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Creating an Alt Hauler: Difference between revisions

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{{uwc}}  
{{main|Alternate characters}}{{Skillplan Navbar}}
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.


{| align="right"
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]].
|-
| __TOC__
|}


'''''Stuck in station, unable to purchase the items you need?''''' <br> '''''Looking at hauling as a means to running trade routes?'''''  
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.


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 [http://classes.eve-ivy.com/ Alt Hauling 101] audio class.  
== 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.  


Our goal is to be able to haul the most amount of stuff (measured in m<sup>3</sup>) in the least amount of time from a new character's perspective. In doing this task, [http://evemon.battleclinic.com/ EVEMon] is your friend, and this guide basically shows you some career paths that you can then customize. The route you take depends on the race of the character, as all characters now start with minimal skills but those include racial frigate skills.  
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.  


''Note: You cannot train these skills (Racial Industrial) on Trial accounts.''
===Training multiple characters===
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.


== Hauler Table ==
== Why no T1 haulers? ==
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.


Here is a simple table of Haulers and their cargohold capacity in m<sup>3</sup> with minimal skills and full Expanded Cargohold IIs (plus 3x T1 Cargo Rigs):
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.


<br>
{{ note box | Notes:
* 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.
| italics= no }}


{| width="337" cellspacing="1" cellpadding="5" border="0" style=""
== Preparing for training  ==
|-
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" |
'''Ship'''


! 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" |  
== Skill plan ==
'''Race'''
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.


|-
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.
| bgcolor="#333333" | Bestower<br>
| bgcolor="#333333" align="center" | 13,319 (20,257) <br>
| bgcolor="#333333" align="center" | Amarr<br>
|-
| bgcolor="#333333" | Mammoth<br>
| bgcolor="#333333" align="center" | 17,838 (27,129)<br>
| bgcolor="#333333" align="center" | Minmatar<br>
|-
| bgcolor="#333333" | Iteron Mark IV<br>
| bgcolor="#333333" align="center" | 13,058 (19,859) <br>
| bgcolor="#333333" align="center" | Gallente<br>
|-
| bgcolor="#333333" | Iteron Mark V <br>
| bgcolor="#333333" align="center" | 25,270 (38,433) <br>
| bgcolor="#333333" align="center" | Gallente<br>
|-
| bgcolor="#333333" | Badger <br>
| bgcolor="#333333" align="center" | 7,041 (10,708) <br>
| bgcolor="#333333" align="center" | Caldari<br>
|-
| bgcolor="#333333" | Badger Mark II<br>
| bgcolor="#333333" align="center" | 12,514 (19,032)<br>
| bgcolor="#333333" align="center" | Caldari<br>
|}


<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:


== Creating a Bestower Pilot  ==
* Support skills: Intelligence-Memory
* Navigation skills: Intelligence-Perception
* Ship skills: Willpower-Perception


=== Create an Amarr Character  ===
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.


The best route to take is to create an Amarr character to fly the [http://wiki.eveonline.com/en/wiki/Bestower Bestower], which can haul over 13,000 m<sup>3</sup> with a minimally trained set of skills!
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.


Obviously, since we want to fly the Amarr Bestower most quickly, you will create an Amarr character. This is the only option that makes any difference from a gameplay perspective, as it affects your starting racial skills (namely, your racial Frigate skill).
==Support skills==
First remap: '''Remapping (active) : i27 p17 c17 w17 m21'''


Next, you'll have the ability to chose your bloodline and ancestry. These do not make any difference to the stats you will start with, but they will change your starting appearance and the location your character starts.
{{SkillQueue
|name=Armor-tanked support skills
|desc=Gallente/Amarr
|Jury Rigging I
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}}


=== Pause Training  ===
{{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds


If you are creating an alt on an account with other characters, only one character can be training skills at a time. 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|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


=== Skill Books  ===
{{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes


Now, your new avatar will start out flat broke. Therefore, you will need to send the alt some ISK to buy the following skillbooks in the starting station:
{{Sk|Armor Layering|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds


*Amarr Industrial (270,000)
{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds
*Hull Upgrades (54,000)
*Jury Rigging (54,000) (optional)
*Astronautics Rigging (18,000) (optional)
**Total: 324,000 (optional: 396,000) ISK


==== Neural Remap  ====
{{Sk|Explosive Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


You can decrease the training time required by remapping your attributes. If you choose to remap then remember to do so before you start training to maximize the benefit of the remap.
{{Sk|EM Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


*Maximize Perception
{{Sk|Thermal Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
*Minimize Intelligence, Memory, and Charisma
*Remaining points into Willpower


=== Training Plan for Bestower  ===
{{Sk|Kinetic Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


