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eve:industry:start [2016/11/23 23:55]
ionfury [Industry Wiki 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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 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. 
  
 ==== Industry Wiki Links ==== ==== Industry Wiki Links ====
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     * [[eve:​industry:​planetary_interaction:​base_havers_p4_factories]]     * [[eve:​industry:​planetary_interaction:​base_havers_p4_factories]]
     * [[eve:​industry:​planetary_interaction:​base_havers_pi_guide]]     * [[eve:​industry:​planetary_interaction:​base_havers_pi_guide]]
-    * [[eve:​industry:​planetary_interaction:​industrial_facilities_and_output]]+    * [[eve:​industry:​planetary_interaction:​planetary_interaction_resources]]
     * [[eve:​industry:​planetary_interaction:​p4guide]]     * [[eve:​industry:​planetary_interaction:​p4guide]]
     * [[eve:​industry:​planetary_interaction:​planetary_interaction_buildings]]     * [[eve:​industry:​planetary_interaction:​planetary_interaction_buildings]]
     * [[eve:​industry:​planetary_interaction:​planetary_interaction_scanning]]     * [[eve:​industry:​planetary_interaction:​planetary_interaction_scanning]]
-    * [[eve:​industry:​planetary_interaction:​planetary_interaction_walkthrough]] 
   * [[eve:​industry:​building_pos_station_sov_structures]]   * [[eve:​industry:​building_pos_station_sov_structures]]
-  * [[eve:​industry:​moon_scanning_guide]]+  * [[eve:​industry:​mining:​moon_mining:​moon_surveying]]
   * [[eve:​industry:​mining:​moon_mining]]   * [[eve:​industry:​mining:​moon_mining]]
   * [[eve:​industry:​industry_assets]]   * [[eve:​industry:​industry_assets]]
-  * [[eve:​industry:​refining]]+  * [[eve:​industry:mining:refining]]
  
  
eve/industry/start.txt · Last modified: 2021/09/22 18:19 by 12321Yyh