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Creating an Alt Hauler: Difference between revisions

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{{related class|Hauling 101}}
{{main|Alternate characters}}{{Skillplan Navbar}}
'''''Stuck in station, unable to purchase the items you need?''''' <br> '''''Looking at hauling as a means to running trade routes?'''''
A hauler alt is a character trained specifically for hauling. There are many reasons to create such an alt, but it primarily stems from a need to move things to and from places on your own timetable.


Note: EvE University members can create an alt shopper. No training required.  Just sit the Out-Of-Corp alt in Jita and use the E-UNI shipping services to deliver to the campus of your choice.  Buy with the alt, contract goods to your E-UNI main, and then contract to the shipping service.
This guide is designed to train an alt into [[Deep Space Transport]] and [[Blockade Runner]]. This is sufficient for most personal haulers, but if needed you can train an alt into a [[Freighter]], [[Bowhead]], and [[Jump Freighter]]. The guide is segmented to allow you to pick and choose which ship types you wish to train your alt into based on your needs. Hauling is generally a skill that requires {{clonestate|Omega}} and this guide assumes that your hauler alt is either on its own Omega account or that you are using [[Multiple Character Training]].


Hauling can be a great way to earn ISK doing [[Using EVE-Central to haul profitably|profitable trade runs]]. By reading this guide, you will learn how to create the quickest, most efficient hauler. This guide can be considered a current, text version of the [[Eve University Class Library#Hauling|Alt Hauling 101]] audio class.  
You will want to use the appropriate skill plan for the empire faction you're training into: Armor-tanked support skill for Gallente/Amarr and Shield-tanked support skill for Minmatar/Caldari.


Our goal is to be able to haul the greatest volume of cargo (measured in m<sup>3</sup>) in the least amount of training time from a new character's perspective. This guide shows you some basic skill training plans that you can customize using a program such as [[EVEMon]].  
== Why use a hauler alt? ==
Training into a hauler can be a long train, especially if training into Jump Freighters. Training one character to do hauling as well as a variety of other activities takes significantly longer and delays being able to either well. Specialization with multiple characters means that you can do both well when training into the desired skills is completed. Additionally, training a hauler alt on a separate account means that you can haul your cargo while doing something else as opposed to choosing between two activities. A hauler alt is also useful because they can be put in a player-owned alt corp such as the [[EVE_University_Hall_of_Residence|Hall of Residence]] without much concern for things like [[Corporation_diplomacy#Wars|hisec wars]]. Without a hauler alt, hisec wars can mean losing cargo to war targets who camp trade hubs and have a proficiency in destroying anything that undocks from the main hub stations.  


''Note: You cannot train the skills for any of the Industrial ships on Trial accounts.''
When hauling with a Jump Freighter, it becomes almost entirely necessary to have an alt that can haul while another alt lights an [[Jump_drives#Industrial_Cynosural_Fields|industrial cyno]] at a waypoint to allow the Jump Freighter to get where it's going.  


== Hauler Table  ==
===Training multiple characters===
{{tocright}}
If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time '''unless''' you are willing to pay for [[Multiple Character Training]]. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character if you don't want to pay for MCT.
Here is a table of suggested haulers for all types of cargo, showing their cargo capacity in m<sup>3</sup> and approximate training time.  All low slots should be filled with Expanded Cargohold IIs, and then with both Cargohold Expander IIs and Medium Cargohold Optimization I rigs (these modules increase a ship's cargo capacity). Training time assumes a new character created after the Vanguard patch (new players given 400,000 starting skill points). A remap should be saved, as there is much less training to be completed than pre-Vanguard. Also note there is no longer any training necessary to fit Expanded Cargohold II, as Hull Upgrades II is provided to new characters.  


The Ody-1.1 industrial rebalance gave the Bestower the highest potential cargo, the Mammoth, the fastest travel time, the Tayra a launcher and highest base cargohold and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore.<ref>[https://forums.eveonline.com/default.aspx?g=posts&t=252819&find=unread Odyssey 1.1 - Tech 1 Industrials, Round 2]</ref>
== Why no T1 haulers?  ==
<br>
T1 haulers fill a niche created by the fact that other ships simply cannot hold as much as [[haulers]]. If all you want to do is move a large amount of gas, ore, minerals, or planetary commodities from one station or structure within or to a nearby system, then you might consider training up the relevant faction's hauler to fly a [[Haulers#Specialized_transports|specialized hauler]]. For example, at {{Sk|Gallente Hauler|V}} the [[Miasmos]] can hold 63,000{{m3}} which is almost as much as much as a Deep Space Transport's fleet hangar at max skills, but it has a paper tank that cannot hold up against any ganker. Moving anything valuable over longer distances puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe. Still, check your travel path for gate camps looking for easy hauler kills along the way. For longer distances, T2 haulers are necessary to prevent the loss of your ship and your cargo.


