Everything you need: material calculator, Jita and Amarr market prices, planet types, colony planner, reference and ships for planetary industry.
The maximum is 1,000,000,000 units per line, so the quantity was reduced to that limit.
Pick a tier and a product and enter the quantity — all raw and intermediate materials by tier will appear below. In the “Factories” column enter how many factories make a material at the same time and the time will be recalculated. With rounding only whole cycles are counted, split evenly between factories.
One factory cycle: P1 — 30 minutes (3000 P0 → 20 P1), P2 — 1 hour (40 + 40 P1 → 5 P2), P3 — 1 hour (10 + 10, sometimes + 10 P2 → 3 P3), P4 — 1 hour (6 + 6 + 6 P3 or 6 + 6 P3 and 40 P1 → 1 P4). Recipes per EVE University Wiki.
What’s on the site
Materials
How much of everything a product needs.
- Add one or more P1–P4 products and their quantities
- Materials at every tier — from P0 to P3
- How many cycles and factories each step needs
Profitability
Market prices and processing profit.
- Jita and Amarr prices, buy or sell — separately for each material
- Production cost, markup after taxes and broker fee
- Comparison: process the inputs or sell them as is, production tree
Planets
All planet types and what is mined on them.
- 8 planet types — you can spin them with the mouse
- P0 raw materials of each planet and the P1 made from them
- Helps you pick planets for the chain you need
Planner
Colony layout, just like in game.
- Find a planet by system, wormholes included — type and radius are filled in automatically
- CPU, power and link length checks against the Command Center level
- Logistics: how much to export and import, when storage fills up
- Import and export of in-game colony templates
How planetary industry works
- Command Center — placed on the planet first. Its level (0–5) sets how much CPU and power your buildings get. The level is raised with the Command Center Upgrades skill.
- Extractor Control Unit with extractor heads mines P0 raw materials. What you can mine depends on the planet type — see the “Planets” tab. An extraction program can run from 1 hour to 14 days, and its length sets the cycle time (see the reference below).
- Basic Industry Facility turns P0 into P1. Advanced Industry Facility makes P2 and P3. High-Tech Production Plant makes P4 — it can only be built on Barren and Temperate.
- Buildings are connected with links; the longer the link, the more CPU and power it uses. Goods move between buildings along routes.
- Finished goods pile up in the Launchpad or Storage Facility. It leaves the planet through the orbital customs office (Customs Office, Orbital Skyhook).
Reference
Skills
- Interplanetary Consolidation — +1 planet per level, up to 6 planets per character.
- Command Center Upgrades — Command Center level, and so CPU and power.
- Remote Sensing — how far away (in jumps) you can scan planets.
- Planetology and Advanced Planetology — accuracy of the resource map when scanning.
Product tiers
| Level | Production | Cycle | Volume per unit |
|---|---|---|---|
| P0 — raw | Mined by ECU | — | 0.005 m³ |
| P1 | 3,000 P0 → 20 pcs | 30 min | 0.19 m³ |
| P2 | 2 × 40 P1 → 5 pcs | 1 h | 0.75 m³ |
| P3 | 2–3 × 10 P2 → 3 pcs | 1 h | 3 m³ |
| P4 | Per recipe → 1 pc | 1 h | 50 m³ |
Buildings
| Building | CPU | Power | Capacity |
|---|---|---|---|
| Command CenterThe main building — provides CPU and power to the rest | +1,675Up to 25,415 | +6,000Up to 19,000 | 500 m³ |
| Extractor Control Unit | 400 | 2,600 | — |
| Basic Industry Facility | 200 | 800 | — |
| Advanced Industry Facility | 500 | 700 | — |
| High-Tech Production Plant | 1,100 | 400 | — |
| Storage Facility | 500 | 700 | 12,000 m³ |
| Launchpad | 3,600 | 700 | 10,000 m³ |
The Command Center provides CPU and power depending on its level (0–5). Each ECU head: +110 CPU and +550 MW. Link: 15 + 0.2 × km CPU and 10 + 0.15 × km MW.
ECU extraction program
| Program length | Cycle |
|---|---|
| 1 h to 25 h | 15 min |
| 25 h to 50 h | 30 min |
| 50 h to 100 h (≈ 4 days) | 1 h |
| 100 h to 200 h (≈ 8 days) | 2 h |
| 200 h to 14 days | 4 h |
A program can be set from 1 hour to 14 days. Extraction runs in cycles: at the end of each one the raw material is sent along the route. The shorter the program, the higher the average yield per hour, but you have to restart it more often.
