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Manufacturing: Difference between revisions

From EVE University Wiki
Salartarium (talk | contribs)
m proofreading
m Added a note to make sure that people don't run into the same issue with skill requirements I did as a newbie, where the job won't start and the industry screen doesn't tell you why it won't start.
 
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{{Cleanup|Colours for Light Mode}}
{{Industry Links}}
{{Industry Links}}
In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and the supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox.
In the EVE universe, the vast majority of items are manufactured by player characters and traded in a relatively free way in the marketplace. Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be (and is) manipulated, and the supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers. Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox.
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* {{sk|Industry|mult=yes}} - 4% reduction in manufacturing time per skill level.<br>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).
* {{sk|Industry|mult=yes}} - 4% reduction in manufacturing time per skill level.<br>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).
* {{sk|Advanced Industry|mult=yes}} - 3% reduction in all manufacturing & research time per skill level.<br>This skill adds not only a fairly substantial further time reduction in manufacturing but also a time reduction in all [[research]] and [[invention]] jobs. Whilst less noticeable when building small items individually, these time-savers add up when doing multiple runs and building large ships.
* {{sk|Advanced Industry|mult=yes}} - 3% reduction in all manufacturing & research time per skill level.<br>This skill adds not only a fairly substantial further time reduction in manufacturing but also a time reduction in all [[research]] and [[invention]] jobs. Whilst less noticeable when building small items individually, these time-savers add up when doing multiple runs and building large ships.
* N.B When manufacturing an item you will want to consider that the items themselves can require prerequisite skills in order to make it in the first place, not just to fit it. So if the START button is still greyed out then check the item blueprint's skill requirement to find out why the manufacturing job won't run.


Increase the number of concurrent jobs:
Increase the number of concurrent jobs:
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You will also need to pay taxes. The taxes are based on the Estimated item value. The tax is composed of the following elements:
You will also need to pay taxes. The taxes are based on the Estimated item value. The tax is composed of the following elements:
; Facility tax : Fixed at 0.25% for NPC stations. Set by the owner for player structures.
; Facility tax : Fixed at 0.25% for NPC stations. Set by the owner for player structures.
; SCC surcharge : Fixed at 1.5% <ref>Increase from 0.25% to 0.75% [https://www.eveonline.com/news/view/patch-notes-version-21-05 Patch notes: Version 21.05 Release 2023-07-06.1]</ref><ref>Increase from 0.75% to 1.5% [https://www.eveonline.com/news/view/patch-notes-version-21-05-2 Patch notes: Version 21.05 Release 2023-09-12.1]</ref>
; SCC surcharge : Fixed at 4% <ref>Increase from 0.25% to 0.75% [https://www.eveonline.com/news/view/patch-notes-version-21-05 Patch notes: Version 21.05 Release 2023-07-06.1]</ref><ref>Increase from 0.75% to 1.5% [https://www.eveonline.com/news/view/patch-notes-version-21-05-2 Patch notes: Version 21.05 Release 2023-09-12.1]</ref><ref>Increase from 1.5% to 4% [https://www.eveonline.com/news/view/patch-notes-version-21-06 Patch notes: Version 21.06 Release 2024-02-01.1]</ref>
; Alpha clone tax : Only applicable to [[Alpha clone]]s, set to 0.25%
; Alpha clone tax : Only applicable to [[Alpha clone]]s, set to 0.25%


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The main difference between tech 2 and tech 1 manufacturing is the increased skill requirement, and the many more different types of input materials required. Not all Tech 2 manufacturers will have all these skills, some may specialize in (for example) constructing only Minmatar ships, and thus have only those skills.  Most of these skills are the same as those required for invention. Different blueprints require these skills at different levels, but in general: the larger the ship or item, the higher skill level will be required. Most of these skills also give a 1% time efficiency bonus per level.
The main difference between tech 2 and tech 1 manufacturing is the increased skill requirement, and the many more different types of input materials required. Not all Tech 2 manufacturers will have all these skills, some may specialize in (for example) constructing only Minmatar ships, and thus have only those skills.  Most of these skills are the same as those required for invention. Different blueprints require these skills at different levels, but in general: the larger the ship or item, the higher skill level will be required. Most of these skills also give a 1% time efficiency bonus per level.


* {{sk|Advanced Industrial Ship Construction|mult=yes}}
* {{sk|Mechanical Engineering|mult=yes}}
* {{sk|Advanced Large Ship Construction|mult=yes}}
: Required to build Tech 2 ships of any size & race.
* {{sk|Advanced Medium Ship Construction|mult=yes}}
* {{sk|Advanced Small Ship Construction|mult=yes}}
: Required to build Tech 2 ships of the relevant size. These skills are not required for invention, only construction.


* {{sk|Amarr Starship Engineering|mult=yes}}
* {{sk|Amarr Starship Engineering|mult=yes}}
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: Required to build Tech 2 ships of the relevant race.
: Required to build Tech 2 ships of the relevant race.


* {{sk|Mechanical Engineering|mult=yes}}
* {{sk|Advanced Small Ship Construction|mult=yes}}
: Required to build Tech 2 ships of any size & race.
* {{sk|Advanced Medium Ship Construction|mult=yes}}
* {{sk|Advanced Large Ship Construction|mult=yes}}
* {{sk|Advanced Industrial Ship Construction|mult=yes}}
: Required to build Tech 2 ships of the relevant size. These skills are not required for invention, only construction.


* {{sk|Electromagnetic Physics|mult=yes}}
* {{sk|Electromagnetic Physics|mult=yes}}