{| cellspacing="1" cellpadding="5" border="0" style="width: 547px; height: 230px;"
If you are a member of EVE University and cannot train into T2 hauling ships because you are an {{clonestate|alpha}}, consider using the [[Hauling_Department|University Hauling Service]] to move your stuff around safely for free and the [[Buyback|University Buyback Program]] to sell goods for profit.
|-
! bgcolor="#000000" align="center" colspan="2"|  


! bgcolor="#000000" align="center" colspan="2" |  
{{ note box | Notes:
With Expanded Cargohold IIs
* There are some restrictions on where the University Hauling Service will take your goods and there is a recommended fee for hauling on goods you intend to make a profit on. See the forum post for additional information.
! bgcolor="#000000" align="center" colspan="2" |
| italics= no }}
With both Expanded Cargohold IIs and Medium Cargohold Optimization I rigs
|-
! bgcolor="#000000" align="center" |
'''Ship'''


! bgcolor="#000000" align="center" |  
== Preparing for training  ==
'''Race'''
It is important to read about [[hauling]] as it will save you a lot of time and frustration. Before you even create a character, consider that the Amarr, Gallente, and Minmatar start with {{Sk|Mechanics|III}} and {{Sk|Hull Upgrades|III}}. Regardless of which faction you start with, you can train into any hauling ship. The {{sh|Charon}} is generally considered the best freighter because of its carrying capacity, but the {{sh|Obelisk}} offers the highest EHP and the {{sh|Fenrir}} is the fastest. The {{sh|Providence}} comes in second for agility and tank which means that it might be considered a balanced option. For Deep Space Transports, the {{sh|Occator}} is the fastest at aligning while the {{sh|Impel}} can fit a solid amount of tank thanks to its generous number of low slots. The {{sh|Mastodon}} is a good choice for those looking for a balanced choice between align time and tank.


! bgcolor="#000000" align="center" |
The [[Bowhead]] is a unique freighter in that it does not have a large cargo hold like the other freighters. Instead, it features a massive ship maintenance bay which allows it to haul fitted ships. Note that the Bowhead is shield-tanked and if you want to train both a regular freighter and the Bowhead, you might consider training into one of the shield-tanked transport ships for the fastest train. Otherwise, you could train support skills for both shield and armor-tanked hauling ships.
'''Cargo m<sup>3</sup>'''


! bgcolor="#000000" align="center" | Estimated Training Time (No Remap)<br>
== Skill plan ==
The skill plans are divided up between armor-tanked and shield-tanked ships as well Transport Ships (DSTs and Blockade Runners), Freighters, and Jump Freighters. This guide assumes that if you are going to train into a freighter, you will also be training into DST. If you do not, you can remove the {{Sk|Transport Ships}} skill from the skill queue leaving only empire faction specific hauler skill at the beginning of your ship skills portion of the skill queue. To train {{Sk|Jump Freighters}} you will need to train one of the four main empire faction freighters.


! bgcolor="#000000" align="center" |
All characters start with {{Sk|Cybernetics|I}} which allows the use of +3 [[Implants#Attribute_Enhancers|training implants]] and this guide assumes you are using them, but you may wish to train {{Sk|Cybernetics|V}} to unlock +5 implants and allows you to use implant sets like Amulets (armor) or Nirvanas (shield) for additional tank and Ascendancies (warp time) or Nomads (align time) for speed.
'''Cargo m<sup>3</sup>'''


! bgcolor="#000000" align="center" | Estimated Training Time (No Remap)<br>
The skill plan utilizes neural remaps to reduce training time. It is not required to use the neural remap, but the difference in time is significant. Because this skill plan utilizes three neural remaps, you will want to create a new character rather than training an existing alt. If you are using an existing character, you might consider using the first and third neural remaps to train up support and ship skills as these are the most lengthy skill trains. If your existing character only has the annual remap, consider remapping for the ship skills section as that will be the longest train. The remaps are as follows:
|-
| bgcolor="#333333" | [[Bestower]]<br>
| bgcolor="#333333" align="center" | Amarr<br>
| bgcolor="#333333" align="center" | 21,652<br>
| bgcolor="#333333" align="center" | None <br>
| bgcolor="#333333" align="center" | 32,929<br>
| bgcolor="#333333" align="center" | ~12h 57m<br>
|-
| bgcolor="#333333" | [[Tayra]]<br>
| bgcolor="#333333" align="center" | Caldari<br>
| bgcolor="#333333" align="center" | 20,256<br>
| bgcolor="#333333" align="center" | None <br>
| bgcolor="#333333" align="center" | 30,807<br>
| bgcolor="#333333" align="center" | ~12h 57m<br>
|-
| bgcolor="#333333" | [[Mammoth]]<br>
| bgcolor="#333333" align="center" | Minmatar<br>
| bgcolor="#333333" align="center" | 18,532<br>
| bgcolor="#333333" align="center" | None <br>
| bgcolor="#333333" align="center" | 28,184<br>
| bgcolor="#333333" align="center" | ~12h 57m<br>
|-
| bgcolor="#333333" | [[Iteron Mark V]]<br>
| bgcolor="#333333" align="center" | Gallente<br>
| bgcolor="#333333" align="center" | 20,520<br>
| bgcolor="#333333" align="center" | None <br>
| bgcolor="#333333" align="center" | 31,208<br>
| bgcolor="#333333" align="center" | ~12h 57m<br>
|}
<br><br>


