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Tech 3 Manufacturing


Tech 3 is the technology class for Strategic Cruisers and Tactical Destroyers. Most materials that can be found and extracted from wormhole space. The production aspects covered below will take all the raw materials from both known and wormhole space and turn them into subsystems or strategic hulls.

Tech 3 Production is scary, but hopefully this page will make it less scary.

There are four distinct manufacturing stages:

  • React Polymers
  • Construct Components
  • Reverse Engineer Subsystems and Hull BPCs
  • Construct subsystems and hull

Smaller chains can be done in a Wormhole POS, but larger operations should be done in sov null for easier logistics.

See the following flowchart for an overview of the process:


Polymer Reactions

This step doesn't directly require skills, but you will need POS Management roles in your corp, as well as Anchoring II in order to online/offline reactors and silos.

Component Construction

  • Electromagnetic Physics II
  • Each subsystem component BPO needs one of the following:
    • Graviton Physics II
    • High Energy Physics II
    • Mechanical Engineering II
    • Plasma Physics II

Reverse Engineering

  • Sleeper Encryption Methods (4x) - Train to IV or V if you're serious about T3 production.

Then each ancient relic needs its own two skills - again a higher level increases your chance at successfully inventing a blueprint, so recommended at IV or V for effective profit-making. The Subsystem Technology skills themselves each require a specific science skill at IV.

Relic/Subsystem Primary Skill Secondary Skill
Weapon Subroutines/Offensive Subsystem Offensive Subsystem Technology I Plasma Physics IV
Armor Nanobot/Defensive Subsystem Defensive Subsystem Technology I Hydromagnetic Physics IV
Power Cores/Engineering Subsystem Engineering Subsystem Technology I Quantum Physics IV
Electromechanical Component/Electronic Subsystem Electronic Subsystem Technology I Electronic Engineering IV
Thruster Sections/Propulsion Subsystem Propulsion Subsystem Technology I Rocket Science IV
Hull Section/Strategic Hull Mechanical Engineering I Plasma Physics I

Subsystem/Hull Production

Construction of a subsystem requires the same two skills (not the Reverse Engineering skill) as needed to reverse engineer the ancient relic from which you found the BPC for this subsystem (see the previous section) plus three extra skills

  • Advanced Medium Ship Construction (5x) to IV
  • <Racial> Starship Engineering (5x) to IV
  • Jury Rigging (2x) to V

T3 hull construction requires:

  • Advanced Small Ship Construction (5x) to V - Used for Tactical Destroyers
  • Advanced Medium Ship Construction (5x) to V - Used for Strategic Cruisers
  • <Racial> Starship Engineering (5x) to V
  • Mechanical Engineering (5x) to IV

Production Steps

Polymer Reactions

Polymers are the product of reacting two fullerites together with a k-space mineral. The reactions are defined and can be completed much in the same way as moon reactions are, but with additional and unique silo variants. Fullerites are stored in “Biochemical Silo”, minerals in “Silo” and the final polymer product in “Hybrid Polymer Silo”. The prices vary, but are all fairly cheap. The reaction itself is housed in “Polymer Reactor Array” and the blueprints to be used are seeded on the NPC market. The ideal tower to do reactions on is on a Caldari Large, allowing for two full reactions to be completed. Some experimentation has been done on reacting in wormhole space, as it significantly cuts down on the m3 to export, but logistics in maintaining larger operations in wormhole space can become a limiting factor (fuel, mostly). It is recommended to run Polymer reactor POSs in safe, k-space areas (Sov4, etc).

POS/Reactor Setups

A large Caldari or Gallente POS can support two polymer reactors running, but Caldari is preferred for the extra CPU to fit defenses and other gear. A typical large tower setup can be:

  • Large Caldari Control Tower
    • (2) Silos
    • (2) Hybrid Polymer Silos
    • (4) Biochemical Silos
    • (2) Biochemical Reactors
    • (1) Corporate Hangar Array

Then your assortment of ECM, guns and other gear on the POS.

Anchoring Process

  1. Anchor (do not online) one Silo, two Biochemical Silos, one Polymer Reactor Array, and one Hybrid Polymer Silo.
  2. Place the Polymer Reaction you wish to use in the Reactor Array.
  3. Open the POS management using the Manage right-click option on the control tower, go to the Processes tab. You should see all your silos and reactor array, containing your chosen reaction.
  4. Click 'Change Type' on each of the Silos, and choose the correct material to be stored in each (the Hybrid Polymer Silo being the output silo).
  5. Drag and drop the output icon (right side) from each of the input silos onto the relevant input icons (left side) of the Polymer Reactor Array.
  6. Drag and drop the output icon from the Polymer Reactor array onto the input icon of the Hybrid Polymer Silo.
  7. Left side icons should change color to indicate successful linking. Press Apply.
  8. Place your materials into the input silos.
  9. Online everything, starting with the Reactor Array. You should see the text Online - Starting Up on the Reactor Array.

You should check back after an hour to make sure you have outputs showing up in the output silos.

Fullerite Reaction Materials

All gas should be prefixed with “Fullerite-”. Note that different reactions have different input and output quantities.

Gas 1 Gas 2 Mineral Output
C540 x100 C84 x100 Megacyte x80 C3-FTM Acid x100
C320 x100 C32 x100 Zydrine x30 Carbon-86 Epoxy Resin x160
C70 x100 C60 x100 Mexallon x600 Fullerene Intercalated Graphite x120
C60 x100 C50 x200 Tritanium x1000 Fulleroferrocene x1000
C32 x100 C28 x100 Nocxium x400 Graphene Nanoribbons x120
C84 x100 C70 x100 Nocxium x200 Lanthanum Metallofullerene x120
C72 x100 C70 x100 Isogen x300 Methanofullerene x160
C60 x100 C50 x300 Pyerite x800 PPD Fullerene Fibers x250
C72 x100 C28 x100 Zydrine x25 Scandium Metallofullerene x160

Construct Components

Kill sleepers in W-Space. Salvage their wrecks. Collect Ancient Salvage. Combine with polymers to make components. Not a lot to this part.

Can be produced in a Station/Outpost, Citadel/EC, or a POS (Component Assembly Array).

Reverse Engineering

You need the following materials from W-Space Relic sites:

  • Ancient Relics

Ancient Relics come in various flavors from best to worst - Intact > Malfunctioning > Wrecked. Better quality means more runs and higher success chance.

And the following from W-Space Data sites:

  • Subsystem Datacores
  • Data Interface
  • R.Db.s

And then you'll want some regular datacores.

T3 invention is mostly identical to normal T2 invention, making sure all your inputs are in the correct corporation hangar. It can also only be performed at an Experimental Lab anchored at a POS (or at a Caldari Research Outpost - a player-owned station in sovereign nullsec).

Subystem/Hull Production

Gather up the components from the previous step and make into subsystems, or add in some R.A.M. - Starship Tech to make the hull itself. This part is pretty straight forward and follows the same process as normal manufacturing (except where you can install the jobs).

Subsystem construction can only be performed at a Subsystem Assembly Array anchored at a POS (or at an Amarr Factory Outpost - a player-owned station in sovereign nullsec). There is a popular misconception that T3 hull construction is also done at the subsystem construction array and cannot be done at an Advanced Ship Assembly Array, despite the name suggesting otherwise. This however was fixed a while back by CCP and T3 hulls can now only be produced at Advanced Medium Ship Assembly Arrays for cruisers and Advanced Small Ship Assembly Array for destroyers.

eve/industry/manufacturing/t3.txt · Last modified: 2022/07/14 07:20 by Fof