Ships for planetary industry
Epithal and Primae have a dedicated planetary commodities hold, and the EDENCOM ships have an infrastructure hold that fits both Command Centers and planetary commodities. You can tilt the picture with your mouse or finger.
Epithal
Industrial ship · Gallente
The go-to ship for planetary industry. A huge dedicated planetary commodities hold plus a Command Center hold — in one trip you can deliver Command Centers to all your planets and pick up all the output.
- Planetary commodities hold
- 45,000 m³+10% per Gallente Hauler skill level — 67,500 m³ at V
- Command Center hold
- 6,000 m³Fits several Command Centers
- Fleet hangar
- None
- Cargo hold
- 550 m³
- Speed
- 120 m/s+5% per Gallente Hauler level
- Align time
- ≈ 8 sWithout modules or skills
- Warp speed
- 3.5 AU/s
- Skills
- Gallente Hauler I
Primae
Industrial ship · ORE
A small ship with holds for planetary commodities and Command Centers. It needs no skills to fly — handy for a new character or an alt just getting into planetary industry.
- Planetary commodities hold
- 2,500 m³
- Command Center hold
- 2,000 m³
- Fleet hangar
- None
- Cargo hold
- 100 m³
- Speed
- 200 m/s
- Align time
- ≈ 7 sWithout modules or skills
- Warp speed
- 3.5 AU/s
- Skills
- Not needed
Squall
Industrial ship · EDENCOM
A hauler with an infrastructure hold that fits Command Centers, planetary commodities, reagents and Upwell structures. Armed with missiles and can fend off small pirate gangs without an escort.
- Planetary commodities hold
- 45,000 m³Infrastructure hold; +10% per Upwell Hauler skill level — 67,500 m³ at V
- Command Center hold
- In the shared holdCommand Centers go into the infrastructure hold
- Fleet hangar
- None
- Cargo hold
- 3,000 m³
- Speed
- 175 m/s
- Align time
- ≈ 7 sWithout modules or skills
- Warp speed
- 4.55 AU/s+30% role bonus
- Skills
- Upwell Hauler I
Deluge
Blockade Runner · EDENCOM
A fast version of the Squall with a smaller hold. Fits a Covert Ops cloak, is immune to cargo scanners and aligns very quickly — for dangerous routes in nullsec and wormholes.
- Planetary commodities hold
- 30,000 m³Infrastructure hold; +10% per Upwell Hauler level — 45,000 m³ at V
- Command Center hold
- In the shared holdCommand Centers go into the infrastructure hold
- Fleet hangar
- None
- Cargo hold
- 4,000 m³
- Speed
- 265 m/s
- Align time
- ≈ 4.4 sWithout modules or skills
- Warp speed
- 6.1 AU/s+75% role bonus, plus +5% per Transport Ships level
- Skills
- Upwell Hauler V, Transport Ships I
Torrent
Deep Space Transport · EDENCOM
A heavy version of the Squall: the largest infrastructure hold among Upwell haulers, a fleet hangar, strong shields and +2 warp core strength — harder to catch.
- Planetary commodities hold
- 60,000 m³Infrastructure hold; +10% per Upwell Hauler level — 90,000 m³ at V
- Command Center hold
- In the shared holdCommand Centers go into the infrastructure hold
- Fleet hangar
- 30,000 m³+5% per Transport Ships level
- Cargo hold
- 3,000 m³
- Speed
- 100 m/s
- Align time
- ≈ 14 sWithout modules or skills
- Warp speed
- 3.5 AU/s
- Skills
- Upwell Hauler V, Transport Ships I
Avalanche
Freighter · EDENCOM
A freighter with a gigantic infrastructure hold — in one trip it can move structures and goods for the colonies of a whole system. It has missile armament but cannot fit a cloak.
- Planetary commodities hold
- 2,000,000 m³Infrastructure hold; +10% per Upwell Freighter level — 3,000,000 m³ at V
- Command Center hold
- In the shared holdCommand Centers go into the infrastructure hold
- Fleet hangar
- None
- Cargo hold
- 205,000 m³
- Speed
- 60 m/s
- Align time
- ≈ 42 sWithout modules or skills
- Warp speed
- 1.5 AU/s
- Skills
- Advanced Spaceship Command I, Upwell Freighter I