== Weighing Training Time Against How Much You Want to Haul ==
* Support skills: Intelligence-Memory
* Navigation skills: Intelligence-Perception
* Ship skills: Willpower-Perception


The Bestower is the top hauler for general cargo. The Bestower carries less specific cargo than the modified haulers with special bays for ore, etc like the [[Kryos]] and [[Miasmos]]. The Bestower is also a good choice if you want to use the tech 1 industrial with the highest possible general cargo capacity in the game.  
The skills are not all maxed, meaning that after you have trained into the ships you wish to fly you may wish to train certain skills further than this skill plan covers, especially the support and navigation skills.


Hauling safely is still a concern with all haulers. The 4 general purpose, large capacity haulers can only fit three meta 4 Medium shield extenders and end up with around 6,000 ehp +/- depending on the race. One recommendation is to only carry 3 to 5 million isk in value per 1,000 of ehp. Another recommendation is the 50 million isk maximum collateral for T1 industrial haulers used by eve hauling company MicroPush.<ref>[http://www.pushx.net/rates.php PushX Rates] (no endorsement intended)</ref> If you carry too much cargo value often enough, you will lose your ship.
The skill plan has also been optimized for the dopamine effect of hearing that a skill has completed training by organizing skills from shortest to longest train wherever possible.


(See also [http://wiki.eveuniversity.org/Hauling#Hauling_Craft Hauling ships])
==Support skills==
First remap: '''Remapping (active) : i27 p17 c17 w17 m21'''


== Preparing for Training  ==
{{SkillQueue
 
|name=Armor-tanked support skills
It is important to read this section as it will save you a lot of time and frustrations. Before you even create a character, there are many things to consider: The race of your character, whether you have other characters in the account and if you want to do a neural remap.
|desc=Gallente/Amarr
 
|Jury Rigging I
=== Racial Characters  ===
Armor Layering I
Cloaking I
Industry II
Jury Rigging II
Armor Layering II
Cloaking II
Industry III
Jury Rigging III
Armor Layering III
Cloaking III
Industry IV
Hull Upgrades IV
Armor Layering IV
Explosive Armor Compensation I
EM Armor Compensation I
Kinetic Armor Compensation I
Thermal Armor Compensation I
Armor Rigging I
Astronautics Rigging I
EM Armor Compensation II
Thermal Armor Compensation II
Kinetic Armor Compensation II
Explosive Armor Compensation II
Astronautics Rigging II
Armor Rigging II
Explosive Armor Compensation III
Kinetic Armor Compensation III
Thermal Armor Compensation III
EM Armor Compensation III
Armor Rigging III
Astronautics Rigging III
Mechanics IV
Capacitor Systems Operation IV
EM Armor Compensation IV
Thermal Armor Compensation IV
Kinetic Armor Compensation IV
Explosive Armor Compensation IV
Capacitor Management IV
Astronautics Rigging IV
Armor Rigging IV
Industry V
Capacitor Systems Operation V
Cloaking IV
Capacitor Management V}}


Following the Odyssey expansion, the choice of Race, bloodline and ancestry has no effect on the training time. Racial Frigate III is no longer a requirement for Racial Industrial I. A character of any race can train to Amarr Industrial III and get a [[Bestower]]. Then proceed to training Spaceship Command I-V and Advanced Spaceship Command I-V to get an Amarr Freighter. Or with less than 18 hours of additional training that character can then train into another racial freighter.
{{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds


=== Creating an Alt on an Existing Account  ===
{{Sk|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time '''unless''' you are willing to pay for Multiple Character Training. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character.
{{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes


Dual Character Training, introduced in the June 2013 Odyssey expansion, allowed a player to train two characters on the same account for one month for the cost of an additional PLEX.  That became Multiple Character Training in late 2013, so you can now train both alts at the same time, and can purchase more than one month of alt training.  For more info see [[Dual Character Training]]
{{Sk|Armor Layering|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds


=== Neural Remaps  ===
{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds


You can decrease the training time required by remapping your attributes. You get 3 remaps total in your first year, so you can afford to remap Int (27)/Mem (21) and train any core skills you need followed by a remap to Per (27)/Will (21) to train the spaceship command skills to fly your ship.
{{Sk|Explosive Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


=== Skill Books  ===
{{Sk|EM Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


Since the Vanguard patch, new players are given a suite of skills already trained, thus the only skillbooks recommended are:
{{Sk|Thermal Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


*Jury Rigging: 60,000 (optional)
{{Sk|Kinetic Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
*Astronautics Rigging: 20,000 (optional)
**Total: 80,000


=== Training Plan for any Industrial ===
{{Sk|Armor Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds


Following the Vanguard patch, there is no longer any training required to fly a T1 racial industrial with Expanded Cargohold IIs.
{{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds


=== Training Plan for a Rigged Industrial ===
{{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
With the additional skills provided automatically to new characters by the Vanguard patch, it is not recommended to use a neural remap for the small amount of time gained on training.


