to know how operate safely and how to gtfo. Some people like to use blockade runners (Prorator, Crane, Viator, Prowler), but I dont recommend them. Their cargo space is much more limited, and you have to

decloak to interact with customs offices. A decloaked blockade runner is no better than a basic T1 hauler! And if you put two WCS in the lows you will really be low on cargo capacity. Instead, I strongly recommend using a deep space transport (Impel, Bustard, Occator, Mastodon) with two warp core stabilizers in the lows. This will still give you about 20K m3 of cargo, but will protect you even against a tackler with FOUR points of warp scrambling because the deep space transport has two points of anti-scram built into the hull. You can also fit an MWD which when pulsed will help you get to warp between customs offices and home base more quickly, and can also help you get out of a bubble from a single bubbler/tackler before the cavalry arrives. I have pissed off many cloaky tacklers/gankers with these. Its always fun to type GF in local when you get to safe ground (POS or station) and the tackler is asking how many WCS you have. Also, you need to spam you Direction Scanner, especially in W-Space where you dont know whos in your system because they dont show up in local. In Nullsec, the general rule is dont go moving PI around if theres a neut/hostile in local. You can get hotdropped. At least you cant be hotdropped in W-space, so your d-scan can help unless the entire enemy fleet is cloaked in which case you will likely lose your ship and pod.