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eve:industry:start [2016/11/23 21:09] bardoforlais Updating links. |
eve:industry:start [2017/02/11 17:26] conscript [Equations / Math] |
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===== Industry ===== | ===== Industry ===== | ||
+ | |||
+ | ---- | ||
Industry is a catch-all term for all the industrial activities within EVE: mining, manufacturing, researching, invention, reprocessing, and - relevant only to T3 ship construction - reverse engineering. | Industry is a catch-all term for all the industrial activities within EVE: mining, manufacturing, researching, invention, reprocessing, and - relevant only to T3 ship construction - reverse engineering. | ||
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=== Niche Production Skills === | === Niche Production Skills === | ||
- | * [[training:t2_production#skills|T2 Production Specific Skills]] | + | * [[eve:industry:manufacturing:t2#skills|T2 Production Specific Skills]] |
- | * [[training:t3_production|T3 Production Specific Skills]] | + | * [[eve:industry:manufacturing:t3#skills|T3 Production Specific Skills]] |
=== Booster Production === | === Booster Production === | ||
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Choosing a system with a low system cost index is important, but it must be weighed against the possible impact of having to move your materials and/or products to market. Picking a very low cost system at some distance from the market hubs may seem attractive at first glance, but your transport costs for that further distance will be increased instead. | Choosing a system with a low system cost index is important, but it must be weighed against the possible impact of having to move your materials and/or products to market. Picking a very low cost system at some distance from the market hubs may seem attractive at first glance, but your transport costs for that further distance will be increased instead. | ||
- | ==== Equations / Math ==== | ||
- | Updated Nov 23, 2016. | ||
- | |||
- | === Material Requirements === | ||
- | |||
- | required = max(runs,ceil(round(runs ∗ baseQuantity ∗ materialModifier, 2)) | ||
- | |||
- | materialModifier is a product of the ME modifier (1.0 to 0.90 or 0% to 10% reduction) and the facility modifier (1.05 for Rapid Assembly Arrays, 1.0 for NPC Station, 0.98 for most POS arrays etc). | ||
- | |||
- | === Production Time === | ||
- | |||
- | Note that maximum number of runs for a BPC is however many you can complete within 30 days. | ||
- | |||
- | productionTime = baseProductionTime * timeModifier * skillModifier * runs | ||
- | |||
- | timeModifier is a product of the TE modifier (1.0 to 0.90 or 0% to 10% reduction), the facility modifier (1.0 for NPC Station, 0.75 for most POS arrays etc), related industry skills, and implant modifiers. | ||
- | |||
- | Each level of a required science skill reduces the production time by 1% such that: | ||
- | |||
- | skillModifier = product([1 - 0.01 * Level(k)]) | ||
- | |||
- | === Reprocessing Ore/Ice === | ||
- | |||
- | rate = facilityModifier * (1 + (0.03 * ReprocessingLevel)) * (1 + (0.02 * ReprocessingEfficiencyLevel)) * (1 + (0.02 * OreProcessingSkill)) * implantModifier * (1 - stationTax) | ||
- | |||
- | The facilityModifier is 0.5 for most NPC stations, 0.52 for Reprocessing Arrays in Highsec, 0.54 for Reprocessing Arrays in Lowsec/Nullsec, 0.50 to 0.60 in nullsec Outposts, and 0.50 to 60.48 in citadels (requires verification). | ||
- | |||
- | === Reprocessing Everything Else === | ||
- | |||
- | rate = facilityModifier * (1 + 0.02 * ScrapMetalProcessingLevel) * (1 - StationTax) | ||