Without remaps, you should be able to pilot a rigged Industrial around 12 hours 57 minutes.
{{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


*Mechanics III (3h, 39m)
{{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds
*Jury Rigging I (16m)
*Jury Rigging II (1h, 17m)
*Jury Rigging III (7h, 19m)
*Astronautics Rigging I (25m)




{{SkillQueue
{{SkillQueue
|Mechanics III
|name=Shield-tanked support skills
|desc=Caldari/Minmatar
|Shield Operation I
Jury Rigging I
Jury Rigging I
Industry II
Shield Operation II
Cloaking I
Shield Upgrades II
Jury Rigging II
Jury Rigging II
Tactical Shield Manipulation II
Industry III
Shield Operation III
Cloaking II
Shield Upgrades III
Jury Rigging III
Jury Rigging III
Shield Rigging I
Astronautics Rigging I
Astronautics Rigging I
}}
Shield Rigging II
Astronautics Rigging II
Shield Rigging III
Astronautics Rigging III
Tactical Shield Manipulation III
Mechanics IV
Capacitor Systems Operation IV
Industry IV
Shield Operation IV
Explosive Shield Compensation I
EM Shield Compensation I
Thermal Shield Compensation I
Kinetic Shield Compensation I
Explosive Shield Compensation II
EM Shield Compensation II
Thermal Shield Compensation II
Kinetic Shield Compensation II
Explosive Shield Compensation III
EM Shield Compensation III
Thermal Shield Compensation III
Kinetic Shield Compensation III
Cloaking III
Hull Upgrades IV
Shield Upgrades IV
Explosive Shield Compensation IV
EM Shield Compensation IV
Thermal Shield Compensation IV
Kinetic Shield Compensation IV
Capacitor Management IV
Shield Rigging IV
Astronautics Rigging IV
Tactical Shield Manipulation IV
Capacitor Systems Operation V
Industry V
Cloaking IV
Capacitor Management V}}
 
{{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds
 
{{Sk|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes
 
{{Sk|Shield Operation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
 
{{Sk|Shield Upgrades|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds
 
{{Sk|Explosive Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|EM Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Thermal Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Kinetic Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Shield Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
 
{{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
 
{{Sk|Tactical Shield Manipulation|IV|mult=yes}} 2 days, 10 hours, 47 minutes, 19 seconds
 
{{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
 
{{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds
 
 
 
{{SkillQueue
|name=Jump Freighter support skills
|desc=Only add this skill if you're planning to train Jump Freighters
|Science V}}
 
{{Sk|Science|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
==Navigation==
Second remap: '''Remapping (active) : i27 p21 c17 w17 m17'''
 
{{SkillQueue
|name=Transport Ship/Freighter skills
|desc=Valid for all empire factions
|Acceleration Control I
Acceleration Control II
High Speed Maneuvering II
Warp Drive Operation III
Acceleration Control III
High Speed Maneuvering III
Warp Drive Operation IV
Acceleration Control IV
Navigation IV
High Speed Maneuvering IV
Warp Drive Operation V
Micro Jump Drive Operation I}}
 
{{Sk|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds
 
{{Sk|Navigation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
 
{{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds
 
{{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Micro Jump Drive Operation|I|mult=yes}} 33 minutes, 20 seconds
 
 
{{SkillQueue
|name=Jump Freighter skills
|desc=Only use this if you are planning to train into jump freighter
|Navigation IV
Navigation V
Warp Drive Operation III
Warp Drive Operation IV
Warp Drive Operation V
Jump Drive Operation I
Evasive Maneuvering II
High Speed Maneuvering II
Jump Drive Operation II
Evasive Maneuvering III
High Speed Maneuvering III
Jump Drive Operation III
High Speed Maneuvering IV
Jump Drive Operation IV
Evasive Maneuvering IV
Jump Drive Operation V
Micro Jump Drive Operation I
Jump Fuel Conservation I
Jump Drive Calibration I
Jump Fuel Conservation II
Jump Drive Calibration II
Jump Fuel Conservation III
Jump Drive Calibration III
Jump Fuel Conservation IV
Jump Drive Calibration IV
Jump Drive Calibration V}}
 
{{Sk|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds
 
{{Sk|Navigation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds
 
{{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Micro Jump Drive Operation|I|mult=yes}} 33 minutes, 20 seconds
 
{{Sk|Jump Drive Operation|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|Jump Fuel Conservation|IV|mult=yes}} 6 days, 21 hours, 34 minutes, 38 seconds
 
{{Sk|Jump Drive Calibration|V|mult=yes}} 43 days, 21 hours, 43 minutes, 32 seconds
 
==Ship skills==
Third remap: '''Remapping (active) : i17 p27 c17 w21 m17'''
 
