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eve:industry:start

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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 vitally important to the EVE economy and activity, as without industrial-minded players building the ships and modules and ammunition required for PvE and PvP combat, combat-minded players could not function. Virtually none of these items are seeded on the market; almost everything in EVE is player-built (you can identify NPC sell orders on the market by their >300 day duration).

This page shows you a general introduction to each aspect of industry. Equations for spreadsheets/programs are at the bottom. For further details on mining, manufacturing, research, invention, and other aspects of industry, see the links at the bottom.

TLDR

If you don't care about the nitty gritty details and just want to go out and mine your own ore and build your own ships, you just need the following:

  • Industry I
  • Some minerals (either buying them or mining the ore and reprocessing it yourself)
  • Some blueprints (either copies or your own BPOs)

Open the industry window, click on the blueprint you want to produce, click on the Manufacturing icon (far left), then click “Start”. Congrats, in a little while the job will be ready for you to deliver and you'll have officially produced something. Probably at a loss.

The Starter Agent mission called “Making Mountains out of Molehills” is a great introduction to basic manufacturing.

Skills

Basic Skills

The following skills are useful or required for T1 production, and are found in the Production skill category. Most or all of these will be needed for T2/T3 production as well.

  • Industry (1x) - 4% reduction in manufacturing time per skill level.
    • At least level 1 is required to use most blueprints, and level 3 is required for further manufacturing skills. The speed bonus increases the rate at which you can produce items (and therefore, produce profit) and reduces installation costs slightly.
  • Advanced Industry (3x) - 3% reduction in all manufacturing & research time per skill level.
    • Recently updated, this skill now adds not only a fairly substantial further time reduction in manufacturing, but also a time reduction in all research and invention. Whilst less noticeable when building small items individually, these time-savers really add up when doing multiple runs and building large ships. Required for Capital Ship Construction.

Increase number of concurrent jobs:

  • Mass Production (2x) - Allows 1 additional manufacturing job per level.
    • By default, all characters can run 1 manufacturing job at a time. Training this skill lets you run additional jobs simultaneously from 2 jobs at I up to 6 jobs at V. Any industrialist who wants to create things will need to train this to IV or V fairly early in their plans.
  • Advanced Mass Production (8x) - Allows 1 additional manufacturing job per level.
    • Once you train Mass Production to V, you can then train Advanced Mass Production, for a further increase in concurrent jobs. Having this skill at IV gives you 10 manufacturing lines (1 + 5 + 4), which is enough for most people. Training to V takes around 28 days, making it only of interest to dedicated manufacturing characters.
  • Laboratory Operation (1x) - Allows 1 additional research job per level.
    • Similar to Mass Production, but for research slots. This should be at V if you plan to do T2 invention.
  • Advanced Laboratory Operation (8x) - Allows 1 additional job per level.
    • Train this to at least III for T2 production. IV would be preferred.

Allow remote management of jobs:

  • Supply Chain Management (3x) - Proficiency at starting manufacturing jobs remotely.
    • Without training this skill, you can start jobs anywhere in the current system. Each level in this skill gives you the ability to start manufacturing jobs an extra 5 jumps away, to the maximum of 25 jumps at level V (this may include other regions).
    • This skill is more of a convenience skill than a must-have for a budding industrialist - allowing you to manage your production lines for a distance. If you invest in this skill, training to level III or maybe level IV would offer the most return on time investment. Note that you still have to haul the materials and blueprint to the relevant station.
  • Scientific Networking (3x) - Proficiency at starting research jobs remotely.
    • Same as Supply Chain Management, but regarding research jobs. Train to at least III to make inter-region management easier. IV would be best for flexibility.

Niche Production Skills

Booster Production

  • Drug Manufacturing (2x) - Level V is required to make Strong boosters

Capital Production

  • Capital Ship Construction (14x) - Requires Mechanics V, Industry V, Advanced Industry V

Market Skills

  • Trade (1x) / Retail (2x) / Wholesale (4x) - Increases number of available market orders.
    • Buy and Sell orders will most often be the main way of acquiring materials and selling manufactured products, and increasing the number of available orders beyond the base 5 will help greatly.
  • Marketing (3x) / Procurement (3x) / Daytrading (1x) - Allows remote management of market orders.
    • These skills will allow you to manipulate market orders without being present in the relevant station.
  • Connections (3x) / Broker Relations (2x) / Accounting (3x) - Reduces NPC taxes and brokers fees
    • These skills will reduce some extra costs from installation and market orders, increasing profit margins.