- | The facilityModifier is 0.5 for most NPC stations and nullsec outposts. There are no anchorable arrays for this. | ||
- | |||
- | === NPC Station Tax for Reprocessing === | ||
- | |||
- | stationTax = 5.0% - (0.75% * CorporationStanding) | ||
- | |||
- | === Invention === | ||
- | |||
- | Invention Chance | ||
- | inventionChance = baseChance * skillModifier * decryptorModifier | ||
- | |||
- | skillModifier = 1 + EncryptionLevel/40 + (datacore1Level + datacore2Level)/30 | ||
- | |||
- | Invention Time | ||
- | inventionTime = baseInventionTime * facilityModifier * (1 - 0.03 * AdvancedIndustryLevel) | ||
- | |||
- | Invention Fees | ||
- | jobFee = baseJobCost * systemCostIndex * 0.02 * runs | ||
- | The baseJobCost is that of the output blueprint. | ||
- | |||
- | Base Invention Chances | ||
- | ^ Chance of Success ^ Blueprints ^ | ||
- | | 18% | Freighter | | ||
- | | 22% | Battleship, Wrecked Ancient Relic | | ||
- | | 26% | Battlecruiser, Cruiser, Mining Barge, Industrial | | ||
- | | 30% | Destroyer, Frigate, Malfunctioning Ancient Relic | | ||
- | | 34% | Modules, Rigs, Ammunition, Intact Ancient Relic | | ||
- | | 100% | Perpetual Motion Unit | | ||
- | |||
- | === Job Installation Fee === | ||
- | |||
- | jobFee = baseJobCost * systemCostIndex * runs | ||
- | |||
- | The [[https://crest-tq.eveonline.com/industry/systems/|baseJobCost]] and [[https://crest-tq.eveonline.com/industry/systems/|systemCostIndex]] can be found on CREST. | ||
- | |||
- | baseJobCost = sum([baseQuantity * adjustedPrice]) | ||
- | |||
- | === Taxes === | ||
- | |||
- | facilityTax = jobFee * taxRate/100 | ||
- | |||
- | totalInstallationCost = jobFee + facilityTax | ||
- | |||
- | The tax rate for NPC stations is set at 10%. Outpost tax rates can be found in the industry tab. | ||
- | ==== Types of Industry ==== | + | ==== Industry Wiki Links ==== |
- | * [[eve:industry:t1_production]]\\ | + | * [[eve:industry:start|This page]] |
- | * [[training:t2_production]]\\ | + | * [[eve:industry:manufacturing:start|Manufacturing Start]] |
- | * [[training:t3_production]]\\ | + | * [[eve:industry:manufacturing:t1|T1 Manufacturing]] |
- | * Misc Production | + | * [[eve:industry:manufacturing:t2|T2 Manufacturing]] |
- | * [[training:planetary_interaction]]\\ | + | * [[eve:industry:manufacturing:t3|T3 Manufacturing]] |
- | * [[training:rig_production]]\\ | + | * [[eve:industry:manufacturing:boosters|Combat Booster Manufacturing]] |
- | * [[training:boosters]]\\ | + | * [[eve:industry:manufacturing:capitals|Capital Ship Manufacturing]] |
- | * [[training:alchemy]]\\ | + | * [[eve:industry:manufacturing:rigs|Rig Manufacturing]] |
- | * [[training:capital_ships]]\\ | + | * [[eve:industry:mining:start|Mining Start]] |
+ | * [[eve:industry:mining:ore_mining|Asteroid Mining]] | ||
+ | * [[eve:industry:mining:ice_mining|Ice Mining]] | ||
+ | * [[eve:industry:mining:mining_ops|Mining Ops]] | ||
+ | * [[eve:industry:mining:ore_security_class|Ore Security Classes]] | ||
+ | * [[eve:industry:planetary_interaction:start|Planetary Interaction (PI) Start]] | ||
+ | * [[eve:industry:planetary_interaction:base_havers_p4_factories]] | ||
+ | * [[eve:industry:planetary_interaction:base_havers_pi_guide]] | ||
+ | * [[eve:industry:planetary_interaction:planetary_interaction_resources]] | ||
+ | * [[eve:industry:planetary_interaction:p4guide]] | ||
+ | * [[eve:industry:planetary_interaction:planetary_interaction_buildings]] | ||
+ | * [[eve:industry:planetary_interaction:planetary_interaction_scanning]] | ||
+ | * [[eve:industry:building_pos_station_sov_structures]] | ||
+ | * [[eve:industry:mining:moon_mining:moon_surveying]] | ||
+ | * [[eve:industry:mining:moon_mining]] | ||
+ | * [[eve:industry:industry_assets]] | ||
+ | * [[eve:industry:mining:refining]] | ||