{{SkillQueue
|name=Amarr Transport skills
|desc=Amarr DST/Blockade Runner
|Amarr Hauler I
Amarr Hauler II
Amarr Hauler III
Amarr Hauler IV
Amarr Hauler V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Transport Ships V}}
 
{{Sk|Amarr Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
 
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
 
 
{{SkillQueue
|name=Gallente Transport skills
|desc=Gallente DST/Blockade Runner
|Gallente Hauler I
Gallente Hauler II
Gallente Hauler III
Gallente Hauler IV
Gallente Hauler V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Transport Ships V}}
 
{{Sk|Gallente Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
 
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
 
 
{{SkillQueue
|name=Minmatar Transport skills
|desc=Minmatar DST/Blockade Runner
|Minmatar Hauler I
Minmatar Hauler II
Minmatar Hauler III
Minmatar Hauler IV
Minmatar Hauler V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Transport Ships V}}
 
{{Sk|Minmatar Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
 
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
 
 
{{SkillQueue
|name=Caldari Transport skills
|desc=Caldari DST/Blockade Runner
|Caldari Hauler I
Caldari Hauler II
Caldari Hauler III
Caldari Hauler IV
Caldari Hauler V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Transport Ships V}}
 
{{Sk|Caldari Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
 
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
 
 
{{SkillQueue
|name=Caldari Freighter skills
|desc=Charon
|Spaceship Command IV
Spaceship Command V
Advanced Spaceship Command I
Advanced Spaceship Command II
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
Caldari Freighter I
Caldari Freighter II
Caldari Freighter III
Caldari Freighter IV}}
 
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
 
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|Caldari Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
 
 
{{SkillQueue
|name=Gallente Freighter skills
|desc=Obelisk
|Spaceship Command IV
Spaceship Command V
Advanced Spaceship Command I
Advanced Spaceship Command II
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
Gallente Freighter I
Gallente Freighter II
Gallente Freighter III
Gallente Freighter IV}}
 
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
 
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|Gallente Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
 
 
{{SkillQueue
|name=Amarr Freighter skills
|desc=Providence
|Spaceship Command IV
Spaceship Command V
Advanced Spaceship Command I
Advanced Spaceship Command II
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
Amarr Freighter I
Amarr Freighter II
Amarr Freighter III
Amarr Freighter IV}}
 
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
 
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds


When this is done, you will be able to pilot a Industrial that can fit Expanded Cargohold IIs and Cargohold Optimization I rigs for 32,929 m3 of cargo space. With another 2 hours of training you could reach Racial Industrial II and haul 5% more cargo.
{{Sk|Amarr Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds


== Bestower ==


{{Infobox Ship Horizontal
{{SkillQueue
|shipimg=Bestower512.jpg
|name=Minmatar Freighter skills
|caption=Bestower
|desc=Fenrir
|shipname=Bestower
|Spaceship Command IV
|class=Industrial
Spaceship Command V
|highs=2
Advanced Spaceship Command I
|launchers=0
Advanced Spaceship Command II
|turrets=1
Advanced Spaceship Command III
|mediums=3
Advanced Spaceship Command IV
|lows=6
Advanced Spaceship Command V
|cargohold=4800 m<sup>3</sup>
Minmatar Freighter I
|dronebay=0 m<sup>3</sup>
Minmatar Freighter II
|bandwidth=0 Mbit/sec
Minmatar Freighter III
|roles=Hauling
Minmatar Freighter IV}}
|variations=Impel
|bonuses='''Amarr Industrial Skill Bonus: '''<br>5% Bonus Cargo Capacity and Max Velocity per skill level
|info=The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor himself has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space.
|ver=Odyssey 1.1
}}  


Prior to the June 2013 Odyssey expansion, the best route to take was to create an Amarr character to fly the [[Bestower]], which can haul over 21,652 m<sup>3</sup> with a minimally trained set of skills. Now any T1 industrial can now be trained in the same amount of time because Racial Frigate III was removed as a prerequisite. 5,
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds


{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds


== Mammoth ==
{{Sk|Minmatar Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds


{{Infobox Ship Horizontal
|shipimg=Mammoth.jpg
|caption=Mammoth
|shipname=Mammoth
|class=Industrial
|highs=2
|launchers=0
|turrets=1
|mediums=4
|lows=5
|cargohold=5500 m<sup>3</sup>
|dronebay=0 m<sup>3</sup>
|bandwidth=0 Mbit/sec
|roles=Hauling
|variations=Mastodon
|bonuses='''Minmatar Industrial Skill Bonus: '''<br>5% Bonus Cargo Capacity and Max Velocity per skill level
|info=The Mammoth is the biggest and the strongest industrial ship of the Minmatar Republic. It was designed with aid from the Gallente Federation, making the Mammoth both large and powerful yet also nimble and technologically advanced. A very good buy.
|ver=Odyssey 1.1
}}


