Extraction starts simple
Raw resources become P1 commodities. Learn planet availability before memorizing higher chains.
A practical PI field guide for planet types, P0 to P1 conversions, P1 through P4 planning, customs office habits, factory planets, hauling cadence, and the tradeoffs that make colonies manageable. PI routes are stable but markets move — please send feedback if something is off or missing.
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Orientation, direction, and the first mental models a new or returning pilot needs.
The mechanics and habits that prevent the most confusing early losses.
Read damage, ships, EWAR, fits, and engagement selection faster.
Resources, reprocessing, hauling, planetary chains, and industrial decision tools.
Agents, mission hubs, loyalty rewards, standings, and special-agent planning.
Interactive practice and live awareness tools for field decisions.
Raw resources become P1 commodities. Learn planet availability before memorizing higher chains.
Higher tiers often work better with dedicated factory planets instead of forcing every planet to do everything.
Customs office rates and hauling distance can decide whether a colony is worth maintaining.
A slightly worse colony you actually maintain beats a perfect layout you abandon.
Filter by planet type to see which raw resources and P1 outputs are available from a practical colony start.
| P0 raw resource | P1 commodity | Planet types | Field note |
|---|---|---|---|
| Aqueous Liquids | Water | BarrenGasIceOceanicStormTemperate | Common utility input. Often paired with route and extractor-head efficiency decisions. |
| Autotrophs | Industrial Fibers | Temperate | Temperate-only P1 route; useful for understanding why planet access matters. |
| Base Metals | Reactive Metals | BarrenGasLavaPlasmaStorm | Very common P1 component; often part of compact P2 layouts. |
| Carbon Compounds | Biofuels | BarrenOceanicTemperate | Common P1 path used in multiple early PI chains. |
| Complex Organisms | Proteins | OceanicTemperate | Biological route; planet choice can be the bottleneck. |
| Felsic Magma | Silicon | Lava | Lava-only P1 route. Good example of why factory planets need imports. |
| Heavy Metals | Toxic Metals | IceLavaPlasma | Important P1 path for many higher chains; check extraction heat before committing. |
| Ionic Solutions | Electrolytes | GasStorm | Gas/storm route that often pushes players into less convenient systems. |
| Micro Organisms | Bacteria | BarrenIceOceanicTemperate | Flexible biological input. Useful for simple starter colonies. |
| Noble Gas | Oxygen | GasIceStorm | Fuel-block relevance makes this one worth learning early. |
| Noble Metals | Precious Metals | BarrenPlasma | Barren/plasma route; often a practical P2 ingredient. |
| Non-CS Crystals | Chiral Structures | LavaPlasma | Lava/plasma route that can drive location choice. |
| Planktic Colonies | Biomass | IceOceanic | Limited planet access. Good reminder that not all systems can support every chain. |
| Reactive Gas | Oxidizing Compound | Gas | Gas-only P1 route. Do not assume every PI material is available nearby. |
| Suspended Plasma | Plasmoids | LavaPlasmaStorm | Useful in multiple chains; plasma planets can be strategically valuable. |
| No PI rows match that planet.Try All planets or confirm the planet type you are planning around. | |||
Flexible starter planet. Often useful for early P1/P2 routes.
Important for Oxygen and Oxidizing Compound paths.
Supports Oxygen, Toxic Metals, Biomass, and colder chains.
High-value industrial ingredient paths, but not always convenient.
Biological resource hub.
Often valuable because several useful chains overlap.
Good for Oxygen, Electrolytes, and Plasmoids paths.
Industrial Fibers source and common biological routes.
Check P1/P2/P3/P4 liquidity before building the chain.
Paste PI exports before hauling.
Move small, dense PI value safely.
Connect PI output to industry planning.
Move in order when the path is useful, or open the academy map and branch wherever your next problem points.