Manufacturing / Research Locations

You can produce items in the following locations:

  • Station / Outpost
  • Player Owned Starbase (POS)
  • Citadel / Engineering Complex

Note that when creating things in POS and ECs, you may require special rigs or modules to make different kinds of things (ships, modules, etc).

Blueprints Q&A

Are Blueprint Originals seeded on the market by NPCs?

All tech 1 items have BPOs sold in NPC stations in empire. Some BPOs are racial and you have to go to that area of space to get them, just like skillbooks. For example, projectile gun BPOs and projectile ammo BPOs are only available in Minmatar space. Sometimes you can get them elsewhere, but those are BPOs that are being resold by players—often at hilarious markups.

Tech 2 BPOs used to be seeded via a laughably rigged lottery system, but now are no longer being introduced into the game. You can still buy them if you have tens or hundreds of billions lying around.

About how much do BPOs for differently sized items cost?

BPO prices cost more as the item in question gets bigger. Small ammo is cheaper than big ammo is cheaper than modules is cheaper than ships. Frigate module BPOs cost less than battleship module BPOs, and frigate BPOs cost less than BPOs for larger ships.

Most T1 BPOs are cheap, and producing from them is easy. The most expensive ammo modules will run to 1m isk, excepting for torpedo and cruise missiles. Frigate ammo BPOs are cheap and quick to produce and research from. The same goes for small and medium drones. Most simple modules are also 100k or so. Guns can be expensive, battleship stuff is usually expensive.

Many blueprints can be found on this website, with the BPO cost in the bottom left corner. Note that this site has not been updated since May 2015, so make sure to double check pricing in game.

Is it worth buying BPOs instead of BPCs if you are a production character?

BPCs are usually only available for expensive goods, like ships or T2 products, otherwise people just use the BPO. Max-run (1500 runs) BPCs for battleship ammo and drones are often on the market, because lots of people like producing that stuff for themselves or their corps. Ditto with cruisers, frigates, destroyers, battleships, industrials. All the popular ships have fairly common BPCs up on contracts. There is also a blueprints channel that you can sit in and paste in your request every couple of hours until someone comes along who sells BPCs there are still quite a few people out there who make BPCs to order. Most are on contract in Jita.

What kind of inefficiency would you be looking at in terms of ISK and in terms of minerals?

As of the Ascension expansion, the maximum refining rate you can get is 87.52% (with max skills, a +4% implant, in a citadel with a T2 refining rig). Material efficiency is only really an issue if you're making ships bigger than battlecruisers. So, if you have a bunch of minerals sitting around, you could sell them for, say, 4mil ISK. Or you could add value in the form of creating a Thorax from those minerals and sell that for 8mil. Who cares about inefficiency with the market bolstering your value like that?

How much should I research a BPO?

Each level of ME research gives you an additional 1% material savings and each level of TE gives you an additional 2% time savings. For most BPOs, such as ammo, drones, and modules, you will want to max research to 10/20 to maximize your ISK/hour. However, for larger ships, you will want to calculate the ME breakpoints for that item. For example, if you look at the blueprint for the Nidhoggur, you will notice that researching ME1 from ME0 does not actually yield you any material savings, while going up to ME2 saves 1 Drone Bay. You should use a spreadsheet to calculate the total savings for researching a blueprint and figure out what the break-even point is for material savings vs research cost and your time. For many ships, this will be around ME7 or ME8, with TE as high as you're willing to pay for it (however, note that TE often does not reflect a large increase in ISK/hour for large ships that are running for multiple days or more).

The equation for calculating material usage can be found at the bottom of the page.

How much more expensive are researched BPOs than unresearched ones?

Or, would it be worthwhile to buy a BPO from an NPC, research it, and sell it in a different region?

You can sell researched BPOs, but not on the market. As a relatively new player, you can't possibly fathom how much time other people have spent researching BPOs—all it takes is time. So that's a tough market. Hang out in the Trade > Blueprints channel (channels button, it's one of the existing ones you select from that list) if that interests you. There's a healthy market in researched ship BPOs and generally they're not that expensive. In fact some BPOs are cheaper researched than from NPCs because people are trying to offload them quickly. If you want a researched module BPO you'll have to ask around and hope you get lucky. Research on everything but ships is pretty quick though.

Profits Q&A

How profitable is making stuff in empire?