The Mammoth is the Minmatar version and with Odyssey 1.1, it has the fastest travel time of the 4 industrials.
{{SkillQueue
|name=ORE Freighter skills
|desc=Bowhead
|Spaceship Command IV
Spaceship Command V
ORE Hauler I
Advanced Spaceship Command I
ORE Hauler II
Advanced Spaceship Command II
ORE Hauler III
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
ORE Freighter I
ORE Freighter II
ORE Freighter III
ORE Freighter IV}}


== Iteron Mark V ==
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds


{{Infobox Ship Horizontal
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
|shipimg=Iteron Mark V.jpg
|caption=Iteron Mark V
|shipname=Iteron Mark V
|class=Industrial
|highs=2
|launchers=0
|turrets=1
|mediums=4
|lows=5
|cargohold=5800 m<sup>3</sup>
|dronebay=0 m<sup>3</sup>
|bandwidth=0 Mbit/sec
|roles=Hauling
|variations=Viator
|bonuses='''Gallente Industrial Skill Bonus: '''<br>5% Bonus Cargo Capacity and Max Velocity per skill level
|info=The Iteron-class cargo tugger is fast and reliable and there are many versions of it. It is equally popular among civilians and militaries alike as it's cheap and can be fitted in myriad different ways, allowing it to be used to freight almost anything. It is, however, quite vulnerable and needs to be protected while in unfriendly territories.
|ver=Odyssey 1.1
}}


As of Ody-1.1 the [[Iteron Mark V]] has the 2nd largest cargohold of all industrials and was rebalanced to be "Average" to balance for the new specialized Gallente haulers, [[Kryos]], [[Epithal]] and [[Miasmos]]. Since the June 2013 Odyssey expansion, it can now be flown immediately having only to train Gallente Industrial I. With hull upgrades II and rigging skills, it can easily carry a full jetcan for mining operations, even with only 2 medium cargohold optimization rigs, but a [[Miasmos]] might be a better choice for hauling ore since it's ore bay is larger and requires no cargo optimization rigs.
{{Sk|ORE Freighter|IV|mult=yes}} 7 days, 18 hours, 16 minutes, 28 seconds


== Tayra ==


{{Infobox Ship Horizontal
{{SkillQueue
|shipimg=Tayra.jpg
|name=Jump Freighter skills
|caption=Tayra
|desc=Valid for all empire factions
|shipname=Tayra
|Jump Freighters I
|class=Industrial
Jump Freighters II
|highs=2
Jump Freighters III
|launchers=1
Jump Freighters IV}}
|turrets=1
|mediums=5
|lows=4
|cargohold=7300 m<sup>3</sup>
|dronebay=0 m<sup>3</sup>
|bandwidth=0 Mbit/sec
|roles=Hauling
|variations=Bustard
|bonuses='''Caldari Industrial Skill Bonus: '''<br>5% Bonus Cargo Capacity and Max Velocity per skill level
|info=The Tayra is the latest version of the famous Badger, it's mostly used by the military or the mega corps for transports of goods of great value. The Tayra has stronger defenses and more high-tech equipment, making it one of the best freight carriers available.
|ver=Odyssey 1.1
}}  


The [[Tayra]] was formerly known as the Badger Mark II and was somewhat overlooked out of all of the racial haulers due to pre-odyssey training times and lower capacity than the Bestower and Iteron Mark V. After the Odyssey expansion, it is now possible to fly a Tayra with only Caldari Industrial I. Tayra is the only one of the 4 that has a launcher hardpoint. Tayra has the largest base cargohold of the 4, while the Bestower has the highest potential cargohold with cargohold expanders.
{{Sk|Jump Freighters|IV|mult=yes}} 12 days, 1 hour, 45 minutes, 36 seconds


== Fitting Haulers ==
== Fitting haulers ==
Hauling ships can be fit in a few different ways. For DSTs, you can fit for extra cargo, tank, or align. For freighters, you can fit for extra cargo or extra tank. Generally speaking, you only want to replace what's necessary to carry the haul. The fits below are designed for tank with extra cargo in hold. Note that it is generally a good idea to keep the main hold of a DST solely for things the DST needs and the fleet hangar for cargo.


Haulers are relatively straightforward to fit.For ore hauling, you will want to have maximum cargo capacity, meaning you want to fit Expanded Cargoholds in low slots and Cargohold Optimization in rigs.  
===Deep Space Transports===
These are fits that give you good tank somewhere between 70k–100k EHP.  


