Introduction to Tech 2 Production

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This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

This class combines parts of multiple other classes. Students are expected to know some basic topics. Some advanced topics will be introduced during the class, just enough to fully plan for and get started in Tech-2 production. (Presenting all topics in detail would take 12+ hrs!)

This class is best taught by a dynamic example, i.e. let the students choose an item with the guidance of an instructor and then use that selection as a basis for the rest of the class. Do all of the research, calculations, planning, and estimate execution cost and time as if the student had chosen exactly that item as a first-time T2 Production goal. Do the same for a POS type and location.

General Information

Illustration link for class description on the Eve University forum: xlt3.jpg


  • Duration: 2.5 hours.
  • Location: Any, lecture only.

Class contents:

  • Introduction
  • Planning and Preparation
  • Iteration: Work and Maintenance
  • Q&A

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up:
  • Access to the Class.E-UNI in-game chat channel

Additional information: None.

Notes for the Teacher

Required materials: None.

Additional Notes for the Instructor:

  • Requires: Experience, experience, experience. This kind of content is best delivered through real-world examples. Students will constantly ask for practical information, requirements, and numbers that will vary with the market and when chosing different items for production.
  • Let the students select an item as an example, and run through the entire class using that item as an example for every step. Guide them during selection to find a profitable item that is still very simple for a first-time T2 producer.
  • Take the time to get current, real-world numbers (especially isk and time) to present to the students, for both materials and the final product(s).
  • Doing all of this can easily require at least 2.5 hrs or more of time.

Class Contents


  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Questions should be typed in the Class.E-UNI chat channel.
  • There is no hands-on or "practical" portion to this class, only a lecture.


  • This class combines parts of multiple other classes.
  • Student is expected to know some basic topics.
    • T1 Production
    • Trading
    • Optional: Ore Mining, Ice Mining, Research (Efficiency)
  • Student will be introduced to some advanced topics.
    • POS Setup
    • Copying
    • Invention
    • T2 Production

Planning and Preparation

Research and Selection

  • Pick one or a few things that you believe will be a "good item" to make and sell.
    • Start simple: modules or ammo. Expand later.
    • Measurable metrics: high profit, high volume.
    • Insight: high demand.
  • Take note of required skills and materials.
    • View the T1 blueprint for Invention requirements.
    • View the T2 blueprint for Production requirements.
      • (Now is the best time to have the students suggest candidate items. Guide them and explain why their suggestions may or may not be desirable for a first-time T2 Producer. Help them decide on one single item to use as an example for the remainder of the class.)

Skill Training

  • Research
    • Laboratory Operation, Advanced Laboratory Operation
    • Invention: defined by T1 blueprint: 2x science rec. high level, 1x encryption rec. high level
  • Production
    • Perfect production efficiency.
    • Production: defined by T2 blueprint: 2x science to medium level
    • Optional: Mining skills, perfect refining efficiency
  • POS setup
    • Anchoring 3
    • Optional: Planetary Industry for fuels, Ice Mining for fuels

POS Setup

  • Tower Type and Size
    • Amarr: 2x bonus to lasers and +50% silo capacity
      • Large: 5500Tf CPU, 5MMW PG; Medium: 2750Tf CPU, 2.5MMW PG; Small: 1375Tf CPU, 1.25MMW PG
    • Caldari: 2x bonus to missiles and ECM cycles
      • Large: 7500Tf CPU, 2.75MMW PG; Medium: 3750Tf CPU, 1.375MMW PG; Small: 1875Tf CPU, 687.5KMW PG
    • Gallente: 1x bonus to hybids and +100% silo capacity
      • Large: 6750Tf CPU, 3.75MMW PG; Medium: 3375Tf CPU, 1.875MMW PG; Small: 1688Tf CUP, 937.5KMW PG
    • Minmatar: 3x bonus to projectiles
      • Large: 6000Tf CPU, 4.375MMW PG; Medium: 3000Tf CPU, 2.19MMW PG; Small: 1500Tf, 1.094MMW PG
    • Faction towers: less fuel requirements, but do the cost efficiency math!
    • Isotope fuel is specific to tower faction
  • Location
    • Lowsec: No standing requirement, better PI opportunities, more risky (defenses strongly recommended)
    • Hisec: Standing required, charters for fuel, defenses optional
  • Standing Requirements in Hisec
    • 10x system security level with the owning faction
  • Modules
    • Required: Laboratories (research tasks)
    • May also want: Manufacturing arrays, storage, batteries and defenses
  • Fuels
    • Types
      • Planetary Industry: Oxygen, Coolant, Enriched Uranium, Mechanical Parts, Robotics
      • Ice: Isotopes, Heavy Water, Liquid Ozone, Strontium Clathrates
    • Amounts
      • Based on CPU usage: Heavy Water
      • Based on PG usage: Liquid Ozone
      • Flat amount: all the rest
      • One popular site:
        • (Present example values for a student-chosen large POS tower at ~80% CPU/PG load. It may take too long to step through each and every module type that they may want to add.)
        • (Briefly review possible differences if they had chosen something other than they did, e.g. lowsec vs hisec.)

Iteration: Work and Maintenance

  • Copying (research)
    • With modules and ammo, usually 4-6 day cycles.
  • Inventing (research)
    • With modules and ammo, usually 60-75 min cycles.
    • Random chance of success based upon skills.
    • Defaults of ME -4, PE -4, Runs 10 (Ship Runs 1) unless Decryptors are used
      • (Decryptors are an advanced topic; maybe give a brief description but suggest attending the Invention 102 Class for details.)
  • Purchasing (trading)
    • Mostly optional, may wish to mine and/or PiBear for your own minerals and materials.
    • Starting off, just purchase the materials made from moon mining.
      • (Present example total prices for materials for 10 of the example item.)
  • Manufacturing (production)
    • With modules and ammo, cycles vary widely. (4 hrs, 14 hrs, 3 days are common timeframes)
    • Usually limited by the number of manufacturing slots.
      • (Present example total production time with default blueprint for example item.)
  • Selling (trading)
    • Sell Orders for maximum profit, Buy Orders for minimum hassle.
  • Throughput and Bottlenecks
    • Strongly dependent upon your game playtime and login frequency.
      • (Present throughput and bottleneck examples expected when logging in every invention-cycle vs. twice per day vs. just a few times per week.)

Questions & Answers

  • May need to force Q&A to be short if many questions were asked/addressed during the lecture, which is extremely likely.