You will be flying the Bestower in under 12 hours (half a day) if you go this route!
{{Sk|Armor Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds


#Amarr Frigate III
{{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
#Amarr Industrial I
#Hull Upgrades I
#Hull Upgrades II


When it is done, you will be able to pilot a Bestower that can fit Expanded Cargohold IIs.
{{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds


== Creating a Mammoth Pilot  ==
{{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


=== Create a Minmatar Character  ===
{{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds


Although Bestower is a great hauler with a short training plan, its cargo capacity falls far short of fitting a full jetcan of ore. Meaning that it requires additional trips, therefore wasting time when you could do other things. This is where the [http://wiki.eveonline.com/en/wiki/Mammoth Mammoth] comes in, with just rigs and Expanded Cargohold IIs, it has around 27,000m<sup>3</sup> cargo capacity. Although it is a few hundred m<sup>3</sup> fall short of a few jetcan, you can easily exceed that with GSCs.


Similar to creating a Bestower pilot, it is recommended to to create a Minmatar character as it will have Minmatar Frigate II already trained and saves us some time. Yet again the bloodline and ancestry will have minimal impact on the training time, especially if you choose to do a neural remap.
{{SkillQueue
|name=Shield-tanked support skills
|desc=Caldari/Minmatar
|Shield Operation I
Jury Rigging I
Industry II
Shield Operation II
Cloaking I
Shield Upgrades II
Jury Rigging II
Tactical Shield Manipulation II
Industry III
Shield Operation III
Cloaking II
Shield Upgrades III
Jury Rigging III
Shield 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}}


=== Pause Training  ===
{{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds


If you are creating an alt on an account with other characters, only one character can be training skills at a time. 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|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


=== Skill Books  ===
{{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes


Now, your new avatar will start out flat broke. You will need to send the alt some ISK to buy the following skillbooks in the starting station:
{{Sk|Shield Operation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds


*Learning (31,500)
{{Sk|Shield Upgrades|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
*Spatial Awareness (45,000)
*Iron Will (45,000)
*Hull Upgrades (54,000)
*Minmatar Industrial (270,000)
*Jury Rigging (54,000) (optional)
*Astronautics Rigging (18,000) (optional)
**Total: 445,500 (optional: 517,500) ISK


==== Neural Remap  ====
{{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. If you choose to remap then remember to do so before you start training to maximize the benefit of the remap.
{{Sk|Explosive Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


*Maximize Perception
{{Sk|EM Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
*Minimize Intelligence, Memory, and Charisma
*Remaining points into Willpower


=== Training Plan for Mammoth  ===
{{Sk|Thermal Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


If you use a remap and follow this plan, you should be able to pilot a Mammoth around 3 days 4 hours 27 minutes.
{{Sk|Kinetic Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


#Learning I
{{Sk|Shield Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
#Learning II
#Spatial Awareness I
#Spatial Awareness II
#Iron Will I
#Iron Will II
#Hull Upgrades I
#Hull Upgrades II
#Minmatar Frigate III
#Minmatar Industrial I
#Minmatar Industrial II
#Minmatar Industrial III
#Minmatar Industrial IV


When it is done, you swill be able to pilot a Mammoth that can fit Expanded Cargohold IIs.
{{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds


== Creating a Iteron Mark V Pilot  ==
{{Sk|Tactical Shield Manipulation|IV|mult=yes}} 2 days, 10 hours, 47 minutes, 19 seconds


=== Create a Gallente Character  ===
{{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds


As you can see in the Hauler table [http://wiki.eveonline.com/en/wiki/Iteron_Mark_V Iteron Mark V] has the largest cargohold of all industrials. But on the flip side it also takes the longest to train for. Therefore if you are into piloting the biggest, most spacious ship and don't mind the longer training queue, Iteron V is the ship for you. Furthermore, when you are done training for Iteron Mark V, you are within a week's training to the Gallente Freighter [http://wiki.eveonline.com/en/wiki/Obelisk Obelisk].
{{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


Yet again, it is recommended to create a Gallente character to save us some time not having to train Gallente Frigate II. The bloodline and ancestry will have minimal impact on the training time, especially if you choose to do a neural remap.
{{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds


=== Pause Training  ===


If you are creating an alt on an account with other characters, only one character can be training skills at a time. 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.