For courier missions, you might want to have faster align and warp speed, so you might want to fit Nanofiber Internal Structures and Inertia Stabilizers in low slots and Hyperspatial Velocity Optimizer in rigs.  
{{ShipFitting
| ship=Occator
| fitName=EUNI Wiki Example Fit
| fitID=
| high1name=Compact Interdiction Nullifier
| high1typeID=58966
| high2name=Improved Cloaking Device II
| high2typeID=11577
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=10MN Y-S8 Compact Afterburner
| mid2typeID=35656
| mid3name=Large Shield Extender II
| mid3typeID=3841
| low1name=Damage Control II
| low1typeID=2048
| low2name=Inertial Stabilizers II
| low2typeID=1405
| low3name=Federation Navy Explosive Coating
| low3typeID=17553
| low4name=Federation Navy Explosive Coating
| low4typeID=17553
| low5name=Federation Navy 400mm Steel Plates
| low5typeID=31910
| low6name=Federation Navy Multispectrum Coating
| low6typeID=17549
| charge1name=Core Probe Launcher I
| charge1typeID=17938
| charge2name=Core Scanner Probe I x16
| charge2typeID=30013
| charge3name=Expanded Cargohold II
| charge3typeID=1319
| charge4name=Mobile Depot
| charge4typeID=33474
| rig1name=Medium Trimark Armor Pump II
| rig1typeID=31059
| rig2name=Medium Trimark Armor Pump II
| rig2typeID=31059
| difficulty=1
| version=2023.31.12
| skills=
| notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}{{ShipFitting
| ship=Bustard
| fitName=EUNI Wiki Example Fit
| fitID=
| high1name=Compact Interdiction Nullifier
| high1typeID=58966
| high2name=Improved Cloaking Device II
| high2typeID=11577
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=10MN Y-S8 Compact Afterburner
| mid2typeID=35656
| mid3name=Multispectrum Shield Hardener II
| mid3typeID=2281
| mid4name=EM Shield Amplifier II
| mid4typeID=2553
| mid5name=EM Shield Amplifier II
| mid5typeID=2553
| mid6name=Republic Fleet Large Shield Extender
| mid6typeID=31932
| low1name=Reactor Control Unit II
| low1typeID=1355
| low2name=Damage Control II
| low2typeID=2048
| low3name=Inertial Stabilizers II
| low3typeID=1405
| charge1name=Core Probe Launcher I
| charge1typeID=17938
| charge2name=Core Scanner Probe I x16
| charge2typeID=30013
| charge3name=Expanded Cargohold II x3
| charge3typeID=1319
| charge4name=Mobile Depot
| charge4typeID=33474
| rig1name=Medium Ancillary Current Router I
| rig1typeID=31360
| rig2name=Medium Core Defense Field Extender II
| rig2typeID=31796
| difficulty=1
| version=2023.31.12
| skills=
| notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole.  
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}


If you wish, you can train skills to equip shield mods such as Shield Extenders and Invulnerability Fields in the mid slots to tank belt rats for a short time. It is also worth while to train skills for these modules to give some basic protection against high-sec ganking.
{{ShipFitting
| ship=Impel
| fitName=EUNI Wiki Example Fit
| fitID=
| high1name=Compact Interdiction Nullifier
| high1typeID=58966
| high2name=Improved Cloaking Device II
| high2typeID=11577
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=10MN Y-S8 Compact Afterburner
| mid2typeID=35656
| low1name=Damage Control II
| low1typeID=2048
| low2name=Inertial Stabilizers II
| low2typeID=1405
| low3name=Thermal Coating II
| low3typeID=1296
| low4name=Thermal Coating II
| low4typeID=1296
| low5name=EM Coating II
| low5typeID=1198
| low6name=Reactive Armor Hardener
| low6typeID=4403
| charge1name=Core Probe Launcher I
| charge1typeID=17938
| charge2name=Core Scanner Probe I x16
| charge2typeID=30013
| charge3name=Expanded Cargohold II
| charge3typeID=1319
| charge4name=Mobile Depot
| charge4typeID=33474
| rig1name=Medium Trimark Armor Pump II
| rig1typeID=31059
| rig2name=Medium Trimark Armor Pump II
| rig2typeID=31059
| difficulty=1
| version=2023.31.12
| skills=
| notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole.  
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}{{ShipFitting
| ship=Mastodon
| fitName=EUNI Wiki Example Fit
| fitID=
| high1name=Compact Interdiction Nullifier
| high1typeID=58966
| high2name=Improved Cloaking Device II
| high2typeID=11577
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=Caldari Navy Large Shield Extender
| mid2typeID=31930
| mid3name=Caldari Navy Large Shield Extender
| mid3typeID=31930
| mid4name=Multispectrum Shield Hardener II
| mid4typeID=2281
| mid5name=Kinetic Shield Amplifier II
| mid5typeID=2547
| low1name=Reactor Control Unit II
| low1typeID=1355
| low2name=Damage Control II
| low2typeID=2048
| low3name=Inertial Stabilizers II
| low3typeID=1405
| low4name=Mark I Compact Reactor Control Unit
| low4typeID=8263
| charge1name=Core Probe Launcher I
| charge1typeID=17938
| charge2name=Core Scanner Probe I x16
| charge2typeID=30013
| charge3name=Expanded Cargohold II x3
| charge3typeID=1319
| charge4name=Mobile Depot
| charge4typeID=33474
| rig1name=Medium Core Defense Field Extender II
| rig1typeID=31796
| rig2name=Medium Core Defense Field Extender II
| rig2typeID=31796
| difficulty=1
| version=2023.31.12
| skills=
| notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole.  
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}


== Optimize with Giant Secure Containers  ==
===Freighters===


There are items called ''Giant Secure Containers'' (GSC) which take up 3,000 m<sup>3</sup> in your cargo hold. The interesting thing is that you can actually put 3,900 m<sup>3</sup> of stuff in a GSC - which means you get a 30% space bonus.  
Freighters are the easiest to fit. They have three low slots regardless of which empire you trained into. That's it. For tank, use Reinforced Bulkheads II. For extra cargo, use Expanded Cargohold IIs.  