It's a lot of work for what you get. You can run a casual production business on the side and make a bit, but not much. Most producers do it as their whole job and it takes quite a bit of capital to do. I DO however recommend running a production business on the side that is related to what you do. Run missions? Put up buy orders for mission loot you know is undervalued. Sell ammo that you know is used in missions. Put up sell orders for items you know your agent demands. Put up buy orders for items you know your loyalty point store offers. If you really like to PvP in a ship and you find that it's constantly out of stock or overpriced then build some just for shits.

In general is it the bigger the module/ship the bigger the profit margin?

Not at all. More popular items have bigger profit margins because they tend to run out in the hubs which keeps the price less sticky up (you clear the market every once in a while and you can cheat downward pressure on prices). Build things that are used commonly in missions and PvP. Don't trust the fittings on the eve-o forums, trust the fittings you know are used by you and other TEST people. Your best source of evidence on what to build comes from what you wish was more available on the market.

Ships are often sold nearly at cost in empire, but the popular ones are still the best source of raw profit. You will need Advanced Industry V, good trade skills, and good standings to make it worth building ships to sell in empire. Also consider the System Cost Index when finding a place to build in empire. In TEST space (Vale of the Silent), minerals are fairly easy to come by, either by buying locally from miners, or by importing compressed ore.

It can be good to avoid really cheap modules because with a lot of the popular cheap stuff guys will run massive piles and dump that inventory on the market all at once.

T2 modules are always in high demand. Everybody needs Damage Control IIs, and things like Heat Sink IIs or guns often get purchased in larger stacks than other modules.

Are there certain items that are usually more profitable than others?

Generally stuff that is harder to build has higher margins. That includes items with long build times, items that use a lot of Megacyte/Zydrine relative to other stuff (in part also because people don't realize that by placing buy orders early in the week and babysitting them to keep them competitive you can get much lower cost zyd/mega), and items that use a lot of Isogen because that's usually a bitch to buy.

As far as T2 modules go, your margin depends chiefly on your supply chain. If you have a good source of a particular T2 part, that can boost your profits nicely. If you have perfect invention skills, that also will help. If you can spot a “natural market” and seed it before other people catch on, that can allow you to have much higher prices.

How much game time does "full time" production take? How much out of game time/effort?

A lot. Buying minerals for full scale battleship production is a full time job, I only recommend it if you can keep an eye on eve while at work. Mineral orders need to be babysat and constantly updated to keep them competitive otherwise they aren't sold to. Sell orders also need a lot of attention sometimes. Building stuff in 0.0 markets or building stuff you know to be neglected by the market in a mission-running hub are easy though. There is a middle ground, but you'll tie up more capital placing orders you don't babysit. For guys like Halliburton it's all about inventory turnover. Build a Raven, sell a Raven, use that ISK to buy minerals, use those minerals to build a Raven. Rinse. Repeat. If you can do that 3 times a week you're making 3 times as much profit as if you only do it 1 time a week, using the exact same amount of capital.

There are still some items you can make in Nullsec for a profit by buying and importing compressed Highsec ore and refining it. You will need very good refine skills for this.

How do Scientific Networking and Supply Chain Management Work?

The skills Scientific Networking and Supply Chain Management allow you to remotely start research and production jobs. However, everything for the research or production job must be in the same place. You cannot have a Blueprint in another system and minerals in another and start a production job where the minerals are. The same goes for invention and other research.

The one exception is that you can have a Blueprint in a corp hanger and still be able to remotely start a production job in a POS as long as the minerals are in the POS.

How does System Cost Index affect profits?

When you install any industrial job - manufacturing or science - you need to pay an installation cost. This installation cost is calculated per system, and is dynamic, being based on how many other people have been using that system for manufacturing over the last 28 days (measured in job-hours, not # of jobs or # of people).

The system cost index is calculated by the number of system-job-hours, divided by total-universe-job-hours, and then square rooted for better numbers. This value (measured as a percentage, generally in the 0.01% to 5% range) is then multiplied by the job base value, which is:

  • Manufacturing: actual estimated value of the input materials
  • Research / Copying: 2% of the estimated value of the input materials required for manufacturing from the BPO
  • Invention: 2% of the estimated value of the input materials required for manufacturing from the BPC(s) you are hoping to get out of the job.

NPC stations have a 10% tax on top of this final value.

You can find out the system cost index for nearby systems by using the Facilities tab of the Industry window. Each activity at a certain facility will have a red bar at the bottom of the icon, indicating relatively how expensive it is to install a job there. Mouseover will show you what can be built there, and a more detailed indication of the system cost index (see image to right).

You can also find system indexes by using this CREST endpoint.

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.

eve/industry/start.1486833982.txt.gz · Last modified: 2017/02/11 17:26 by conscript