=== Skill Books  ===
{{SkillQueue
|name=Jump Freighter support skills
|desc=Only add this skill if you're planning to train Jump Freighters
|Science V}}


Now, your new avatar will start out flat broke. You will need to send the alt some ISK to buy the following skillbooks in the starting station:
{{Sk|Science|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


*Instant Recall (45,000)
==Navigation==
*Analytical Mind (45,000)
Second remap: '''Remapping (active) : i27 p21 c17 w17 m17'''
*Learning (31,500)  
*Spatial Awareness (45,000)
*Iron Will (45,000)
*Hull Upgrades (54,000)
*Gallente Industrial (270,000)
*Cybernetics (67,500) (optional)
*Jury Rigging (54,000) (optional)
*Astronautics Rigging (18,000) (optional)
**Total: 535,500 (optional: 675,000) ISK


==== Neural Remap  ====
{{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}}


You can decrease the training time required by remapping your attributes. If you choose to remap then remember to do so before you start training to maximize the benefit of the remap.
{{Sk|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds


*Maximize Perception
{{Sk|Navigation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
*Minimize Intelligence, Memory, and Charisma
*Remaining points into Willpower


=== Using Implants  ===
{{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds


Since the training queue can extend over two weeks even with a remap. Therefore it might be worthwhile to consider plugging in some implants. The type of implants that gives maximum benefits are implants that gives bonuses to Perception and Willpower. Here is a table with rough estimates comparing different implant bonuses:<br>
{{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


<br>
{{Sk|Micro Jump Drive Operation|I|mult=yes}} 33 minutes, 20 seconds


{| width="458" cellspacing="1" cellpadding="3" border="0" style=""
|-
! height="43" bgcolor="#000000" align="center" | Bonuses<br>
! height="43" bgcolor="#000000" align="center" | Time Reduced (with remap)<br>
! height="43" bgcolor="#000000" align="center" | Estimated total cost of implants<br>
|-
| height="27" bgcolor="#333333" align="center" | +1<br>
| height="27" bgcolor="#333333" align="center" | ~2d (~20h) <br>
| height="27" bgcolor="#333333" align="center" | ~575k<br>
|-
| height="27" bgcolor="#333333" align="center" | +2<br>
| height="27" bgcolor="#333333" align="center" | ~4d (~1d 14h) <br>
| height="27" bgcolor="#333333" align="center" | ~8m <br>
|-
| height="27" bgcolor="#333333" align="center" | +3<br>
| height="27" bgcolor="#333333" align="center" | ~5d 14h (~2d 6h) <br>
| height="27" bgcolor="#333333" align="center" | ~20m <br>
|}


<br>
{{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}}


Note that the table does not include implants beyond +3s, it is because the additional training time and cost does not justify the benefits.<br>
{{Sk|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds


=== Training Plan for Iteron Mark V ===
{{Sk|Navigation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


If you use a remap with no implants and follow this plan, you should be able to pilot a Iteron Mark V around 15 days 4 hours 54 minutes.
{{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds


#Instant Recall I
{{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
#Instant Recall II
#Analytical Mind I
#*Spending 15 minutes training it to 1 will cut around 1.5 hours off the queue. Leave it at I for now as further training of this skill will extend the time not shortening it.
#Learning I
#Learning II
#Spatial Awareness I
#Spatial Awareness II
#Spatial Awareness III
#Iron Will I
#Iron Will II
#Iron Will III
#Cybernetics I (optional)
#*Only train Cybernetics if you wish to use implants. When it is done training plug in the implants before continuing to maximize the benefits.
#Hull Upgrades I
#Hull Upgrades II
#Gallente Frigate III
#Gallente Industrial II
#Gallente Industrial II
#Gallente Industrial III
#Gallente Industrial IV
#Gallente Industrial V


When it is done, you will be able to pilot a Iteron Mark V that can fit Expanded Cargohold IIs.
{{Sk|Micro Jump Drive Operation|I|mult=yes}} 33 minutes, 20 seconds


=== From Iteron Mark V to Obelisk  ===
{{Sk|Jump Drive Operation|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds


As mentioned earlier, from Iteron Mark V it is an easy train to be able to pilot an Obelisk, a freighter. Do note that a freighter is very expensive (upward to 600m+) and cannot haul cans in space, therefore strictly limited to station to station hauling. But if you choose to train further to be able to pilot the Obelisk, you will need the following skillbooks:
{{Sk|Jump Fuel Conservation|IV|mult=yes}} 6 days, 21 hours, 34 minutes, 38 seconds


*Advanced Spaceship Command (45,000,000)
{{Sk|Jump Drive Calibration|V|mult=yes}} 43 days, 21 hours, 43 minutes, 32 seconds
*Gallente Freighter (67,500,000)
**Total: 112,500,000 ISK


=== Training Plan for Obelisk from Iteron Mark V  ===
==Ship skills==
Third remap: '''Remapping (active) : i17 p27 c17 w21 m17'''


If you continue to train to Obelisk from Iteron Mark V, it should take 3 days 12 hours to complete.
{{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}}