'''Note''': To use these, you do ''not'' need to train the skill ''Anchoring'', unless you plan to place ("anchor") them in space. This skill has no prerequisites but is a 3x skill, so it will probably take about half an hour to train if you do plan to anchor your GSCs. However not having them anchored (in space) will enable other people to flip the can and even scoop the entire GSC to their cargo hold.  
{{ShipFitting
| ship=Obelisk
| fitName=EUNI Wiki Example Fit
| fitID=
| low1name=Reinforced Bulkheads II
| low1typeID=1335
| low2name=Reinforced Bulkheads II
| low2typeID=1335
| low3name=Reinforced Bulkheads II
| low3typeID=1335
| charge1name=Expanded Cargohold II x3
| charge1typeID=1319 
| difficulty=1
| version=2023.31.12
| skills=
| notes=
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}


Note&nbsp;: Giant Secure Cans are great but with a minor limitation, they cannot store some goods like frozen food, livestock. So keep this in mind if you are using these containers to haul goods.  
== Optimize with Giant Secure Containers  ==
There are items called ''Giant Secure Containers'' (GSC) which take up 3,000{{m3}} in your cargo hold. The interesting thing is that you can put 3,900{{m3}} of stuff in a GSC—which means you get a 30% space bonus.  


== Advanced Hauling and earning ISK via Hauling  ==
{{ note box | Notes:
* Giant Secure Containers are great but with a minor limitation, they cannot store some goods like frozen food, or livestock. So keep this in mind if you are using these containers to haul goods.
| italics= no }}


The next step after mastering industrial hauling are Freighters and Transports. [[Advanced Hauling|This section]] will discuss training toward flying these sorts of ships, including how fastest to train toward them.
== Earning ISK via hauling ==


You can use outside databases, such as [[Using_EVE-Central_to_haul_profitably|EVE-Central]], to find profitable trade routes.  
Earning ISK via hauling can be done both with players and NPCs. To make money hauling for players, try keeping an eye out for courier contracts in the in-game channel: {{co|slateblue|Hauler's Channel}}. Just be mindful that people will sometimes try to use courier contracts to scam you.  


To take the first steps in making ISK with your new hauler, you might consider [[Trading#Hauling|playing the market]] or running [[Making Money with Hauling - Level 4 Cargo Missions|Level 4 Cargo Missions]].  
You can also earn ISK hauling with [[Distribution missions]]. Be aware that L1 missions sometimes require combat and therefore if you're grinding standings, it may be worth reading mission guides to make sure you have what you need.


== Credits  ==
== Credits  ==
*[https://gate.eveonline.com/Profile/Raddick%20Tseng Raddick Tseng] for suggesting this, and giving some interesting statistics.  
*[https://gate.eveonline.com/Profile/Raddick%20Tseng Raddick Tseng] for suggesting this, and giving some interesting statistics.  


==See also==
== See also ==
*[[Hauling 101]]
* [[Using external tools to haul profitably]]
*[[Advanced Hauling]]
* [[Making Money with Hauling - Level 4 Cargo Missions]]
*[[Using_EVE-Central_to_haul_profitably|Using Eve-Central to haul profitably]]
*[[Making Money with Hauling - Level 4 Cargo Missions]]


==References==
== References ==
<references/>
<references/>
*[https://forums.eveonline.com/default.aspx?g=posts&t=252819&find=unread Odyssey 1.1 - Tech 1 Industrials, Round 2]
* [https://forums-archive.eveonline.com/message/3263586 Odyssey 1.1 - Tech 1 Industrials, Round 2]
*[http://community.eveonline.com/news/dev-blogs/rebalancing-and-renaming-industrials/ Dev Blog - Rebalancing and renaming industrials]
* [https://www.eveonline.com/news/view/rebalancing-and-renaming-industrials Dev blog: Rebalancing and renaming industrials]
*[http://community.eveonline.com/news/dev-blogs/28-ships-later/ Dev blog - 28 ships later]
* [https://www.eveonline.com/news/view/28-ships-later Dev blog: 28 ships later]
* [https://www.eveonline.com/news/view/patch-notes-version-20-04 Patch notes: Renaming T1 industrials class to haulers]


[[Category:Guides]]
[[Category:Getting Started]]
[[Category:Hauling]]
[[Category:Hauling]]
[[Category:Guides]]
[[Category:Trade]]
[[Category:Trade]]
[[Category:Accounts]]
[[Category:Fittings]]