EVE Online Planetary Industry (PI) Guide — Build-vs-Buy Profit, Customs & Freight | eve-hub.ru
PLEX
4.68M ISK
1d▼ 0.35% 7d▼ 1.12%
INJECTOR
743.90M ISK
1d▲ 0.84% 7d▼ 3.21%
EXTRACTOR
460.20M ISK
1d▼ 0.09% 7d▲ 1.28%
PLEX / Injector
158

EVE Online Planetary Industry — Build vs Buy, by the Numbers

Planetary Interaction (PI) turns raw planet resources into commodities that feed almost everything in EVE Online — from structures to tech II production. But owning a chain of colonies doesn't make ISK on its own. The real question is which commodity is worth producing right now versus simply buying off the market — after the taxes and hauling most calculators conveniently ignore. This guide explains the tiers, the build-vs-buy decision, and the two hidden costs that decide whether your reprocessing chain actually profits.

On this page
  1. What Planetary Interaction is
  2. The five tiers: P0 to P4
  3. The only question: build or buy
  4. The two hidden costs: customs and freight
  5. Worked example — Robotics
  6. How to read the planetary rating
  7. Tools that rank PI margins for you

What Planetary Interaction is

Planetary Interaction is EVE Online's resource-processing layer. You place a command center on a planet, build extractors that pull raw materials out of the ground, and route them through processors that refine raw goods into higher-tier commodities. Each refining step follows a fixed recipe — a "schematic" from the game's static data — so the inputs, outputs and cycle time never change between patches.

Because the recipes are fixed but market prices move every day, PI is fundamentally a trading problem dressed up as an industry one. The colonies are just a machine; the profit lives in the spread between what the inputs cost and what the product sells for.

The five tiers: P0 to P4

Every planetary commodity sits at one of five tiers. Higher tiers pack more value into less volume but need a longer supply chain:

Volume jumps fast: P0 is fractions of a cubic meter, P4 is 100 m³ per unit. The higher you climb the chain, the more your freight bill grows relative to the inputs — which is exactly why naive "sell minus buy" calculators mislead.

The only question: build or buy

For every producible commodity (P1–P4) you can either buy the inputs on the market and run the recipe, or just buy the finished product directly. The reprocessing step is only worth it when:

product sell value > inputs cost + customs tax + freight

The margin is the gap between the two sides, as a percentage of what you actually spend. On a healthy market this gap is small and shifts daily: a commodity that paid 18% last week can go negative when someone floods the input market or dumps the product. That's why a one-off calculation is nearly useless — what you want is a live ranking of which reprocessing step pays best right now.

The two hidden costs: customs and freight

Customs tax (POCO)

Moving goods between a planet and space goes through a Customs Office (POCO), and that office charges a tax. The tax is not based on the market price — it's based on CCP's base price (the adjusted price the game publishes for each item):

customs = base price × tax rate × quantity

Player-owned POCOs set their own rate (commonly 5–17%); the Customs Code Expertise skill lowers the NPC portion. Export — taking your finished product out to sell — is the expensive direction. Our calculator exposes the rate so you can match the POCO you actually use.

Freight (ISK per m³)

The product still has to reach a trade hub. Whether you haul it yourself or pay a courier like Red Frog or PushX, the cost is measured in ISK per cubic meter — typically 500–1500 ISK/m³. Because P3 and especially P4 are bulky, freight can quietly erase a margin that looked fine on price alone.

This is the whole point: A calculator that only subtracts buy price from sell price tells you a fantasy number. Real net profit = revenue − inputs − customs − freight. Our planetary tool computes that real number on live prices.

Worked example — Robotics (P3)

Robotics is a P3 made from 10 Mechanical Parts + 10 Consumer Electronics (both P2), yielding 3 units per cycle. Suppose, on the hub right now:

For one cycle (3 Robotics):

Drop the same numbers into a "sell − buy" calculator and it would claim 40,000 ISK profit — almost double. The 15,750 ISK difference is exactly the customs and freight it ignored. Scale that error across thousands of units and a "profitable" run turns into a loss.

How to read the planetary rating

The planetary tool lists every commodity of the selected tier on your chosen hub. Hover the “?” on any column header for the same hint. What the columns mean:

How to use it: sort by Profit/day to see what's worth producing right now, then click any row to open the calculator — set your real POCO tax and freight rate, type the run size, and read the exact net profit and margin.

Tools that rank PI margins for you

Checking 79 commodities across 4 hubs by hand, with customs and freight, every day, is not realistic. The scanner does it live:

See what's worth producing right now
Open the planetary calculator — live build-vs-buy margins with customs and freight included, across all 4 trade hubs.
Open the planetary calculator   Read: how to make ISK in EVE

Updated: 2026 · For Tranquility cluster · Customs and freight numbers are examples — set your own rates in the calculator.