#Spaceship Command IV
{{Sk|Amarr Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
#Spaceship Command V  
#Advanced Spaceship Command I
#Gallente Freighter I


When it is done, you will be able to pilot an Obelisk.
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes


== Optional Training: Rigging  ==


You can increase the carrying capacity of your hauler significantly by fitting it with three Medium Cargohold Optimization I rigs.
{{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}}


It is important to note that you do not need rigging skills to use rigs that are already installed in a ship. You only require rigging skills to install rigs on ships. Therefore, you can either train the skills yourself or give the ship and rigs to someone you trust with the required skills to install the rigs for you. If you choose to train the required skills then you will need to train the following skills:
{{Sk|Gallente Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds


*Mechanic III
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
*Jury Rigging III
*Astronautics Rigging I


== Fitting Haulers  ==


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.
{{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}}


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.
{{Sk|Minmatar Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds


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.
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes


== Optimize with Giant Secure Containers  ==


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.
{{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
 
{{Sk|Amarr Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
 
 
{{SkillQueue
|name=Minmatar Freighter skills
|desc=Fenrir
|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
Minmatar Freighter I
Minmatar Freighter II
Minmatar Freighter III
Minmatar 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|Minmatar Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
 
 
{{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}}
 
{{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|ORE Freighter|IV|mult=yes}} 7 days, 18 hours, 16 minutes, 28 seconds


With rigs and cargo expanders, that brings a Bestower total close to 25,400 m<sup>3</sup> and Mammoth up to 35,100 m<sup>3</sup>.


'''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.
{{SkillQueue
|name=Jump Freighter skills
|desc=Valid for all empire factions
|Jump Freighters I
Jump Freighters II
Jump Freighters III
Jump Freighters IV}}


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.
{{Sk|Jump Freighters|IV|mult=yes}} 12 days, 1 hour, 45 minutes, 36 seconds


== Other Racial 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.


The Bestower is the fastest return for the most space. However, other races (well, except the Caldari like me) have decent hauling capability depending on the training investment. The Mammoth is often considered the best hauler for a week of training, giving almost half again the Bestower's space (with Expanded Cargohold IIs). The Iteron Mark V has the large cargo capacity of all Industrials.  
===Deep Space Transports===
These are fits that give you good tank somewhere between 70k–100k EHP.  


All stats include a maximum number of these Expanded Cargohold IIs.  
{{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
}}


=== Badger Pilot (Caldari===
{{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
}}


Finally, if you desire to fly a [http://wiki.eveonline.com/en/wiki/Badger_Mark_II Badger Mark II], capable of hauling just over 12,500 m<sup>3</sup>, here's how you can do this. This is most useful for Caldari pilots who already have the Frigate and Hull Upgrade skills and want to be flying in under a day.
===Freighters===


You'll need these skills:
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.


*Caldari Industrial III
{{ShipFitting
**Caldari Frigate III
| ship=Obelisk
*Hull Upgrades II
| 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
}}


== Advanced Hauling and earning ISK via Hauling ==
== 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.


The next step after mastering industrial hauling (especially the Iteron Mark V) are Freighters and Transports. [[Advanced Hauling|This section]] will discuss training toward flying these sorts of ships, including how fastest to train toward them.  
{{ 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 }}


You can use outside databases, such as [http://www.eve-ivy.com/wiki/index.php?title=Using_EVE-Central_to_haul_profitably EVE-Central], to find profitable trade routes.
== Earning ISK via hauling  ==


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]].  
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.  


=== References  ===
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.


[http://www.eve-ivy.com/forums/viewtopic.php?f=33&t=18485 A note on hauling] (Uni Forums)
== Credits  ==
*[https://gate.eveonline.com/Profile/Raddick%20Tseng Raddick Tseng] for suggesting this, and giving some interesting statistics.  


=== Credits  ===
== See also ==
* [[Using external tools to haul profitably]]
* [[Making Money with Hauling - Level 4 Cargo Missions]]


[https://gate.eveonline.com/Profile/Raddick%20Tseng Raddick Tseng] for suggesting this, and giving some interesting statistics.  
== References ==
<references/>
* [https://forums-archive.eveonline.com/message/3263586 Odyssey 1.1 - Tech 1 Industrials, Round 2]
* [https://www.eveonline.com/news/view/rebalancing-and-renaming-industrials Dev blog: Rebalancing and renaming industrials]
* [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:Hauling]] [[Category:Guides]] [[Category:Trading]]
[[Category:Guides]]
[[Category:Getting Started]]
[[Category:Hauling]]
[[Category:Trade]]
[[Category:Accounts]]
[[Category:Fittings]]